project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Community Maps Maps created by PR community members.

Contact Support Team Frequently Asked Questions Register today!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 04-29-2008, 04:28 PM   #251
Jonny

Jonny's Avatar
Default

If it becomes wider but the same height will it mean there is a possibility of bringing back the paths on the mountains? They were something really new and interesting to pick your way through, and had a lot of potential for ambushes.

Would you consider a static ontop of the terrain which would allow explosions to penetrate to nearby soldiers if an IED was set off, and also recreate the cover from bullets while still being visible at long ranges? To be used instead of the trees.

Would a tributary from the mountains be possible?

Would this mean that the new statics from the DEV journal forum could be planned to be used from the start?

Would you be willing to make extensive fields (four of the 50x50 ones you made in a square) to make it seem like real fields instead of miniture game-fields?

How would you feel about making a base for the field (a static) to cover and draw attention away from a potentially large tunnel network inside the village, with the possibility of a spawn inside and no way back in? Preferably this would be into a basement of a building, then a ladder to get out.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
Jonny is offline
Old 04-29-2008, 04:39 PM   #252
CodeRedFox
Retired PR Developer

CodeRedFox's Avatar
Default

I'll have to really look into the mountain height because I don't want to get rid of the hill trails.

I'm really not try to reinvent the level just create a level that feels more real. A big problem is allot of the villages and towns are real close to each other, in the valley and in the hills.

I'll keep the fields to 50 x 50 only because anything larger will cause issues, but stacking 4 50x 50 fields make a huge field.

Quote:
tunnel network inside the village
I'm keeping the tunnels to the hills
CodeRedFox is offline
Last edited by CodeRedFox; 04-29-2008 at 04:47 PM..
Old 04-29-2008, 04:52 PM   #253
Jonny

Jonny's Avatar
Default

There does not need to be many vilages, so long as they are complex enough that you can hide MANY caches there, with basements and sheds and a few other things there.

Try to base them off an important feature in the terrain, too, like a river crossing or cross roads.

The ones in the valley should be bigger than the ones in the mountains. They would be naturally.

Try to stay away from a village on a straight road, I have never seen them and they need a focal point like a small lake, river crossing, crossroads, etc. and plenty of alleyways around the back.

EDIT:
NOOOOOOOO!!!!!!

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
Jonny is offline
Old 04-29-2008, 05:08 PM   #254
=Romagnolo=

=Romagnolo='s Avatar
Send a message via MSN to =Romagnolo=
Default

Make this map an infantary map, and with the experiencie of making this map use to do a BIGGER AND BETTER one

[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Rudd:"if a pidgeon lands on the phone line I lose internet for 3 days"
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
=Romagnolo= is offline
Old 04-29-2008, 05:19 PM   #255
[R-DEV]Hans Martin Slayer
PRSP Manager
Supporting Member

[R-DEV]Hans Martin Slayer's Avatar
Send a message via Skype™ to [R-DEV]Hans Martin Slayer
Default

looking very good there man!

what are you using to create the heightmap?
also, the pic on the left is the 1024 scale 4 version, right?

i'm asking because i'm trying to get into scale 4 maps as well at the moment to start on creating a r/l based map featuring air support. i've tryed to get into terragen today but the results are crap so far, so i guess i have to keep trying there.

i guess you do the heightmap in 3ds?

anyways, i think the idea of making it larger is very good, i'm sure you've got the skills to create an awesome scenario there!

Quote:
Negative! I'm still a firm believer of working for it. Its all apart of the story. This will still stay mainly an infantry level.
i like the idea of fighting for the air support. so if you're going to provide the insurgents with air defence i think it's cool to spawn the air support when certain flags are captured. another variant of limiting air support would be to give it a high respawn time and tick the spawndelay at start box. just to throw in an idea.

but in the end, i guess things like that depend quite much on testing anyways.

for the trees from your other update: i agree with the other guys, you shouldnt place too many trees on the mountains, maybe just a few here and there or even go with another overgrowth type for the mountains, i'd say that would be better.

and yea i think i've spotted the caves () and they fit in quite nice now, just try to make the 'fading' between static cave object and terrain a bit nicer if possible, and also having the same texture on the caves as the terrain texture/ colour would be awesome, e.g. so you can choose one of the bf2 colour/texture for your terrain that is quite (or even exactly ?) the same as the object colour/texture. i have no idea if this is possible, but i'd say so..

keep it rolling!


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]Hans Martin Slayer is offline
Old 04-30-2008, 02:35 AM   #256
CodeRedFox
Retired PR Developer

CodeRedFox's Avatar
Default

Alright, had a little talk with Rhino and I not going to restart. There are some bigger afghan maps that are in the works that will give you all the airspace you want

But dont hold out for the Apache.
CodeRedFox is offline
Old 04-30-2008, 01:17 PM   #257
Jonny

Jonny's Avatar
Default

I dont know how easy it would be to do, but halving the height of everything would give (almost) the same effect as increasing the size.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
Jonny is offline
Old 04-30-2008, 01:30 PM   #258
[R-DEV]AfterDune
PR Developer
Supporting Member
PR Server License Administrator

[R-DEV]AfterDune's Avatar
Default

Quote:
Originally Posted by Jonny View Post
I dont know how easy it would be to do, but halving the height of everything would give (almost) the same effect as increasing the size.
And re-model -everything- that is in-game? Whahahahahaahahahhahaa


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]AfterDune is offline
Old 04-30-2008, 01:43 PM   #259
Jonny

Jonny's Avatar
Default

I mean the terrain, then moving the statics down.

So the terrain will be in the same proportions as it would have been if you made a new bigger version of it.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
Jonny is offline
Old 04-30-2008, 01:58 PM   #260
[R-DEV]Rhino
PR Mapper Team
Supporting Member

[R-DEV]Rhino's Avatar
Send a message via MSN to [R-DEV]Rhino
Default

Quote:
Originally Posted by Jonny View Post
I mean the terrain, then moving the statics down.

So the terrain will be in the same proportions as it would have been if you made a new bigger version of it.
ehhh its not hard to do, its just simply not worth it.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]Rhino is offline
Closed Thread


Tags
afganistan, khara, korengal, map, released, valley
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 07:24 PM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.