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#281 |
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bloody hell, caves?? didnt find them!
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#282 |
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Hmph, the caves seem a little out of the way, they are nice but if the map is AAS I don't see anyone going in them unless the is a flag in them. Would also be nice if there was a cave system going across the mountain.
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#283 | ||
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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Thank you. Hope to bring my talents to the party.
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The cave will play a bigger part as soon as I can confirm you can spawn with in them. Also I tried the Whole mountain cave approach, doesn't work very well! | ||
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#284 |
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Nice map, great work Fox
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#285 |
![]() Join Date: Feb 2008
Location: Glassboro NJ
Posts: 2,395
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man I haven't played it yet, but Id love to try it out
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Biggest time killer :P 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. |
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#286 |
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Lead Beta Tester - US
![]() Join Date: Feb 2008
Location: California
Posts: 4,754
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Congrats on getting DEV and I love the map.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. You miss 100% of the shots you don't take.- Wayne Gretzky |
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#287 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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The daily fix update :
Gameplay : + All CP have been fixed (Flags removed, times and order) + CP Group Guidelines updated + JDAM removed pre PR guild lines + All AA's replaced with RPG's + All Spawned weapons now lay flat on ground + Vehicles spawn time fix pre PR guild lines + Bunkers added to both Mainbase and Outpost Map / Visuals : Floating objects found and fixed UK Outpost updated to a UK look UK Outpost no longer a Flag, spawned as a bunker Check and fixed most of the crops heights (this may take a bit longer) All building are temp'd until further notice. If anyone has advice on roads let me know, I'm having the hardest time getting them lay flat. *Also to all the modders that have ask or requested that I add this map to there sub-mod. I'm glad your liking my work, but until I can get one map out I feel like I should stay with the basic first. If and when this map becomes apart of PR I will gladly talk to you about the idea of making Sub Mod version and/or a whole new map just for you! |
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Last edited by CodeRedFox; 05-03-2008 at 11:44 PM..
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#288 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Jeeps:
The hesco stops people flooring it out of the main, its mainly that it is easier to get them out if the main is suddenly attacked, you dont have to start manouvering. I think the main should be surrounded by hesco too, it may be just the same as the other maps but it makes it feel secure. Gardens/fields: If it is a field it is HUGE and has tall crops/grass with uneven terrain under it, if it is a garden it is next to a house, walled off properly with low walls and has a tree or shrubbery in there. The gardens should be level too, BTW, unlike the fields, and should be shorter grass. A static shed or tyre swing would really help with the effect too. Hedgerows: Its not a PR thing, you just need a bush with a collision mesh for vehicles and people but only the bottom portion with a collision mesh for projectiles. Then you place a row of them really close together so that you cant walk through it but you can shoot through the leafy parts. Caves: Is there any way you could put a cave system beneath one of the larger mountain settlements? The top would appear to be a paved floor then and it would not look as out of place as a random static anywhere else. One more thing: There is a small green area near the brit main in the valley which is just green painted land, this would look good with short undergrowth grass on there. You wont be able to hide in it but it would make it look a little more normal if you walk past. |
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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 |
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#289 | |||
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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Also I think ether you graphics are set really low or you have a video card issues Roads : http://i242.photobucket.com/albums/f.../screen085.jpg http://i242.photobucket.com/albums/f.../screen083.jpg http://i242.photobucket.com/albums/f.../screen087.jpg You dont have any roads here. Bad install? And a few other screen shots you posted have odd parts messed up. | |||
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Last edited by CodeRedFox; 05-04-2008 at 02:24 PM..
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#290 |
![]() Join Date: Apr 2007
Location: Göteborg, Sweden
Posts: 216
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If your cave static had a massive solid top section, couldn't you then make a gap in the mountain and let the cave fill the gap? That way the caves would seem to go through the mountain and lead to the other side. The top section of the cave is just so the entrance ends up lower on the side of the mountain.
Maybe you tried this already and I'm missing something. I don't do modelling or mapping. |
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| Tags |
| afganistan, khara, korengal, map, released, valley |
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