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#11 | |
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Quote:
You gave me a good idea for this map. Have it setup like barracuda where the coalition spawn on the carrier, given only boats they must make their way to one of 3 possible landing spots (flags) after they secure them they move inland towards the caves deep in the valley. Of course i won't be putting any APCs on this map. some possible flag locations.... http://img14.imageshack.us/img14/4714/possible.jpg The far right and far left i'm not sure about. The far left is not really accessible by anything but boat or swimming(in RL), and the far right could be a US spawn point if i decided not to use the carrier. | |
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Last edited by badmojo420; 07-01-2009 at 07:38 PM..
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#12 |
![]() Join Date: Nov 2007
Posts: 1,213
Location: Québec, Montréal
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USMC vs Al Quaeda?... Yeah.. right..
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«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq |
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#13 |
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lol Al Queda?, nah they are more reserve :P. Please post Screenies in "Detail Mode Texture" so we can see true definition. all in all so far so good. Seems kinda blue but that's possibly my monitor.
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#14 |
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Yeah the textures on there right now are just the google earth satellite photo, in the end the mountains will be much browner. This is still very much a WIP
Heres a grid view..... http://img19.imageshack.us/img19/15/rough2.jpg I've only started doing the sculpting on that close mountain. |
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Last edited by badmojo420; 07-01-2009 at 07:38 PM..
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#15 |
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I need some opinions on buildings. I'm thinking about putting in mostly destroyable 1 story buildings. But of course this will give it less variety and end up a big maze of similar looking buildings. But then that might not be too bad. Especially since after the fighting starts it'll be easy to tell where the action has been happening since buildings will be getting blown up. But this map isn't really geared for massive destruction (no choppers, tanks, jets, etc) so maybe the destroyable buildings would be a waste of time and resources. Anyway, i'd like to hear some other opinions before i get the whole village built.
Heres a few destroyables placed..... http://img5.imageshack.us/img5/7141/buildings.jpg |
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Last edited by badmojo420; 07-01-2009 at 07:38 PM..
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#16 |
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Registered User
![]() Join Date: Apr 2007
Posts: 5,191
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Cool idea and map is starting to look cool! I think it would be cool to get those houses destroyable. Because there arent that much things that can destroy 'm. Would be cool to see a lot of things destroyed and thinking: Wauw! Only AT rockets and grenades did this!
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#17 |
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Don't forget IEDs, it would be sweet to watch a squad run into a house and blow the whole house up.
I've talked to mainerror and anchientman about the destroyables, as long as i dont use too many it shouldn't be an issue, but when you get too many it'll crash the map. Worst case, i'll have to replace them with non-destroyables. Village is coming along nice... http://img23.imageshack.us/img23/4651/buildings2.jpg Ref Photo... http://img18.imageshack.us/img18/1646/1345800.jpg |
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Last edited by badmojo420; 07-01-2009 at 07:39 PM..
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#18 |
![]() Join Date: Mar 2007
Posts: 3,247
Location: Lowell MA USA
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You setup looks nice but is with the ends of the cliffs, they look to fake at the start of the city area. If you look at the ref photo above there are ledges, maybe use some rock faces or use terrain and make people able to climb them and not be stuck in the valley of death.
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#19 |
![]() Join Date: Nov 2007
Posts: 1,213
Location: Québec, Montréal
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Yup, you'll have to smooth those cliff ''bases''. At least enough to make it feel natural but also, enough to prevent warping (more than 45 degrees angles will result in warping)
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«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq |
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#20 |
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45 degree angle in 1 grid square tho right? And since this is a 2km map very few of my grid squares will be warped more then 45 degrees.
And the mountains are far from finished, i just wanted to get the basic elevations and placement. After adding the buildings it'll be easier to do final around the village, then i'll most likely leave the rest of them until the map is almost done and i'm getting bored of adding detail. I'm going to try and not have easy access to the mountain tops. It would be cool to throw a rope up and climb up 500m above everyones heads, then we'd have to put in a dome of death so you dont get stuck in a hole, etc, etc. It's just easier to have a natural barrier instead of enforcing artifical ones. Its partially the reason i chose this location, it had a road, but it didnt go anywhere, just trailed off into a valley foot path. No access to the outside world, perfect for a game map. |
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| Tags |
| 2km, kumzar, map, wip |
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