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#11 |
![]() Join Date: Oct 2007
Location: Quebec
Posts: 1,135
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Yep, it's look promising! Keep up the good work and it's gonna be really nice.
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#12 |
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PR:BF2 Contributor
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |TG-31st| To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. vistamaster01: "I just dont get people with girl usernames/pics/sigs lol, for example I thought AnimalMother was a girl To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. " |
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#13 | |
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PR:BF2 Developer
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I am considering however extending the land on the west side of the map (the carrier is on the SE corner) or maybe putting some islands like in the first one, if that's a good idea. Also the terrain height is 250m instead of the default 163m, makes the hills feel really huge Current view distance is 1000m, but I'll increase it.
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#14 |
![]() Join Date: Aug 2007
Posts: 2,621
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Awesome!
What you need to do with this map the "flat hills in the distance fix" because otherwise those nice looking hills will not look like they look up close. Take a look at this picture for example: http://www.themonkeysfist.ca/maps/fix.jpg And this thread: Terrain Lods, A Possible Fix? - Official BF Editor Forums Good luck! |
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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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#16 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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So its a large military complex to protect a whole load of sand? How is that a good idea?
You really should cut back on the number of military outposts, you should have just 1 in the centre really, the MEC main. With hanger bunkers and the ability for the US to surround it, you will avoid baseraping of assets AND finally have a realistic assault of a military base. This: http://i57.photobucket.com/albums/g2...5-18-54-57.jpg Is totally out of place on its own. There should be many, many more if you want to make it feel interesting. You will probably want to go about making your own, too. More caves are better, but you also have to keep some variation about it. Random villages without much variation DONT work. Especially when you have nothing around them. Remove this one, and do a proper little seaside town with multiple kinds of buildings (rhino's afghan statics and some reskinned appartment blocks will look better than just the afghan buildings), and put a little river through it. Then you have something interesting. Assuming you have a river through the town, you are in a great position to justify some nice overgrowth grass all the way up the riverbed. Some good concealment, looks good if you fly over it, adds something to the map. Can put a couple of fields around the town/village if you find you have room (DONT go out of your way to make it though, it will never look as good) and you can alse make the river quite deep, to make it an obstacle with several choke points along it. Please dont put hesco in nice square configurations. It looks crap. It should be used to circle the base, not to mark out what appears to be several large pixels on the surface. Look at the central thing on kashan, and notice how its not all in 2 directions, it curves in an interesting way. Your minimap looks like you got a decent terrain set up, then you went and attacked it with a huge smoothing tool all along the pre-determined roads. Go back to the unsmoothed version, mark out a promising military base. Mark out a promising seaside town, and a possible village if you want to add one (I advise you do). Smooth these areas out a little (not too much) and LEAVE THE ROADS ALONE FOR NOW. Put it in the editor, move your base to use the terrain to the defenders advantage. Place a couple statics in the town and village, and look for flatish areas nearby to place fields. When it comes to roads, smooth by hand in the editor. You dont want to go too far from the road, or else it will look crap. In the military base, if you have any steep enough slopes inside, you can use the tunnel statics from OGT and a hanger door to have a closed off enterance to an underground complex. Along with most of the missile silo and the hanger bunkers, that should look quite good. Importantly, it should be more interesting than marking out a few pixels in an otherwise barren desert. Do not just rely on hesco for defense, use the terrain to your advantage and try to get some earthworks in. You can even mark out a minefield along a vulnerable enterance if you have enough destroyable objects for it, by having a load of signs which explode when run over. You probably want to avoid the flimsy hangers you have the big concrete ones. You can use them for some shade over some spare-part storage areas, but dont go putting anything expensive under them. Avoid overusing large radio antennas, it looks terrible when you have several in such a small area. ps. dont extend the land, its fine as it is. Any armour you use will have to be amphibious, so its not 'lost' terrain at all, just different terrain. |
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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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#17 | |||||||
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PR:BF2 Developer
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Here we go...
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What's wrong with having military outposts backed up by one huge base? Op Barracuda has loads of bunkers and trenches all over the map for example. Quote:
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Also I'm not adding any rivers in the middle of the desert based on an area that doesn't have any rivers spilling into the sea for hundreds of kilometers around. Quote:
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And even if I use the interior statics, what will I cover them with? Quote:
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Last edited by [R-DEV]Outlawz7; 06-02-2009 at 02:47 PM..
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#18 |
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Banned
![]() Join Date: Dec 2007
Posts: 632
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![]() the same thing happened to me i just save, close , load the editor back up and it was all fine |
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#19 |
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PR:BF2 Developer
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I did that once and the terrain where the spline was was completely flat and set to the default height of 25 IIRC.
I somehow manage to avoid it by saving before I apply the spline, but that doesn't prevent the other issue. |
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#20 | |||||||
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Reskin them to blend in. The cave statics look like they blend relatively well, so you dont even have to go and make your own texture for it. Problem solved, another load of statics you can use on the map. | |||||||
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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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| 4km, hormuz, map, maphormuz, scrapped, straits, wip |
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