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#21 |
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Banned
![]() Join Date: Dec 2007
Posts: 632
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that hurt my 56k
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#22 |
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PR:BF2 Developer
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Looking good! I especially like the train depot with the oil storages, it looks like a nice area to fight over.
I also happen to see a downed zero lying in the valley, i wonder... |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Rhino: "you wouldn't believe the amount of photos of guys dicks even I've had"
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#23 |
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PR:BF2 Beta Test Team
![]() Join Date: Jul 2007
Posts: 328
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octo-crab: I already did the cowboy and the construction worker dispo: I bet you did dispo: did they call you back? 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. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#24 | |
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PR:BF2 Developer
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Quote:
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "yesturday a steam server explowded and we lose alot of account infermation. to verify that you have steam i will need your username and password or your account will be deleted " |
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#25 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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@ outlawz:
Yes, thats what is meant by the quoted post.... @ disposable: This is looking a LOT better now. One of the only issues I see ATM is the layout of the town. It doesn't look quite right with the appartments you have chosen. There are lower, wider and more open ones available that I think would be more realistic. There seem to be a lack of trees in the town. The different kinds of buildings chosen seem far too seperated with appartments on one side of a road and low-rise housing on the other, they should be a little more mixed, with the low-rise housing starting to surround the apartments or at the very least it should look like a single town instead of 2 being very close to each other. The RU staging area needs to be redone with some help from one of the MAs. Right now, the tracks just dont look right. I would assume there would be a few unloading areas under camo netting, and a couple of quite large caches of ammo & equipment near both the tents and the unloading area, under more camo netting. There should be footpaths between the tents and possibly the more heavily used patrol routes. There should be some foxholes in place around the perimeter, possibly roadblocks using the FB geometry without the thing being destructible and without a spawn point (needs some new statics coding, the model is already done though), and definately a commander trailer in the rail yard. Also, think about where the vehicles would be driving around in the staging point, and where people would be walking the most. Dont just place a random road around the staging point. |
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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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#26 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
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please stop making rivers i the middle of maps. please...
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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 are now the AK Jesus" / Expendable Grunt |
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#27 |
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Very nice looking way better!
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#28 |
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PRSP Manager
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Looks promising.
One thing catched my eye though: ![]() How would a train derail at that location, at the end of the railway? Or was there some explosion? |
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#29 |
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PR:BF2 Beta Test Team
![]() Join Date: Jul 2007
Posts: 328
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Sloppy engineer work I guess. I have enough trains sitting on tracks everywhere else on the map I wanted some variety. I'll probably back it up against the stop to make it look like an accident.
@Jonny: The town of Khasan is following the RL layout of the buildings. It also is not done, especially around the apartments - I moved on to other things for a while and will return to fill it out later. It gets very tedious laying out buildings and walls all the time. There will be more houses around those apartments to fill it out. The idea behind the RU staging area is that this is a very hasty assault, however the area will be fleshed out more. I have a TON of work to do on this map, and a majority of the time I've spent on it has been putting down train tracks and getting them aligned. The map will have uninterrupted train tracks running across all 4 kilometers. Eeesh. @hiberNative: Rivers make a very interesting natural barrier that challenges a team's ability to move troops and especially logistics effectively to push their attack on their opponent. It also tends to focus the combat as each team fights to control an access point across the river. Why wouldn't we want maps with rivers in them? |
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octo-crab: I already did the cowboy and the construction worker dispo: I bet you did dispo: did they call you back? 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. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#30 |
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Mapping Manager
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I know I'm a little late on the comments, but it looks great Dispo! I'm actually in day 5 of making a new Chinese 4km map and it's a steep learning curve so I may give you a "call" on TS. LOL
PS: How's the map coming along? |
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| 4km, map, river, tumen, wip |
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