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| PR Community Modding : Discussion on PR community mod projects. |
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#1 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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[Question] Map Idea?
Hey guys Im thinking of designing a map. I keep being strangely drawn to an area Ive seen near Hong Kong ( other side of the airport island )
![]() Ive not put any time into it at this stage, but a basic idea is to have it set in the evening ( think archer sunset ) and to have the US main base has an FOB on Ling Chau and the Chinese base in the hills near Mui Wo. Mui Wo will be very built up ( at least as much as Ejod or sunset ) and rise steeply from sea level so that the city isnt on one level. Between Mui Wo and Ling Chau there would be a container ship giving some protection to the US FOB. My intention would be to have it with APC's and Light helicopters only. In some ways it would be similar to Al Burj. I have many other ideas for it but at this stage I have some questions. I know the DEVs kind of have a roadmap and Ive seen other people design maps ( sometimes well recieved ) but then found "its not part of the plan" How long would you say it would take to completly design and build a map? ( I dont care if it takes me a year, but how many hours approx ) How much coding is involved and if you have no experience of coding ( like me ) would it be unrealistic to attempt this Are maps only being considered for certain teams? ( Rhino already does a fantastic job on the chinese maps ) |
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Last edited by spacemanc; 04-24-2008 at 07:18 AM..
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#2 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 902
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"How long would you say it would take to completly design and build a map? ( I dont care if it takes me a year, but how many hours approx ) "
Depends on what you do : - citymaps: a good citymap takes ages, especially for lightmapping - sth like kashan or fools road : if you use programs like terragen or L3dt combined with T-paint you can do maps without lots of statics pretty quick (although the new statics in kashan and fools road must have taken quite some time If its your first map you will probably fail... i didnt believe that myself but ive been working on my first map for 9 months, then started a new one for the German Forces in PR and recently took a look at my old one again and there is so much which i would have to redo to make it look good that im just frightened But for normal maps with normal number of statics and stuff i would say about 2, 3 months Also note that the biggest mapsize you can make for bf2 (afaik) is the size of kashan, which is pretty big. From what i can see from your pic you would need a mapsize 20x bigger... I suggest that you do some small test maps first so you will see on what it depends to make a map look good... Here is a software which can turn google map pics into heightmaps (never tried it myself but i think it works This is a program for creating random heightmaps : L3DT - Large 3D Terrain Generator And this is a program which will auto-skin your map for a good basic texture-layout: BF2_TPaint - Terrain Painting Made Easy - Official BF Editor Forums |
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#3 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Thanks marco thats a great help. I would intend to practice first with some smaller maps to get used to the software. Also the picture I used would not be to scale, but it would be a similar layout. I have lots of time on my hands and im a bit of a perfectionist so Im confident that once i started I woundnt stop till I had a quality map. Also I enjoy modelling so some new statics woundnt be a problem.
Main question is the coding ( setting up the flags etc - is it possible to do a map and get others to do that stuff? ) and also what is it that the Devs are looking for - or will new maps not be looked at as theres already to many? Also is it possible to take whole parts of citys from other maps and kind of transplant them onto new maps? |
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#4 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 902
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to finsh you map for PR (AAS, flags....) this tut is great :http://www.realitymod.com/forum/f189...map-audit.html
( im doing it right now for the first time for my map so i might be able to help you a bit once you have sth to show DEVs have high standards on new maps and stuff and are somtimes fussy(is that the right word ?) which isnt bad but can be annyoing |
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#5 |
![]() Join Date: Aug 2007
NetherlandsLocation: Groningen
Posts: 1,546
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The biggest map size isn't kashan(4KM) but wake island remake(8KM) but you need to cover the 4KM with something like water, otherwise something bad will happen.. i belief it was texture stretching not sure tho.
Every square on map is one kilometer. ![]() |
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#6 | |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Quote:
its the "fussyness" that concerns me - maybe they think theres too many beach assault maps or too many Chinese maps, or too many apc only maps - who knows. Ive not seen anything in the forums on how these desisions are made or even who makes them! Is it a case of the Devs being the only ones who make the maps, and if they like the look of a community map they let it in, or is it open to everyone? As a side note, Im under no illusion of what it takes to make a great map, but for example I taught myself how to use 3d max and made a pretty good (imo) heli model in a week. It took me 60 hours - but still once I started there was no stopping me! I sure making a map would be no different even if it took me 1000 hrs! | |
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#7 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 1,703
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http://www.realitymod.com/forum/f66-...ea-w-pics.html
kinda simular :\ (go to see last page for my progress) but whatever, it'll be still cool if you do it |
![]() Now a reading from the MODcast "WHEN IS .9 COMING OUT?" -Hughjass "Who said that?- You know, fuck you hughjassy" -Fuzzhead |
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#8 | |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Quote:
![]() That is actually monaco but hope you get the idea ( obviously city would be much smaller than this! ) Also although theres beach landings I was thinking of concentrating the battle in the city, and having one of the flags set in a cave complex and another on a communications tower. The idea was to make it fairly easy for the US to land. Also the flags wwould be hard to get between them without using helis and the apcs would be limited in what they could do. I find most of the maps just use helis to get from main base and not between flags, and also the armour/AA shoots them down to easily. Ive loads of other ideas for it as well. | |
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#9 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 902
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"kinda simular :\"
not similar at all |
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#10 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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If you used static terrain (& VERY FEW TREES) it would work well for an 8x8km map, IMO. The fighting would mainly be over villages in grassland, with the occasional (SMALL) forested area. Just dont try to do a Qinling, vast open areas would be better than a huge but sparce forest.
The 16p layer could well be a sea based battle over open water and a landing area. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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