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| PR Community Modding : Discussion on PR community mod projects. |
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#101 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Wuzhai
I know, and the higher-ups found out. I have been ordered to get this base back into shape and I am starting with those logs. I want a clear tree line all the way around the perimeter AND 200m down either side of the road by the end of the week. I also want regular patrols in the surrounding forest, I do NOT want anyone sneaking a grenade into MY base. Period.
Dont make it HARD to get into there, make it IMPOSSIBLE. Thats the whole idea. This is not a nice little training course, this is an operational military base. Its defences should be constructed and made to look like they are maintained as such. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#102 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Re: [Map] Wuzhai
Heres an update on my map with a quick fraps vid ( x2 speed )
Flag order in clip is : British FOB/Main - COMPLETE Storage Area. - COMPLETE Production plant. - ALMOST COMPLETE Chinese Main. - ALMOST COMPLETE Hilltop. ( possible flag ) - COMPLETE Training Camp. - WIP Old Mine ( its hard to see! ) - WIP British FOB/Main - COMPLETE Theres also an extra flag to be added between Chinese Main and Production Plant. When I say complete, I mean v0.1 complete statics only! Bear in mind light renders, textures and roads have not been added, and loads of other bits and pieces still need work. Ive not uploaded a vid before so sorry about the quality - also the vid ends at 3.05, but music continues for another 2 mins :/ [GVIDEO]http://video.google.com/videoplay?docid=-957022293649239248&hl=en[/GVIDEO] |
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Last edited by spacemanc; 05-29-2008 at 12:45 AM..
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#103 |
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PR Beta Testing Team Member
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Re: [Map] Wuzhai
pictures are prefered -.-
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#104 |
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Re: [Map] Wuzhai
at 0.55, are those rapids meant to look like that? They look a little odd.
I like the look of it (although I prefer desert maps I'd love to play a map with more than one merlin |
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Respect the R-Staff, they are pretty...pretty badass
so, if you don't like PR, get a refund
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#105 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Very good so far, I had thought a lack of office buildings would make the main factory facility look unrealistic, but the huge building there gives plenty of floor space for them while the others are more obviously used to house the actual machinery that makes whatever the hell it is it makes.
But I would like an open factory building somewhere in there with a part of the process open for players to see and hide around. There is a set of two factory like buildings in the files, one open and one closed, that would look good. They are very large and have two enterances. Or you couls use one of the other open ones (the one with the walkway included? Its on Karkand, near MEC Main and has its own flag) on its own, or between two smaller ones. As for the forest its hard to tell what its actually like from the air. Try not to have too many flags all over the map. No one likes waiting for the server to realise they have have cleared the flag they are on 5 minutes ago. Having loads will kill the map. I would pick three/four important targets and the other things you have made being used for FOBs if players want to. The river looks really good, too. Good choice putting it next to the factory. |
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#106 | ||
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Re: [Map] Wuzhai
Quote:
Ive tried to avoid the open buildings as they cause alot of lag but there will be some at the last flag between production and chinese main. The production area does have enclosed areas though and Ive used pipework to make it feel more "crowded". Its quite detailed, but u probably cant see in the vid. There wont be more than 8 flags ( including main bases ) They're well spread out, so they sould encourage heli use, and will make sure the whole map is used. Im not sure about the hilltop flag. Its basically an antenna on a hill and nothing else, but I had in mind a kind of Falklands type battle for this flag, where theres not much cover and its quite open. Quote:
If you like desert maps then youll probably like this, as most of the map is made up of "moors" ( basically green desert! ), with the trees in the valleys or on the plain. Hopefully Ill work out how to post a better quality vid next time and youll be able to see better. | ||
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#107 | |
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Re: [Map] Wuzhai
Quote:
But great music Slayer-Angel of Death ftw | |
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#108 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Re: [Map] Wuzhai
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#109 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Wuzhai
'due to really retarded logistics at the HQ, the assaulting MEC forces have only got desert camo. However, the target is so important that the battle cannot be postponed, even for a huge cock-up like this'
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#110 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,002
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Re: [Map] Wuzhai
lol - British and Chinese factions are pretty good, so I dont mind using them. My maps had zero interest from the devs anyway, so it will probably become a community faction.
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