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Old 06-24-2008, 01:56 PM   #161
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Re: [Map] Wuzhai [WIP]

A few things:

Dragon teeth at the enterances to the parade ground, they can be easily moved by infanftry if you wanted to get a car in there.

Small dirt roads between the tents, front enterance only, not back.

Storage: The pipe should go into the building, not into the ground. Did you drop the lift down to closed doors because of the surface structure? If so it could do with a little wire perhaps, but I dont really see anything wrong with it TBH. It would have been a nice addition. Upload the editor folder with the map and I will look at that part for you when I get time.

Remove the logs under the fences, they look out of place. They would be better in a pile beside the fence.

Abandoned mine: needs a few more roads, and I dont like the sunken building in the foreground, its too far into the ground to look like an avalanche or mud slide.

It should be MUCH more heavily forested in the valley leading to the mine. It will make the combat around that region a lot better.

Road markers: Perhaps only on the OUTSIDE of bends, to save on objects?

Forests:
DENSITY!!!!!
Needs more, lots more.
It should be in very dense parts which armour - or any other vehicle - cannot enter, so it forms lots and lots of paths through the forest. Lots of easy ambush spots and places for INF to really hid from other INF.

Dont do what Rhino did with Qinling, not if you want good INF combat. Make the forests much more like those seen on Fallen for PoE2.

It really will help a lot to make this great.

Please dont just have forests around the flags, just dont. Thats not how forests grow at all. If you need to have 3/4 of the map devoid of trees then do it, but you NEED dense forests to hide in and fight in. Qinling style forests do not cut it.

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Old 06-24-2008, 02:14 PM   #162

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Re: [Map] Wuzhai [WIP]

Alot of those issues are known about and are on my list!
No minor "roads" ie paths etc have been added yet - also alot of paths etc will be done with txtures which is the last big job for me - only textures Ive done so far are large areas of tarmac, and these will be redone.

Theres hundreds of road markers, but it doesnt matter much becuase thyre in open areas and theyre very basic - they add alot to the map though - its like Colin Mcrae 4 going through the forests

The forests are very different from qinling - Ive used alot of spruces which give cover down to the ground and block the view - in game they give alot more cover than the pictures would suggest. Also Im worried about the map lagging, so when its tested, more trees may be added. Id much rather add more trees later than have to take trees away due to lag.
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Old 06-24-2008, 02:51 PM   #163
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double post

and sorry i didnt quite read the previous posts...i only looked at the screens.
Thats why im mentioing some things that already have been answered.
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Last edited by [R-CON]marcoelnk; 06-24-2008 at 03:15 PM..
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Old 06-24-2008, 02:53 PM   #164
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Re: [Map] Wuzhai [WIP]

ok looks a lot better but there are things that bug me ...

The training camp...it looks pretty good how it is structured itself but it doesnt fit to the terrain...try smoothing and lowering the adjoining terrain.
Additionaly i suggest you use a tarmac texture for the camp everywhere as it would be more realistic as there is also a tarmacroad and this would divide it a bit more from the terrain and will make it look not so "bumped" in the terrain.
Furthermore im not qiute satisfied woth the infrastructure of the camp. The road going through rather looks like a mainroad to me which is unrealistic.
Imo you should asewll replace the stonewalls with razorwire or hesco, place some watchtowers and perhaps make the shootingrange (if that rather open are inside is still supposed to be one)a bit larger.

Storage flag needs a lot of work aswell...

Tarmac everywhere , too imo.
I dont see the storage in it so far...youve got to place a lot more detail statics, containers and stuff to make it look like it. right now it looks a bit like a pipelinestation or powerstation.

Abandoned mine looks pretty nice already although i would make it even more abandoned by placing some static trees as brushes inside everywhere and sunk them into the ground so that it looks more overgrown (look at my map airborne in ther german section on the 1st page...there is sth similar).
Also i wouldnt use a tarmac road there (not only there but actually in most parts...tarmac should be only used for mainroads...some dirstroads would definitely fit)

Last pics really stuns me...great work...it looks soo....german
*cough* german faction map ? *cough*

ONe last thing : place some more trees everywhere especially on the mountains...they look much too empty rigth now. Also increase the density of the current forest perhaps .

Other than that great work so far... keep it up

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Old 06-24-2008, 03:05 PM   #165

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Re: [Map] Wuzhai [WIP]

That map is looking UBER BEAUTIFUL right now,lol.


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Old 06-24-2008, 03:15 PM   #166

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Re: [Map] Wuzhai [WIP]

Quote:
Originally Posted by spacemanc View Post
Alot of those issues are known about and are on my list!
No minor "roads" ie paths etc have been added yet - also alot of paths etc will be done with txtures which is the last big job for me - only textures Ive done so far are large areas of tarmac, and these will be redone.

Theres hundreds of road markers, but it doesnt matter much becuase thyre in open areas and theyre very basic - they add alot to the map though - its like Colin Mcrae 4 going through the forests

The forests are very different from qinling - Ive used alot of spruces which give cover down to the ground and block the view - in game they give alot more cover than the pictures would suggest. Also Im worried about the map lagging, so when its tested, more trees may be added. Id much rather add more trees later than have to take trees away due to lag.

Exactly, Qinling already lags the crap out of my computer, especially when in the tv mode of the attack chopper. With a few trees its fine but when a whole forest is set up it will bring my fps down to 10 just like in qinling (no joke). Even though i have a descent pc.

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Old 06-24-2008, 03:17 PM   #167
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Re: [Map] Wuzhai [WIP]

Quote:
Originally Posted by Mora View Post
Exactly, Qinling already lags the crap out of my computer, especially when in the tv mode of the attack chopper. With a few trees its fine but when a whole forest is set up it will bring my fps down to 10 just like in qinling (no joke). Even though i have a descent pc.
hmmm...then my map airborne will probably make your computer explode...

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Old 06-24-2008, 03:36 PM   #168

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Re: [Map] Wuzhai [WIP]

Thanks guys and Mora rights marco - if you want helis on your map, I reckon youll have to at least half your tree density.

On your other points.

Roads looks crap in editor as they all look foggy at a distance, but it will look much better after work on paths and terrain texture/colour. The road choice isnt final on that rd either, but it will be tarmac.

Im still not 100% happy with training flag - I dont like the long straight walls, and theres not much more I can do to the terrain - more work needed! :/

As its a training camp, it wont be heavily fortified, and the walls will stay concrete, as I tried all the others and they looked the best.

The storage at the storage flag is in those mounds ( this is often how the military store fuel etc ) The mounds are 3m high and you can tell how wide they are by comparing them to the buildings. It probably looks really open in the picture, but theres lots of cover ( also theres alot more statics, but I didnt set the editor to render everything )

I didnt realise your big bushes were sunken trees - it would look great at the mine so I might try it, but Im sure I read that it can cause problems if you sink vegetation into the terrain.

Anyway thanks for the feedback guys - its really appriciated - especially the critical bits!
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Old 06-24-2008, 03:44 PM   #169
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Re: [Map] Wuzhai [WIP]

Quote:
Originally Posted by spacemanc View Post

I didnt realise your big bushes were sunken trees - it would look great at the mine so I might try it, but Im sure I read that it can cause problems if you sink vegetation into the terrain.
not that i knew....ive done that with ambush and airborne and DR.Rank did it with Sangin and from what ive seen he didnt get any problems and i didnt get any aswell

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Old 06-26-2008, 06:45 AM   #170
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Re: [Map] Wuzhai [WIP]

You can sink anything that doesn't move into the terrain.

But if you want something to be triggered it will not go through terrain, you will need a static there over a great big hole to get it to work.

Would you like me to add you some triggerable barriers when you upload?

I like messing with triggerable objects...

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