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| PR Community Modding : Discussion on PR community mod projects. |
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#71 | ||
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Re: [Map] Yibal Oilfields
Nice i realy like the tankoutpost
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My idea would be to make the city a little bit bigger, maybe nearly the whole e4. But keep the city than on the same level. Because a realy high building than would looks stupid. Quote:
And the containers there looks more we are on a harbour or trainstation as we are in the desert. Btw. The forklift is great | ||
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#72 |
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PR Community Event Team
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,285
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Re: [Map] Yibal Oilfields
I removed the silos and kept only one, the place will now be a gas refinery (need to check if something like that exists
I'll be improving the tank outposts and add in some more. The city isn't actually a city now, I meant it as a small random hamlet, kinda like the lone gas stations and motels in the middle of the desert in the U.S. Will expand it a bit though as suggested. |
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[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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#73 |
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PR Community Event Team
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,285
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Re: [Map] Yibal Oilfields
*drumroll*
I decided to put up the first public version of the map. Please note, that this is very very WIP. Download here: FileFactory.com - free file hosting -- yibal_oilfields_zip How to unpack 1. extract the folder out of the .zip 2. go to Battlefield 2/mods/pr/levels/ 3. place the yibal_oilfields folder into that directory Important When creating the local server run the Yibal Oilfields 64 as I haven't created the 16/32 layers yet. Also make sure you have Music turned on in the Audio options Known issues: -object spawners are not working properly - if you request a kit the rifle will be invisible etc. -do not use commander assets, if you put up a co post you game will CTD when the truck spawns, related to above. -cannot request kits at main base - haven't set up that yet, use APCs -do not use emplaced LMGs as you'll get stuck in them - no idea why this happens -USMC main base is under construction - use the MEC team assets to mess around, but you are welcome to try taking off the Littlebird on a sloped hill -shacks at MEC main are floating -no lightmaps in buildings - those come at the very end. -all CPs will be captured in 10 seconds, again haven't set that up so it uses default options -a technical spawns at MEC main - shitz n giggles -a building is glitched and floating half way at the city - haven't cleaned up the last time I was placing stuff there Do post anything else I missed. |
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[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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Last edited by [R-COM]Outlawz; 06-26-2008 at 02:27 PM..
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#74 |
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Re: [Map] Yibal Oilfields
downloading, looking forward to having a looksee
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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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#75 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Yibal Oilfields
I agree.
1) too much crap all over the map. its far too dense ATM. Its a desert, not farmland. 2) this is a good example of a map where the killed for leaving thingy should be removed and statics placed thoughtfully right to the very edge of the surrounding terrain. (combat area manager, in the tweak for the main settings set the time allowed outside to 14400, and the damage to 0, set no area). I honestly think rhino is totally wrong about avoiding this, you get more detail and also, especially with vehicles, get more reason to stay ON the map as you get more situational awareness if you do due to the minimap. It also allows HUGE map sizes, or very detailed mid sized maps, imagine Kufrah as 9 times its current size with the same detail in the terrain and you see what I mean. Same thing with Kashan, its actually a 12x12 km map which has been badly nerfed. Forested maps are harder to do this too though, its a lot of extra objects with a forest not just more terrain. 3) remove some of the flags or go with a 1-2-1-2-1 layout. 3 flags in one group spreads people out far too much. You end up with Zatar style flag hopping. 4) spread the flags out a lot, and see point 2 for a reason why it wont feel cramped at all. This + 100m cap radius + more equipment for one side, while the other team also hold all but 2 flags = win. 5) the main problem with armour maps ATM is the total lack of armour. set all spawns on the tanks to 5 minutes, some should be taken up by spawning so the easiest thing to do is wait for your tank to respawn. thus leaving unsuccessful players with a long wait. 6) texture the WHOLE map, including surrounding terrain. 7) place roads all over, including surrounding terrain. 8 ) dont use just the vanilla oil pumps, use mine: Made with: 3 fence_corrugated_3x24_corner_01 2 fence_corrugated_3x24 1 fence_corrugated_3x12_corner_01 1 fence_corrugated_3x12 1 gaspumptow 1 shack_v1 1 shack_v4 1 Shack_v5 ![]() To be used sparingly. Also, make sure you have pipes leading from every pump to the refinery, they dont all need to be above ground but with the larger ones they need to have a clear mound of earth over the top to make sure people are aware they are there. 8.5) put fences around the remaining oil pumps/rigs, the people who built them dont want animals nibbling at them and getting caught in the machinery. 9) personally I think you need a no-respawn optional tactic for each team, MEC: BRDM Spandrel AT system, ground based and very effective, US: attack hueys, mobile, extra recon and harrasment. 10) your new init.con, open the current one, replace with this, save, make read only: Code:
rem *** Generated by BF2Editor *** if v_arg1 == BF2Editor run Heightdata.con LevelSettings.InitWorld run Terrain.con BF2Editor run StaticObjects.con BF2Editor run Sounds.con run Sky.con BF2Editor run Editor/GamePlayObjects.con host UndergrowthEditable.create Undergrowth.load Levels\yibal_oilfields\ run Overgrowth/Overgrowth.con Overgrowth.editorEnable 1 run AmbientObjects.con BF2Editor run Water.con run TriggerableTemplates.con BF2Editor else run Heightdata.con run Terrain.con v_arg2 run Sky.con v_arg2 run CompiledRoads.con run Sounds.con run tmp.con v_arg1 Undergrowth.load Levels\yibal_oilfields\ run Overgrowth/Overgrowth.con run Overgrowth/OvergrowthCollision.con run AmbientObjects.con run Water.con run TriggerableTemplates.con run ../../objects/common/spawners/spawners_common.con run ../../objects/common/spawners/spawners_mec.con run ../../objects/common/spawners/spawners_us.con endIf rem USMC VERSUS MEC rem ------------------------------- LevelSettings ------------------------------- rem ----------------------------------------------------------------------------- gameLogic.setTeamName 1 "MEC" gameLogic.setTeamName 2 "US" gameLogic.setTeamLanguage 1 "MEC" gameLogic.setTeamLanguage 2 "English" gameLogic.setTeamFlag 0 "flag_neutral" gameLogic.setTeamFlag 1 "flag_mec" gameLogic.setTeamFlag 2 "flag_us" gameLogic.setKit 1 0 "mec_officer" "mec_heavy_soldier" gameLogic.setKit 2 0 "us_officer" "us_heavywhite_soldier" gameLogic.setKit 1 1 "mec_riflemanab" "mec_heavy_soldier" gameLogic.setKit 2 1 "us_riflemanAB" "us_heavywhite_soldier" gameLogic.setKit 1 2 "mec_rifleman" "mec_heavy_soldier" gameLogic.setKit 2 2 "us_rifleman" "us_heavy_soldier" gameLogic.setKit 1 3 "mec_medic" "mec_lightarmor_soldier" gameLogic.setKit 2 3 "us_medic" "us_lightarmor_soldier" gameLogic.setKit 1 4 "mec_engineer" "mec_heavy_soldier" gameLogic.setKit 2 4 "us_engineer" "us_heavywhite_soldier" rem ----------------------------------------------------------------------------- gameLogic.setBeforeSpawnCamera 544/54/-340 -151/7/0 if v_arg1 == BF2Editor LevelSettings.CustomTextureSuffix "" else texturemanager.customTextureSuffix "" endIf rem ----------------------------------------------------------------------------- GameLogic.MaximumLevelViewDistance 700 rem ----------------------------------------------------------------------------- gameLogic.setDefaultNumberOfTicketsEx 16 1 50 gameLogic.setDefaultNumberOfTicketsEx 16 2 50 gameLogic.setDefaultNumberOfTicketsEx 32 1 50 gameLogic.setDefaultNumberOfTicketsEx 32 2 50 gameLogic.setDefaultNumberOfTicketsEx 64 1 50 gameLogic.setDefaultNumberOfTicketsEx 64 2 50 gameLogic.setDefaultNumberOfTicketsEx 128 1 50 gameLogic.setDefaultNumberOfTicketsEx 128 2 50 gameLogic.setDefaultTimeToNextAIWave 8 gameLogic.setTicketLossAtEndPerMin 1000 gameLogic.setTicketLossPerMin 1 10 gameLogic.setTicketLossPerMin 2 10 rem ----------------------------------------------------------------------------- rem ----------------------------------------------------------------------------- renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 Code:
<map> <name> Yibal_Oilfields </name> <briefing locid="LOADINGSCREEN_MAPDESCRIPTION_yibal_oilfields">">map description for modders maps not localized (english only)</briefing> <music> levels/yibal_oilfields/mapload.ogg </music> <modes> <mode type="gpm_cq"> <maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype> </mode> </modes> </map> 13) if you choose to follow the path in 12 then make all other flags very unfriendly to the infantry, except perhaps one other which could take the form of a village using the statics from sangin and korengal, this would cause the infantry to have one purpose, and hopefully the armour to be the main purpose of the fight. 14) (also see 4) set all but the final 2 flags to one team, set one of the remaining flags to the other. The final flag should be neutral. There are FAR too many maps where one team is said to occupy an area yet needs to actually cap the flags. It does no good, it does not make the more organised squad gte the tanks at all, it only slows the start of the map and allows one team to hold the other up at the first flag, ruining the game. EDIT: 15) did you redo the roads? they dont match up with the colourmaped roads for some reason. there is something not matching up anyway. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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Last edited by Jonny; 06-26-2008 at 05:50 PM..
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#76 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 1,703
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Re: [Map] Yibal Oilfields
very intresting map, i see a lot potential. Yeah just listen to johnny.
My main concern is that the town looks so unpolished, and needs the new statics (witch I have) :P |
![]() 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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#77 |
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PR Community Event Team
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,285
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Re: [Map] Yibal Oilfields
Replying to Johnny:
1. Definition of "crap". If you are referring to the dense undergrowth, yes that will be corrected, I don't live with an impression that desert = botanic garden. 2. Good idea, but as you mentioned you can't really have much outside the map than just terrain. Another problem would be that the surrounding terrain is not included in the minimap, meaning that any units or spawn points outside the map would appear on the side of it, would cause some confusion tbh. 3. I never said that it's going to be 1-1-3-1-1 layout, went for the suggested 1-2-1-2-1 a while ago, as you suggested. 4. I always set the cap radius to 100m so I am aware of areas where rally points can be placed instead of making some neat RP spots and realize they're too close to the CP to have RPs placed there The assets will be symmetrical, as I said the US base is under construction. 5. 10 minutes, 5 for jeeps and APCs. 5 minutes for 6 tanks is crazy and PR's game play is too slow to handle such mass number of armor IMHO. 6. The map is textured with the surrounding terrain...??? Probably a mistake on my side when putting the map together for upload. 7. More roads, ok 8. Yes, but if you want me to use the big oil pipelines and have a pipe to each and every pump it's gonna look like pipemania. I'll go Google up oilfields a bit more. 8.5 Will do. 9. Non-respawnable Littlebird and Eurocopter maybe? (like the old 0.6 Kufrah) 10&11. Thank you very much. 12. I don't have access to any sort of 0.8 statics, same goes for any ideas in point 13. I was thinking about removing the CP and just have it as a gas station or warehouse thing next to a crossroad. 13. Working on that one. 14. Very good suggestion. 15. I think it's the other way around, the color maps don't match the roads Yes yes, will redo. |
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[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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#78 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Yibal Oilfields
1) I meant too many oil pumps around, and a few too many buildings all over. It does not make me feel in the middle of nowhere, not like kashan.
2) you can have plenty of statics out there. 3&4) good choice! 5) you need too see how it plays out, but too many armour maps decend into BAD infantry maps too easily. If one side looses a few tanks then they are reduced to running through the desert or waiting and doing **** all at the main. 6) didn't actually look, just making sure you have done that as then you can remove the combat area thingy safely. 8 ) they dont all have to be above ground, but it needs to be obvious that there are pipes from every oil well, even if they just go into the ground 2m away. Mounds of dirt make good pipelines, its obvious there is something buried if you colourmap it a slightly different colour. 9) yes, but I am not a fan of symetrical maps. I also like the BMP3.... 12) Thats another interesting possibility, but then you have four flags in play, 2 to defend and 2 to attack. If you want an infantry part I would strongly advise using that middle flag for it, its in the right place in the cap order and also the right place on the map. It could be a small village, using v0.8 statics when they arrive, with a lowrise cenral area containing a gas station and destructible office block made from the archer/basrah village statics. Also: perhaps an increased view distance, short view distances never go well with tanks, only APCs. However if APCs are to be your main form of armour then there is a small chance it will work out. If every oil rig is on fire though, and the map covered in blackish fog then it could give the effect of a lot of dust and smoke in the air. In which case the tanks may not feel so out of place. EDIT: (dont forget to back up your map before doing this, in case something goes wrong) Open up your map folder, go into gamemodes, delete all but gpm_cq, open it and delete all but 64. Then open the maps editor folder, go to layer.con, delete all but the code for the gpm_cq 64 layer. Then copy the GamePlayObjects.con from gamemodes/gpm_cq/64 to the editor folder, overwriting the one there. That should fix the part where you get it saving every gamemode. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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Last edited by Jonny; 06-27-2008 at 07:14 AM..
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#79 |
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PR Community Event Team
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,285
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Re: [Map] Yibal Oilfields
Hmm well as long as the .info doesn't get overwritten only game mode listed in the game menu should be the 64 conquest version.
I could delete all other game mode folders when the map is done. |
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[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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#80 |
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Re: [Map] Yibal Oilfields
Little bird with hydras?
that would be epic, if you have seen the new rereleased greasy mullet it works, Mec team has two eurocopters, US team has 1 LB gunship with hydras, and one transport. somthing you may want to think about but for now keep shoving in the armour. |
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| map, oilfields, wip, yibal |
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