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| PR Community Modding : Discussion on PR community mod projects. |
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#21 | |
![]() Join Date: Feb 2007
United States of AmericaLocation: Bronx,NYC
Posts: 3,128
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Re: [Map] Darunta Dam [WIP]
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![]() ![]() "Exactly how long does it take to get to the center of a tootsie pop?" -Me |
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#22 | |
![]() Join Date: Apr 2007
NetherlandsPosts: 842
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Re: [Map] Darunta Dam [WIP]
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as i said, they gonna need H-AT's and L-AT's And the tunguska has an enoying radar too, so not that very effective in urban environment. But lets say ZSU AA gun emplacements for the MEC should be nice too scatterd inside the city than the tunguska. | |
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#23 |
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Re: [Map] Darunta Dam [WIP]
I think this should be an insurgency map...
But nice work! |
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#24 | |
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PR Operations Lead
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Re: [Map] Darunta Dam [WIP]
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If you look at that pic jonny posted thous buildings there all make scene, they are not just randomly there they are there for a reason. Its hard to explain so either you will get it or you wont but at the end of the day I know what I am talking about and the map will look and player better with it being done the way I'm on about. | |
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#25 | |
![]() Join Date: Feb 2007
United States of AmericaLocation: Bronx,NYC
Posts: 3,128
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Re: [Map] Darunta Dam [WIP]
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![]() ![]() "Exactly how long does it take to get to the center of a tootsie pop?" -Me |
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#26 |
![]() Join Date: Dec 2007
Posts: 1,005
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Re: [Map] Darunta Dam [WIP]
The mec with 2 T-90's, and the brits only with to scimitars? I really like the idea of this map, but things like this will ruin it.
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![]() If you notice this notice you notice that this notice wasn't worth noticing. |
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#27 | ||||
![]() Join Date: Jan 2008
Posts: 94
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Re: [Map] Darunta Dam [WIP]
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Here's an aerial view with some roads thrown in for effect. ![]() Here's an actual picture of that area, it's not like every house has it's front door on a road you can park your SUV on. ![]() Not every house in Darunta has a flat roof and I was trying to achieve a bit of variation by mixing in 1 or two non Afghan statics. Out of over 50 houses in the area I've been working on 3 are Shacks (5 if you include shack_v1's). ![]() So before I go any further can I just check what is ok and what isn't: (1) ![]() (2) ![]() (3) ![]() (4) ![]() (5) ![]() Quote:
I'm not actually familiar with the Scenario mode so I hadn't considered it but that's what feedback is for. Just checked the Wiki and I can see no Scenario mode so er what is it? Another question, just a question mind you: Is it completely out of order to have an Insurgent AAS map? Quote:
I'll ask Ghost, all that Max talk is a foreign language to me ![]() Quote:
3. I think it will be ok, it'll just be a bit long but it's only a very slight incline that peters out to a flat so it's not actually to far from being flat. 4. No it's not, not the picture headed Minimap (WIP). 5. Only 2, Ghost has already been having fun with them and we have a provisional whopper already in place. Vehicles I guess it's gonna wait until we sort out the factions and game mode. I was actually considering 2 Merlins so maybe. Er I guess that's it for now! | ||||
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Last edited by Terror_Terror_Terror; 06-23-2008 at 08:34 PM..
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#28 |
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PR Operations Lead
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Re: [Map] Darunta Dam [WIP]
ehhh when making the map factions is a very imporant part when developing it for them, epically when its asymmetrical. I agree GB vs MEC would be the essayist to balance, but when there is a r/l conflic in this zone you should emulate that into your map.
The main problem with your village setup is the mix of statics and how you have put together the afghan statics. The mix of statics do not blend in or suit each other at all, well, mixing dest walls with non dest walls that look very different, shop, suburb and dest afghan buildings all in the same area, it just dont work very well.. Also your afghan buildings look really badly put together tbh... your layout in the new pics looks better, but ehhh, really I would wait on doing the villages to post v0.8 since then you can get the new afghan statics I've done which will give you a hell of a lot more flexibility with also not running out of networkable objects and generally it will look and work better overall. For now I would work on the rest of your terrain, your dam area, your roads plan and other things. For muttrah I found the best thing for me to do was in fact draw out my roads on a plan of my map in PS, then make that my editor colour map then I made my buildings around that. Was overall much easier and quicker to work with, then once all my blocks where done I just added my roads to my map |
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#29 | |
![]() Join Date: Jul 2007
NorwayLocation: Norway
Posts: 3,067
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Re: [Map] Darunta Dam [WIP]
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IMO the vellage looks very good | |
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Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity I Jaymz
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#30 |
![]() Join Date: Mar 2008
United KingdomLocation: Manchester
Posts: 1,000
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Re: [Map] Darunta Dam [WIP]
I like the layout too, and I think its quite realistic. It would be great for gameplay, as there isnt many maps in PR that have areas of building close together - only map I can think off is the south edge of the city on Ejod, and Ive had some great gameplay in those alleyways ( and sometimes in the office area on Qwai )
I would remove all the statics that you have pointed out though. Using the same statics over and over wont look as bad when the overgrowth and other static objects are added. I would remove the fence sections as well - maybe try the tool shed doors ( r + l ) - their colour will go much better |
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