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| PR Community Modding : Discussion on PR community mod projects. |
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#21 |
![]() Join Date: Apr 2008
GermanyLocation: Cassel-fornia
Posts: 293
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Re: [Map] Old_Galmaz [WIP]
hmm... i have t osay that i just understand half of what you said
but i try to sammarize what i understand: your idea is that the map become a "western style" (i think a already tried to make it that like) and a "regular force" (MEC!?) holds some positions on the map, and a irregular (insurgents?!) attack them?! !i exuse myselg for my bad understandness! but some that "what i understand" dont fit to what i wanted. i wanted to make a map regular forces against a kind of insurgents (but not normal insurgents, insteed of them militans). and so maybe you could repost your suggestion so it is more clearer to me that it is so far what i understand, and i excuse me again EDIT: ![]() ![]() |
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Last edited by [R-COM]J.F.Leusch69; 06-30-2008 at 08:54 AM..
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#22 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Old_Galmaz [WIP]
It would be regular forces vs militia.
MEC vs Serbian militia. Based on a small serbian village with a lot of fields and forests around it. I have been talking with phykogundam and have come up with the idea that at the very start of the round there is a single flag on a farm where a large bomb goes off, this is quickly attacked by both sides and whoever wins the flag gets the advantage in the rest of the game. There would need to somehow be plenty of smoke around for it to look right. Basically what you were already planning, but with MEC as the regular army and a modified militia as the other team. Fighting over initially one point but then defending caches against APCs if the MEC win the flag and trying to get rid of the MEC if the militia win. But that part has not quite been figured out yet, it could be that the flag is to decide if the militia team get technicals or not, or extra troops and caches. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#23 |
![]() Join Date: Apr 2008
GermanyLocation: Cassel-fornia
Posts: 293
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Re: [Map] Old_Galmaz [WIP]
ahh okay, but why MECīs.. cos i dont like them so much
but the idea of a mix of AAS and insurgent mode is interessting, but i dont got an idea how to do that right. and the "insurgents" will have some randoom spawn points all over the map (like cashes) and if they also attack the regular forces...hmm i dont realy think it would all fit in one map... but maybe (you see the "little island") there will be the "base" of regular army and they have to keep the bridge (maybe 2 bridges) so that they can attack with armour, so the insurgents already got a target to attack. thats what i can say so far |
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#24 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Old_Galmaz [WIP]
Those bridges look far too much like dams, and are too high IMO, the most logical place would be the same level as most of the island.
The island is also out of place, it should be in the main river. Or at least a meander in the rivers course to almost make an island. You look like you are placing the river based on the location of roads too, which is very very bad. Does that stand thing in the middle have a really weird skin on it, that looks like this: http://upload.wikimedia.org/wikipedi...samwantyou.jpg If so you need to delete it, it does not have a skin yet so will cause your map to crash on loading. The rivers also seem very wide to me, and are lacking tributaries. They should follow the valleys regarless of where roads are. Avoid very very steep, cliff like features in the terrain, you need statics for them because the terrain texture appears stretched in game and is generally crap looking because of the lack of anything overhanging at the top. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#25 |
![]() Join Date: Apr 2008
GermanyLocation: Cassel-fornia
Posts: 293
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Re: [Map] Old_Galmaz [WIP]
i think you dont get me right, the main base of the regular army is in the left top coner and the pic just show the "dams" in the right top coner. and i thought the bridge got a skin, but if not i will replace it
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#26 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Old_Galmaz [WIP]
The dams should not be there, they would never be built there IRL.
The actual bridges look OK, its the thing in the middle holding them up that doesn't. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#27 |
![]() Join Date: Apr 2008
GermanyLocation: Cassel-fornia
Posts: 293
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Re: [Map] Old_Galmaz [WIP]
i realy like the dams and i think they fit to the map
and yes this middel thing supports the bridge |
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#28 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Old_Galmaz [WIP]
What are the dams holding back? Air? Cause they are not holding any water back yet. Unless they serve a purpose they MUST go.
If they are in an unrealistic location they have no place in map for PR. The cliffs near there look like they were made by some sort of giant blender on the island, too. Its VERY unrealistic to have. If the middle thing supporting the bridges has no proper skin (ie, one that looks like the pic I linked to in post #24) it WILL crash your map on loading in without an error message showing I believe. So either remove it or dont test the map in game, ever. ATM you have large open plains, they are very boring and quite unrealistic to have, there should be fields eventually and a tributary for the river. You cannot look at one small part of it on its own, other people wont. Unless the whole thing makes sense and has realistic static placement and terrain then it will not ever have a place in PR. I believe the map Jabal al Burj is being totally redone because the dam there was out of place and the wrong way round. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#29 |
![]() Join Date: Apr 2008
GermanyLocation: Cassel-fornia
Posts: 293
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Re: [Map] Old_Galmaz [WIP]
okay but when i got a big "hole" in my map... i got no idea want can replace the "dam thing"
and of course the large open areas will get so grass and/or fields but that are things that i want to make when i have the terrian done up to 75% |
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#30 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Old_Galmaz [WIP]
IMO a forest would be good on that hill.
But that depends on what the terrain becomes after you have removed that pond. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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