project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
20 Sep 2019, 00:00:00 (PRT)
Register Developer Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Community Maps Maps created by PR community members.

Reply
 
Thread Tools Display Modes
Old 2010-07-09, 10:29   #41
ChiefRyza

ChiefRyza's Avatar
Default Re: [MAP] Operation Tempest (4km)

Like I said, completely redoing it over the weekend.



Current project: Operation Tempest
ChiefRyza is offline Reply With Quote
Old 2010-07-09, 11:41   #42
Hauteclocque
Retired PR Developer

Hauteclocque's Avatar
Send a message via MSN to Hauteclocque
Default Re: [MAP] Operation Tempest (4km)

Great work ChiefRyza, very promising.

Hauteclocque is offline Reply With Quote
Old 2010-07-09, 15:58   #43
DevilDog812
Banned
Default Re: [MAP] Operation Tempest (4km)

looks great!
there is a swamp-based map in a mod im helping out, its really fun to play. its going to be a great place for ambushes since you cant go prone
DevilDog812 is offline Reply With Quote
Old 2010-07-10, 01:08   #44
Pvt.LHeureux
-

Pvt.LHeureux's Avatar
Default Re: [MAP] Operation Tempest (4km)

Quote:
Originally Posted by ChiefRyza View Post

View of the jungle with mountains in the distance:
http://i289.photobucket.com/albums/l.../screen220.png

That's just AWESOME!! With the mountains on the background, realy give an impression of a BIG map!

Keep up the GOOD work on this map.

Will be awesome <3

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Pvt.LHeureux is offline Reply With Quote
Old 2010-07-11, 03:25   #45
ChiefRyza

ChiefRyza's Avatar
Default Re: [MAP] Operation Tempest (4km)

Update, unfortunately I'm capped so I can't upload any screenshots, but the marsh area is well on its way to genuinely creepy. As the swamp connects the entire map together, it is also going to be a vehicles nightmare to travel through. The water is shallow enough to walk through, but deep enough to cause vehicles to slow down greatly. It is also filled with deep pockets of water so you have to really take care while driving through it (or you could sink pretty quickly). Overgrowth density has been bumped up massively in the swamp so I'll get some screenies up ASAP for feedback. Performing quite steady as well considering I increased the density by about 3 times.



Current project: Operation Tempest
ChiefRyza is offline Reply With Quote
Old 2010-07-11, 03:30   #46
Silly_Savage

Silly_Savage's Avatar
Default Re: [MAP] Operation Tempest (4km)

Ooh, you're such a tease.

Looking forward to the screenshots.

"Jafar, show me a sniper rifle." - Silly_Savage 2013
Silly_Savage is offline Reply With Quote
Old 2010-07-11, 03:37   #47
ChiefRyza

ChiefRyza's Avatar
Default Re: [MAP] Operation Tempest (4km)

I'm uploading a low quality SS right now, very, very slowly . Will post it here as soon as its done which hopefully won't take too long.

Also, there are lots of areas in the marsh above water, purely because without them the mangroves can't hide people at a distance (because the leaves are pretty high off the ground.)



Current project: Operation Tempest
ChiefRyza is offline Reply With Quote
Old 2010-07-11, 03:41   #48
Rudd
Retired PR Developer
Supporting Member

Rudd's Avatar
Default Re: [MAP] Operation Tempest (4km)

you can always load it up ingame, then type sv.allowfreecam 1, deselect spawns, kill yourself, renderer.drawhud 0 and you can fly around and take pictures with xfire

careful about the OG numbers, it can seem fine performance then you try requesting a kit and get 3 seconds of lag.


Rudd is offline Reply With Quote
Old 2010-07-11, 03:48   #49
ChiefRyza

ChiefRyza's Avatar
Default Re: [MAP] Operation Tempest (4km)

It's all good, I'm keeping the Overgrowth number under 20,000 on the entire map. Considering most maps in PR have more than that I should be ok, I can request kits fine with no lag. It's not like, super crazy density, that's just not possible on the BF2 engine. It is however enough to move through without being spotted from ages away.

I read what you said about overgrowth numbers in another thread so I made sure I kept it as low and practical as possible.






Ignore the old undergrowth (ie, random super-sized mushroom), it's a salt water-estuary so I'm figuring out what to put in there/ probably mangrove roots, sea-grass etc.



Current project: Operation Tempest
ChiefRyza is offline
Last edited by ChiefRyza; 2010-07-11 at 04:51..
Reply With Quote
Old 2010-07-11, 16:58   #50
Pvt.LHeureux
-

Pvt.LHeureux's Avatar
Default Re: [MAP] Operation Tempest (4km)

Haa looks really great. I imagine an Abrams saying to the infantry to pass first to see how deep the water is.

I suggest you to change the sky, to maybe a darker one or just to a dawn one, with an orange sky. Will give a really cool looking to your map IMO .

And I find that the tree colours are really bright. Do you have generated light maps?

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Pvt.LHeureux is offline Reply With Quote
Reply


Tags
4km, map, operation, tempest, wip
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 14:13.