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Community Maps Maps created by PR community members. |
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2009-10-22, 09:10 | #11 |
Join Date: Dec 2006
Posts: 1,346
Norway
Location: Vancouver, BC
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Re: [Map] Al Harithah 2km [WIP]
very nice work, keep it up
some very clever solutions there |
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2009-10-22, 11:30 | #12 |
Retired PR Developer
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Re: [Map] Al Harithah 2km [WIP]
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2009-10-22, 11:51 | #13 |
Join Date: Apr 2007
Posts: 3,420
United Kingdom
Location: Cambridge
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Re: [Map] Al Harithah 2km [WIP]
There is a photo of the facility on panoramio, with the caption 'pulp and papermill'.
http://static.panoramio.com/photos/original/3264130.jpg The photo is from 1977, but its not likely to have changed its function sinse then. It most likely contains one or more of these: Fourdrinier machine - Wikipedia, the free encyclopedia and it would be a good idea for you have some idea of the process if you are going to model a factory that does it. Note: no cooling towers are used. It seems that most of the process is in the great big long building to the SE of the oil containers. The 'forest' of pylons to the west of that building could be used to step electricity up or down and act as a capacitor or inductor. Keeping most of the pipes above ground is a good idea, they are easier to inspect and maintain and are cheaper to install. Always keep the process in mind when adding pipes though, there are plenty of warehouses with no need for piping leading to them. |
2009-10-22, 12:51 | #14 | |
Join Date: Dec 2007
Posts: 268
United States of America
Location: Chicago
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Re: [Map] Al Harithah 2km [WIP]
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And JonnyC - listen to Jonny. Attention to detail like his makes or breaks a map for me. It's looking good, keep working on it. | |
2009-10-22, 14:16 | #15 |
Join Date: Oct 2009
Posts: 15
Germany
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Re: [Map] Al Harithah 2km [WIP]
Actually I'm not sure how long i have been working on it i think I'm closing in on ~5-6 weeks.
You´d expect it to glitch more for the amount of bastardized statics I'm using ^^; right now the only thing I cant fix is the stupid cement block thats on the valves, its going through the walkways in 2 places (you notice one in the vid). I will make a frame to cover up the pipes/ends without proper entry points that lead into the buildings, btw... i was sure there used to be a static thats just the ring/endcap of the water pipes but i cant find it for my life. ATM I cant decide if i should keep going with the city or start on replacing the cooling towers/reworking a bit of the place, i think i will go with the towers first, and change a bit of the layout. I was thinking about the housing block thats close to the industry compound to be realistic the map will be very static heavy and i don´t think i can afford a 2nd city because i can barely use any of the vanilla city buildings, they are to high for such small towns. On the video you can see i put warehouses in front of the cooling towers and left the office buildings in limbo, maybe i should place the office buildings where the 2nd housing block should be and ignore it for the sake of performance. It looks pretty boring in the pic anyways just like 100 small huts (are those even huts?) in tights blocks. Right now i cant really check the map ingame because my custom statics are not showing up, i guess i need to put them into the server and client.rar , can you just add them into the archive or do you have to pack the whole thing up for them to run ? The pipeline rig is not high enough for lots of my stuff and i was wondering if i could just open the original one and make em longer or do i have to remake one from scratch because its not allowed to modify the bf2 models ? Same goes for the waterpipe rig its not even close to what i need in hight. Will tpaint mess up the image colormap if I run it now because I'm getting black detail maps or if I should just wait until I can get rid of the colormap anyways and ignore the black terrain ? @Jonny Nice post I will look into that. I'm used to modeling small stuff so its a long shot but some custom machinery is defiantly a very good idea. For now i will keep the walkways as a placeholder if the map turns out to have nice gameplay it can be refined. I still need to knock out some flavor and deco statics like rubble piles and the stuff I mentioned earlier that should help me to get used to the workflow before I start on something big like a factory. I need to learn how to get buildings ingame eventually because i wanna build a city map badly but the vanilla buildings are way to restrictive. Right now I'm working in this order (more or less) 1. get all landmarks down 2. finish the city 3. get the terrain 90% done 4. deco and flavour statics 5. get the terrain done 6. texture 7. more custom statics |
2009-10-22, 20:08 | #16 |
Retired PR Developer
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Re: [Map] Al Harithah (2km) [WIP]
Great looking map so far
And as always, Johnny with the keen eye, hehe nice feedback. You can be prety blunt with feedback sometimes but overall I think very good attention to details. |
2009-10-22, 20:29 | #17 |
Join Date: Feb 2009
Posts: 54
Germany
Location: Viva Colonia
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Re: [Map] Al Harithah (2km) [WIP]
Haha! Very nice.
I had a practical training in a chemical plant and your map looks very detailed and have this "factory-feeling" :P |
2009-10-22, 20:29 | #18 | |||||||
Join Date: Apr 2007
Posts: 3,420
United Kingdom
Location: Cambridge
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Re: [Map] Al Harithah 2km [WIP]
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The best building sets to use for both are the afghan series statics, any versions with different skins can easily be re-textured to fit in seamlessly. FAR TOO MANY PEOPLE IGNORE THE FOLLOWING ADVICE. IT HAS NEVER BEEN GOOD FOR THEM TO DO SO. At this stage, performance is the last thing you want to worry about. To get the map to look as good as it can you need to break it before you finish it. Add so much detail that you can no longer run it, only then can you make a good decision about what details are most important. Quote:
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They should not be too short for you anyway, pipe lines should be relatively close to the ground so they can easily be inspected and repaired. If you take one across a road then the simplest method is to put it underground until its on the other side, or keep it at the same height it was before if you could get a lorry under it already. Quote:
Alternatively you could add the colourmap to tpaints data folder and edit the gradients so that the image colourmap is regenerated when you run tpaint. Quote:
http://www.mod.uk/NR/rdonlyres/415EE...0090033230.jpg As it can be used in another community map and will help keep the DL size down if both end up in PR. Getting a building in-game is the same as with any other static. If you can get those little walkways to work then you will have no problem with any buildings. The one thing that becomes more important would be anchor positions if you split the building up. Quote:
@ grounded pilot: I never knew they did that, we could really do with having some of those for PR. @ fuzz: Just trying to get my point across, and get more good quality maps to kill people on. Bluntness is nothing compared to what you lot get from people who dont like the gameplay, anyway. | |||||||
2009-10-22, 21:57 | #19 | |||
Join Date: Oct 2009
Posts: 15
Germany
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Re: [Map] Al Harithah (2km) [WIP]
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Thanks again for the feedback guys. @ Jonny Nah your not blunt, must be the name but i like your point of view. About the housing block, right now I'm trying to concentrate my destroyables on the compounds in the first town so you can breach walls to flank buildings but that could be a nice contrast because your pretty much trapped in there. It looks like i would have to build most of those houses with the north/afghan walls too, do you think the game can handle that? I don´t mind going nuts with statics. Quote:
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Thanks for the help i will try to run the map like that so i can finally check if the walkways look right. Edit: oh yea i nearly forgot again... is it possible to use the wrecks of the destroyable village buildings and walls, i was thinking about having a few destroyed compounds. | |||
Last edited by JonnyC; 2009-10-22 at 22:02..
Reason: typo
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2009-10-22, 22:10 | #20 |
Join Date: Apr 2008
Posts: 210
Denmark
Location: Copenhagen, Denmark
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Re: [Map] Al Harithah (2km) [WIP]
It is quite obvious Jonny knows his buisness, I meant no offense. I just mean that it is your map and you should do the things you feel comfortable with. That ofc includes listning the excellent advise Jonny offers.
The point was that we (the players) are very subtle in our demands and we dont expect everything to be perfect. That (ofc) doesnt make it worse if it is The map looks stunning and realistic and that is what matters to most. |
Tags |
2km, harithah, map, wip |
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