project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
01 Nov 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links
Community Maps Maps created by PR community members.

Reply
 
Thread Tools Display Modes
Old 2023-11-11, 12:32   #11
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

Mats391's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]



Why is the south west map so far away from corner? You are wasting an entire grid of map for nothing.
Also the map has 850m view distance. You can shoot into that main base from the forest to the east

Mineral: TIL that Wire-guided missiles actually use wire
Mats391 is offline Reply With Quote
Old 2024-04-17, 16:16   #12
izmash
PR Server License Administrator

izmash's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

Hi,
Changes since last time:
-Moved REDFOR Main to the edge
-Placed more trees to cover main bases
-Tweaked sun/sky setting
-Repainted main terrain in some areas (mainly fields)
-Repainted surrounding terrain
-Remade undergrowth
-Sculped terrain to be more bumpy in certain areas (e.g. forests)
-Changed dod areas to be bigger
-Remade flag routes (there are 3 now)
-Fixed many more minor things

I still have problems with baking lightmaps so if Dev team decide to put that map ingame i will need some help with lightmapping.

I will post flag routes later.















izmash is offline Reply With Quote
Old 2024-04-17, 19:53   #13
[R-CON]​CAS_ual_TY
PR:BF2 Contributor
Supporting Member
PR Server License Moderator

CAS_ual_TY's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

looking great


CAS_ual_TY is offline Reply With Quote
Old 2024-04-18, 04:51   #14
[R-COM]M.MCC
PR Community Faction Lead
PR Server License Administrator

M.MCC's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

The base in the upper right corner is well adjusted, but the base in the lower left corner should be optimized a little more (just a personal suggestion)

M.MCC is offline Reply With Quote
Old 2024-04-18, 07:17   #15
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

Mats391's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

Can you post overview with combat zones? As MCC mentioned, bot left mainbase looks still very open and might cause issues with ATGM camping.

The colormap for fields looks better, but some of those fields do look rather small to me. Is it like that in Poland? Here most of those fields interrupted by a strip of grass would be continuous fields. And if there is interruption like this, it would probably be for a road/dirt path to access field or drainage ditch. The later could also add gameplay value.

The one sole spot hit by artillery looks a bit out of place. Everything on map seems intact, but fuck that one trench

Mineral: TIL that Wire-guided missiles actually use wire
Mats391 is offline Reply With Quote
Old 2024-04-19, 11:27   #16
[R-DEV]​Ason
PR:BF2 Developer
Supporting Member

Ason's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

looks alot better!

I agree with Mats, could merge some fields to create bigger ones.

Mainbase could use some dirt, especially since there is a dirt road leading to it, grass should be broken up a bit with dirt to make it look like vehicles have been moving and parking there.

the pic where you stand in the field, it looks like the field in the distance is floating, not sure.

forest undergrowth looks ok, but imo should add more dirt texture and add some rocks and sticks to ug, and reduce grass ug.

I would add some ditches on sides of roads.

Imo some of the small wooden family houses look a bit weird, there are some modern family houses you could use like on ascheberg. I would also expand the city by surrounding it with smaller family houses, usually a town starts off with smaller buildings on the outskirts and gradually increasing in size when moving towards the city center.

Keep it up!

Ason is offline Reply With Quote
Old 2024-04-19, 20:57   #17
izmash
PR Server License Administrator

izmash's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

Quick update:
I've merged all fields that i could and they look better now indeed. I've sculpted few ditches aswell and i will try to add few more. I will try to dig in asset library to get some of the new buildings, surely some of them will fit this setting and i will try to mess with forest undergrowth a little bit more. Fields have still some floaters, but I will fix them later.

izmash is offline Reply With Quote
Old 2024-04-19, 21:46   #18
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

Mats391's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

The helipad on the H building is too close to the building to be safe. Probably better to move it to the grass area west of it with a small footpath to the building

Mineral: TIL that Wire-guided missiles actually use wire
Mats391 is offline Reply With Quote
Old 2024-04-19, 22:13   #19
[R-DEV]​Ason
PR:BF2 Developer
Supporting Member

Ason's Avatar
Default Re: [Map] Operation Fading Reach (2km) [WIP]

Quote:
Originally Posted by izmash View Post
Quick update:
I've merged all fields that i could and they look better now indeed.
I think it will look even better if you paint the merged fields to be the same texture, it still looks like a bunch of mini fields.

Ason is offline Reply With Quote
Old 2024-06-09, 22:26   #20
Rabbit
Default Re: [Map] Operation Fading Reach (2km) [WIP]

Looks really good, I think the low detail texuters, UG, random debris and maybe 1 more river crossing? ldt looks stock, UG looks really basic and 1 note, I see a lot of areas with concealment but no or little cover. Dont just focus your objects around flags but the areas between them for people to move to. Looks like you only have 2.5 river crossings and 1 only right out of main for North East main.
Rabbit is offline Reply With Quote
Reply


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 03:34.