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Community Maps Maps created by PR community members. |
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2009-12-14, 01:04 | #31 |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
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Re: [Map] Bagdhad [WIP]
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2009-12-16, 05:41 | #32 |
Join Date: Jun 2009
Posts: 1,722
New Zealand
Location: Auckland
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Re: [Map] Bagdhad [WIP]
Ok i watched your video and i have some crits.
You should use way more PR statics. The map is full of vanilla statics, i think it would be far better and feel a lot more like PR if it used some more of our statics. At the moment the map feels very vanilla to me. To help fix this, use some of the afghan kits to make your houses. I know this is an iraq map, but the afghan kits can make some really good buildings. The sky texture should be changed, i'm not sure if you are still using the sample editor one of not. If you aren't then its far too similar to the sample one, change it to something duskier perhaps. At the moment it lacks a lot of detail. This comes down to things like fencing off industry areas, arranging houses in logical order etc. What i found from my own map is that most of the land lacks realistic natural detail. To add this, get creative with the terrain editor, add undergrowth, overgrowth, and little bushes and rocks. I think the current overgrowth is very repetitive, maybe spice it up a little more? you can use several different types of overgrowth that contain similar things, it helps to provide a bit of variety. Finally my questions are: What size is the map? Too me it looks like a 4km. How much do you think you have left to go? Can the private security contractors use this map when you are done? It looks like its going to be great Send me a pm about the last bit if you are interested HangMan |
2009-12-16, 18:54 | #33 |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
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Re: [Map] Bagdhad [WIP]
I have a lot of crits from a lot of people, however I do completly agree with you.
Ive started replacing some and if not most of the village buildings to the "VH" afghan buildings PR statics. We had a sunset (duskier/cloudy'r) skybox before and was only changed just before the video. I will look to change it back and post screenshot( i used the kashan sunset sky). The map was also much darker, thus allowing NVG to be used underground in for example "saddam's hole" but until NVG can be repaired or rebuilt I decided to lighten it all up instead (for now). I planned that specialists only had NVG. Non limited kit and stop sql's placing rally underground where someone could spawn in the dark and get lost without the kit. The vegitation is a tricky one for me, I have issues with grass disapearing 20 metres away so not giving soldiers cover like it was designed. Reccomendations on variation is muh welcomed. I have the nessesary Poppy fields and Olvie tree forests they have but still to repetitive. Sorry that there are not much fences/walls etc, and no refug's in the road and no lampost, i made a list of the "last objects to add" and thought these would be last after placing statics. I would like to request help from a DEV if one could spare me some time even just to answer some questions. The feedback on this map has been fantastic and would love to work on it until it reaches a standard that it cant be refused! heh The layout is perfect for gameplay, its only a 2KM map made with a colormap from google earth measured at 3KM resized. The map has features, such as the tunnels/mine shafts. These places were situation about 1km out of the colormap so i had to squezze it in. It allows for so many new undiscovered tactics. the favourtie is that a 2 man team in certain gameplays can unlock new transport for easier access around the map The textures, not great yet but getting there (can i have more than 6 brush layers for textures?) Objects, need a re-vmap and certain one's made for EG, roadsigns. The city itself is only 10 percent done, Needs major work. Not sure how to work this PM stuff but u can grab mne on Xfire @ dunem666pr and will be happy to send u a link so you can spawn in and take a peak. The map is great for skirmish fun at the moment and over xmas were holding a couple of events. Would be great for you to join up and check it out. that would be great, Many thanks. |
2009-12-17, 18:22 | #34 |
Join Date: Dec 2009
Posts: 14
Netherlands
Location: Groningen
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Re: [Map] Bagdhad (2km) [WIP]
I have seen the movie, and looks great so far,
except for those vanilla buildings(but there you working on i see) keep up the good work |
2009-12-23, 11:49 | #35 |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
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Re: [Map] Bagdhad (2km) [WIP]
anyone joining up for the skirmish tonihgt?
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2009-12-23, 12:17 | #36 |
Join Date: Jun 2009
Posts: 1,722
New Zealand
Location: Auckland
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Re: [Map] Bagdhad (2km) [WIP]
This is a great map Get in on the server and tells Dunem what you think
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2009-12-23, 12:45 | #37 |
Banned
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Re: [Map] Bagdhad (2km) [WIP]
The BSS startup on the video, heh, not the end of the world. It'd be different if you were using stuff that you shouldn't have in your map. Recording the BSS/PR startup splash screens and putting them into a video would only be an issue if you decided to make an insurgent video with cutscenes of Osama Bin Laden in it declaring some political stuff
The map looks interesting Are you keeping the Brits on the map? Realistically, only a very small element of British forces served in Baghdad. A platoon of R IRISH did in 2005. Other deployments north of the Euprates River were restricted to Staff Officers as attachments and UKSF as part of Task Forces. |
2009-12-23, 20:12 | #38 | |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
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Re: [Map] Bagdhad (2km) [WIP]
Quote:
If the new factions dont make it in time, I would be willing to settle in for the US army on this one. | |
2010-01-16, 22:23 | #39 |
Join Date: Jun 2009
Posts: 1,722
New Zealand
Location: Auckland
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Re: [Map] Bagdhad (2km) [WIP]
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2010-03-23, 23:57 | #40 |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
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Re: [Map] Bagdhad (2km) [WIP]
*BUMP*
Updated pics on first post! |
Tags |
2km, bagdhad, map, project, promo, reality, updated, vid, wip |
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