project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
21 Oct 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 2009-12-14, 01:04   #31
dunem666
Default Re: [Map] Bagdhad [WIP]

Quote:
Originally Posted by [R-DEV]J.F.Leusch69 View Post
merged your 2nd thread about the map into your first thread as you dont need a new thread for an update
thanks man
dunem666 is offline Reply With Quote
Old 2009-12-16, 05:41   #32
HangMan_
Default 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
HangMan_ is offline Reply With Quote
Old 2009-12-16, 18:54   #33
dunem666
Exclamation 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.
dunem666 is offline Reply With Quote
Old 2009-12-17, 18:22   #34
Randyr[NL]
Default 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
Randyr[NL] is offline Reply With Quote
Old 2009-12-23, 11:49   #35
dunem666
Default Re: [Map] Bagdhad (2km) [WIP]

anyone joining up for the skirmish tonihgt?
dunem666 is offline Reply With Quote
Old 2009-12-23, 12:17   #36
HangMan_
Default Re: [Map] Bagdhad (2km) [WIP]

This is a great map Get in on the server and tells Dunem what you think
HangMan_ is offline Reply With Quote
Old 2009-12-23, 12:45   #37
Gaz
Banned
Supporting Member

Gaz's Avatar
Default 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.
Gaz is offline Reply With Quote
Old 2009-12-23, 20:12   #38
dunem666
Default Re: [Map] Bagdhad (2km) [WIP]

Quote:
Originally Posted by [R-DEV]Gaz View Post
The map looks interesting Are you keeping the Brits on the map?
I would be insterested to see how the PSC faction would work on this in and see what the future holds with any kind of blackwater faction. I dont plan to keep GB on the map tho as you say they didnt serve there enough to be in pr (realistically speaking).

If the new factions dont make it in time, I would be willing to settle in for the US army on this one.
dunem666 is offline Reply With Quote
Old 2010-01-16, 22:23   #39
HangMan_
Default Re: [Map] Bagdhad (2km) [WIP]

Quote:
Originally Posted by [R-DEV]Gaz View Post
Are you keeping the Brits on the map?
We are hoping to get the PSC on this map. Just got some build issues atm, when they are solved dunem will be able to get some screens of the psc on the map
HangMan_ is offline Reply With Quote
Old 2010-03-23, 23:57   #40
dunem666
Default Re: [Map] Bagdhad (2km) [WIP]

*BUMP*

Updated pics on first post!
dunem666 is offline Reply With Quote
Reply


Tags
2km, bagdhad, map, project, promo, reality, updated, vid, wip

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 22:35.