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Community Maps Maps created by PR community members. |
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2009-10-26, 03:46 | #31 |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
well, I've kinda answered that already, but seeing as its you.
1) there are no flat areas of the map, so the landscape feels pretty differnet to alot of kashan. 2) underground areas 3) no mordor mountain, Tanks can't sit on a hill and fire at anything inside the bunker complex, thus their effectiveness against infantry inside the complex is vastly reduced. (in theory anyways) 4) British Vs MEC balancing is significantly more interesting than USA vs MEC balancing imo. (BMP will defintately feature on this map, as will the scimitar) 5) Different gameplay dynamics. I am considering having the bunkers under MEC control at the start of the game, with associated changes to which assets on which side are on delayed spawn. 6) The plan is for a significantly larger Kashan style village in teh SW side of the map. again, no mordor mountains, so the infantry have a place which is 'theirs' 7) The British FOB on a raised area, tanks can get level with it but not above, this creates another place the infantry can own. Also, note that I'm using the kashan sky.con. I want a similar sky, but I'll probably modify the texture to give a differnet ambiance. I tried the desert rats sky.con and it looked very cinematic, but i don't think it suited the colourmaps at all. So I'm getting the nuts and bolts done and doing the sky.con later- but this should significantly change the ambiance and appearance of the map. And in any case, what's wrong with a revamped kashan lol? |
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2009-10-26, 03:58 | #32 | |
Join Date: Jun 2009
Posts: 1,722
New Zealand
Location: Auckland
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Re: [Map] Al Muthana Desert (4km) [WIP]
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2009-10-26, 04:16 | #33 |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
This sounds a lot like the map I have in the works. My words almost exactly were Kashan with a place for infantry... but also a sexy mixing of EJOD and Fallujah
Cant wait to see what you do with this, RUdd |
2009-10-29, 15:30 | #34 |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
Looks great rudd!!
and what is wrong with a reworked kashan hangman??? PR's most popular map, hell I'd love to see tons more maps just like kashan (minus the crazy hills), it gives us more places to shoot on and have awesome situations happen! |
2009-10-29, 20:15 | #35 | |
Join Date: Dec 2008
Posts: 76
France
Location: γ Vulpeculae I 371.3 : 253.7
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Re: [Map] Al Muthana Desert (4km) [WIP]
Great ideas overall Keep it up !
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I just don't know anything about this vehicle combat and survivability characteristics IRL, but it seems it has always been a PR player favorite despite its lightweight status. | |
2009-10-29, 20:21 | #36 | |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
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https://www.realitymod.com/forum/f25...0-87-maps.html | |
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2009-10-29, 21:24 | #37 |
Join Date: Feb 2009
Posts: 1,458
Australia
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Re: [Map] Al Muthana Desert (4km) [WIP]
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2009-10-29, 21:27 | #38 |
Join Date: Mar 2009
Posts: 2,330
United Kingdom
Location: london
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Re: [Map] Al Muthana Desert (4km) [WIP]
I wonder why Rhino posted seeing whats first :P
Scimitars will be very interesting, and hopefully people wont try to use them for full on combat >_> |
2009-10-31, 21:14 | #39 |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
Hi guys, no proper updates, just a request for help.
I can't find a good road tutorial anywhere, I specifically need a tut on intersections. If any1 knows a good one, feel free to post it. ok, one update :P http://img11.imageshack.us/img11/9082/43086378.jpg This does work well, since you can't see in to the trench from most angles the terrain morphing problem is quite well hidden. I'm gonna get a mate on the map with me to see how it looks from the perspective of an air unit though. The idea of this area of the map is that its a fortified location close to British lines, I'm having a go at making artillery crates around it (highly smoothed ofc) These might need a custom smoke effect to balance looks and performance, but that can come later. One thing that annoyed me though, I tried just applying black colour on low power to darken the crates to make it look more burned. Looks fantastic until I save and load the map, the colour goes dotty. This an avoidable problem? |
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2009-10-31, 21:30 | #40 |
Retired PR Developer
Join Date: Apr 2008
Posts: 2,980
Germany
Location: Cassel-fornia
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Re: [Map] Al Muthana Desert (4km) [WIP]
road intersections are mostly done as statics (you might already found those in the road folder), so best is either just make some (/use existing ones) or just overlayer the different roads, but that might look pretty bad.
to make the arty crates look good you can also use a "road" here, just look for "explosion_mark_xpack"/"explosion_markbig_xpack" and play around with the settings and add some undergrowth rocks to it and maybe some rocks to make it look more real. i never done this before but i am pretty sure its at least a good way |
Tags |
4km, awesomeness, desert, map, muthana, rud loves men, rudd is a stud, ruddyboy, wip |
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