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2009-07-25, 16:13 | #31 | |
Join Date: Aug 2008
Posts: 3,506
Canada
Location: St. Catharines, ON
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Re: [Map] Margow Desert [WIP]
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1) The terrain looks wierd-er, might just have been the way it was imported or something. 2) I found it worked in block-like patterns, and didn't extend all the way out to the VD, so you could sometimes see small lines through the terrain way ahead due to it (prolly fixable, though) But you know way more about it than me, so I dunno what's caused those problems or w/e. | |
2009-07-25, 20:33 | #32 |
Join Date: Jun 2009
Posts: 13
Germany
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Re: [Map] Margow Desert [WIP]
New update (omg two updates in one day^^)
- new village added - smoothed out the hills at the mainbases (MEC/US) - fixed the mainbases (MEC/US) |
Last edited by Netieb; 2009-07-25 at 20:40..
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2009-07-25, 20:35 | #33 |
Retired PR Developer
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Re: [Map] Margow Desert [WIP]
Just taken a look at your minimap and ehh, your main bases are really, really close to the edge of the map. Would be good for both gameplay and visual aspects if you can move them a little more away from the edge of the map.
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2009-07-25, 20:38 | #34 |
Join Date: Jun 2009
Posts: 13
Germany
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Re: [Map] Margow Desert [WIP]
Well they are just the bases so they wont be much fighting. I can live with the visual aspect.
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2009-07-25, 20:39 | #35 | ||
Join Date: Aug 2008
Posts: 3,506
Canada
Location: St. Catharines, ON
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Re: [Map] Margow Desert [WIP]
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2009-07-25, 20:53 | #36 | ||
Retired PR Developer
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Re: [Map] Margow Desert [WIP]
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But the main issue is landing etc, people dont want to be flying in and out of the combat zone. In future versions of PR we might remove the combat zone for jets we have to look into that more so that might not be so much of an issue. Visual aspect wise thou, you can live with it but its better not to live with it. even 50, 100m more away from the edge would really decrease the chances of people noticing it. One of the worst points of Qinling is its main bases being right on the edge, and they are like 50m+ away from the edge. At the very min, dont have the players having to look into the surrounding terrain like I did with the PLA main on qinling, as you have to stare out there pretty much all the time and looks crappy Good thing about the brit main on Qinling is most of the time your looking away, thou at the same time its easier to rape as a result Since your map is a desert map it will be eaiser for you to get away with it but trust me, moving your base 100m or more away from the edge will really help, do it before its too late. Quote:
Ye all good points there McLuv, the static airfileds are going to be turned into non-dest versions since the dest versions didn't go down well, like you said really all it dose is encourage base raping. There is no real good way of making a runway thou on a 4km map. Using the vBF2 road ones will have loads of zfighting problems, even more so than the dest runways on Qinling and Kashan. Painting a concrete texture onto the ground and maybe adding some lines on via painting or the road tool will look pretty bad overall since it will be really low detail, but wont have any zfighting issues. So ye, there is no real good way of making a runway on a 4km map And ye, you want a clear, flat flight in and not have a huge bump at the end as it dose make it a lot harder to land. | ||
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2009-07-25, 20:54 | #37 |
Join Date: Jun 2009
Posts: 13
Germany
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Re: [Map] Margow Desert [WIP]
I can only repeat myself landing is not that difficlut how it looks but im making the runway longer and im smoothing out the terrain
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2009-07-25, 21:14 | #38 | |
Join Date: Jun 2009
Posts: 13
Germany
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Re: [Map] Margow Desert [WIP]
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I think its alredy to late to move the base because i already painted the terrain and it was much work. But I already used the sugesstion and changed the terrain and the length of the airstrip.. pics will follow | |
2009-07-25, 21:26 | #39 | ||||
Join Date: Aug 2008
Posts: 3,506
Canada
Location: St. Catharines, ON
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Re: [Map] Margow Desert [WIP]
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you could always lengthen the runway with more runway statics I guess, though, especially since they're becoming non-destroyable. I'm really glad to hear that you've lengthened them though, since even while it is possible to land on them currently (especially with some planes more than others), it can be quite finicky with some of them, and they should really have a larger room for error, especially with the J-10 Though, I dunno Rhino, what if you had the texture under a road runway the same as the runway? The Z-fighting effects ould definitely be reduced, right? But to what effect, I dunno. I'll try that out some day. EDIT: Just saw the abandoned village and North village, think they might need some work expanding them and making them seem less linear. THe walls in the North village are extremely straight, and the abandoned village looks like it grew up around the road. You could make it seem like there was an oasis there once, but that it has since dried up, and because of that it's become abandoned. Otherwise looking quite nice, hoping that you might have an open beta test so we could try it out when you're further along | ||||
Last edited by McBumLuv; 2009-07-25 at 21:34..
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2009-07-25, 21:38 | #40 |
Retired PR Developer
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Re: [Map] Margow Desert [WIP]
When you save complied terrain it dose bake the road onto the game's colourmap, so when your not in view of the road (since they only render at so many meters away) which works fine. The problem is that under the road up close is the terrain's detail texture under it, which will most likley look very different than the road's detail texture and that's when it looks crappy.
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