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2009-10-31, 21:32 | #41 | |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
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The craters are working fine ingame Just making them look perty. but I don't really understand these intersection things, I've been looking at them in other maps, but I don't get em yet. | |
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2009-10-31, 23:02 | #42 | ||
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
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2009-11-01, 20:18 | #43 |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
http://screenshot.xfire.com/screensh...b7cd2bbd4f.png
righto, I'm using the other trench statics, they will need a bit of a touchup texture wise speaking to make them look more natural, but I think only a few changes would make them acceptable. I wasn't going to use them because I thought terrain morphing would make it really annoying to use. But then I realised I could angle them down slightly, looks quite nice, and also avoids z-fighting with the ground since the angle of the ground and the static are far enough apart. |
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2009-11-02, 19:09 | #44 |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
updated first post with these screens,
This is my trench system in the bunker complex. I'm going to add another enterable to the 2nd enterance...but I can't find a good static that gives variation yet looks like it belongs to do this. For now i've just left a trench firing position outside it until I think of something better. (The idea is that infantry can move to get in to position to attack the missle silo from positions of ther choosing, and have positions that have reasonable cover to suppress/attack enemies at the bunkers. Terrain morphing isn't a problem. I've tested it ingame, on the longer segments of trench it was a problem, I've just added turns and obstructions that hide the terrain morph. http://img4.imageshack.us/img4/294/wip6.png http://img21.imageshack.us/img21/3104/wip5.png http://img682.imageshack.us/img682/9708/wip4.png http://img682.imageshack.us/img682/1066/minimap.jpg |
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2009-11-04, 00:37 | #45 | |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
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Also, I can't seem to find the texture file for the terrain objects (v1, 2 and 3 specifically) http://screenshot.xfire.com/screensh...82212174f7.png little room I've put underground at the brit FOB, I think its probably best to have underground bits at each flag so the infantry have a place to flee to. I'm gonna remove the flag, its just there for lolz. | |
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2009-11-04, 00:40 | #46 | |
Join Date: Aug 2008
Posts: 1,894
United States of America
Location: Florida
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Re: [Map] Al Muthana Desert (4km) [WIP]
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2009-11-04, 22:35 | #49 |
Join Date: Nov 2007
Posts: 894
United Kingdom
Location: South Wales / Cheltenham
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Re: [Map] Al Muthana Desert (4km) [WIP]
Looks awesome so far Rudd
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2009-11-09, 14:47 | #50 |
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
Here is the latest minimap
I apologise for the PNG, but I'm sure the MODs won't mind since its not high res at all. Bunker layout is pretty much finished, adding details. Same for Brit and MEC main, the bunker line and also the Brit FOB. Working on making a realistic looking oil field East of the bunkers now, and the village is slowly getting bigger though we have accidentally used destructable objects when we were going to use non-destructs. So we're going to have to review the whole village and replace objects as required. We also plan to add small villages and compounds around the entire map, collections of 3-5 buildings. These can provide FOB positions, but will mostly be important in the 16 infantry layer as cover and firing positions I've also decided to place a few of teh good old AAA cannons, but they are cleverly positioned so they can only engage air targets EDIT, just so you know there is around 1000m between each flag, and 1500+ between the mains and each flag. |
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Last edited by Rudd; 2009-11-09 at 15:14..
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Tags |
4km, awesomeness, desert, map, muthana, rud loves men, rudd is a stud, ruddyboy, wip |
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