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Old 2008-06-27, 11:26   #81
Jonny
Default Re: [Map] Yibal Oilfields

Do you mean .desc? If so then technically yes, but while the editor is saving the other modes too it may have a different GPO.con in the gpm/64 folder to the one in the editor folder, in which case it would be easiest to start right now with only one map size. Later, when you add more, you will have a harder time with the other gamemodes as you may need to write the editor folders GPO.con yourself. And I am not so sure it would work OK without touching the editor folder GPO.

Its not just about it showing in the menu, its about the unneeded folder making the file size bigger and generaly wasting space/memory in the editor.

@timo:
yup, the hydra one (I hope).
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Old 2008-06-27, 12:07   #82
marcoelnk
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

i think you forgot these lines of code in the init.con :
at least i add them as told in rhinos tut.

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"


so it should look like this :

...

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"



correct me if im wrong

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Old 2008-06-27, 16:13   #83
Outlawz7
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

heh whats that for? And in which tut is that mentioned?

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Old 2008-06-27, 16:23   #84
Jonny
Default Re: [Map] Yibal Oilfields

So I did, well spotted Marcoelnk.

Just ad those lines to the bottom of your init.con, Outlawz.

Its in the map audit tut, is it not?
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Old 2008-07-15, 09:55   #85
Outlawz7
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

I placed some more random oil tanks and some more roads around, but I can't think of anything to add to the map tbh

Middle flag is now a military FOB, half finished.
Issues:
-map currently balanced towards USMC due them getting faster to the FOB than MEC

Should I make the map a bit asymmetrical by making it so that MEC starts out with FOB capped and maybe a RP spawn there and possible some non-respawnable TOWs or BMP3s?

-hollow minimap spots - happened when I made the new minimap and the smoke clouds got rendered on it.


-gas pumps on fire - should they fire be on top or on bottom making it look like the entire thing is burning?


Also having troubles uploading the new version, Xfire me if you want it: outlawz7

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Old 2008-07-15, 10:28   #86
Jonny
Default Re: [Map] Yibal Oilfields

I want it but xfire would take hours.

D/L 7z, compress it and then tar it into several smaller file which you can upload seperately.

the smoke should be slightly leaning to on side, like there is a little wind there.

Do TWO military bases make sense here? This close together?

I think the small town was a good idea and made sense, there are no other towns on the map yet, but there does seem to be another military base on the map.

Although the two bases could be made to be very similar. Nearly identical vehicle spawners and a bunker or two (or three...) would make the US have to assault TWO main bases, in effect. And the holder of the middle base could get extra reinforcements (as vehicles). But it would need to be held by MEC forces at the start to be believeable.
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Old 2008-07-15, 15:45   #87
Outlawz7
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

Quote:
Originally Posted by Jonny View Post
I think the small town was a good idea and made sense, there are no other towns on the map yet, but there does seem to be another military base on the map.
Oh God, make your mind up. :/

Quote:
12) the city is, quite honestly, crap. Its a waste of your time doing it without the hotel statics from fallujah west. This as the centre, surrounded by the archer/basrah destructible buildings is what you need. This will make the city the focus of the infantry.
Quote:
Originally Posted by Jonny View Post
Do TWO military bases make sense here? This close together?
Qinling has an FOB and Basrah's VCP could also be considered as one.

It's not supposed to be a second main base, more like a small outpost/checkpoint big enough to house armor.

I should really rethink the map layout before I went doing it

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Old 2008-07-15, 16:40   #88
Outlawz7
Retired PR Developer

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Default Re: [Map] Yibal Oilfields

Download link
yibal_oilfields_v2.zip

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Old 2008-07-16, 15:21   #89
Jonny
Default Re: [Map] Yibal Oilfields

Quote:
Originally Posted by Outlawz View Post
Oh God, make your mind up
No, you. Its your map. TBH I would prefer the town.

Cant get the D/L link to work, can you upload to somewere else, like 4shared or rapidshare?
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Old 2008-07-16, 16:15   #90
agentscar

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Default Re: [Map] Yibal Oilfields

I would prefer the city also...

downloading..
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