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Old 2010-08-10, 14:04   #1
Element-X_IV
Lightbulb [Map] Prizrak (4km) [WIP]

Thread updated as of March 2011.

Map Name:
Prizrak

Location:
Fictional

Size:
4km

Factions:
Russians vs. Finnish Defense Forces (WIP) w/ Canadians as placeholder

Gamemodes:
AAS v4

Gameplay type:
Asymmetrical Warfare with Mechanized Infantry

2011 Minimap


Editor Screens:

FDF Main Base:





[IMG]ttp://img684.imageshack.us/img684/3959/priz13.jpg[/IMG]












I've changed alot of stuff on the map such as the addition of flag areas, terrain setup, terrain color and decided to swap positions of the bases. I would've gotten the map to work in-game but it seems to be crashing on load again and my debug window mode seems to keep crashing at start up.

So now, my plan would be to make the maps flag setup in AASv4 instead of AAS Random. Assets will be mainly Trucks, Jeeps and APCs with some Tank support or Attack Heli support.

Some more villages will be added and the rest of the map terrain will be changed into the same way the SW side of the map is setup now. Alot of the stuff is still WIP as I totally redid most of the villages and such. Screens of other areas of the map won't be posted yet as they look like crap with some stuff being lightmapped and some not.

Sorry for being so late with my update on the thread, I got lazy and lost interest after I couldn't fix some problems, but now I'm back and working.
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Last edited by Element-X_IV; 2011-03-02 at 09:35..
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Old 2010-08-10, 14:33   #2
VapoMan
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Default re: [Map] Prizrak (4km) [WIP]

Looking good

"Eight glorious sides and eight stunning angles!"
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Old 2010-08-10, 14:38   #3
Amok@ndy
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Default re: [Map] Prizrak (4km) [WIP]

Quote:
Originally Posted by Element-X_IV View Post

Set Octaves on all roads to 0 from default 3

copy and paste a Water.con from a map you like and then modify it this blue kills my eyes

add walls to the sides of the road cause of morphing terrain it will look awful from the distance

more Guardtowers and Hescos ?

add more docking places and put in some of those rusty vBf2 ships
i see a lot of places that could need some more love and details but its a great start! keep it going and post updates

greetz @ndy


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Old 2010-08-10, 15:05   #4
BloodBane611
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Default re: [Map] Prizrak (4km) [WIP]

Looking good! Keep it up, can't wait to play on it!



[R-CON]creepin - "because on the internet 0=1"

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Old 2010-08-10, 15:24   #5
Hulabi
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Default re: [Map] Prizrak (4km) [WIP]

Looking real good
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Old 2010-08-10, 15:49   #6
ytman
Default re: [Map] Prizrak (4km) [WIP]

Wonderful. I'd love to see this play out!
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Old 2010-08-10, 16:02   #7
maarit
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Default re: [Map] Prizrak (4km) [WIP]

very nice indeed.
but i would like to see this with different sky...maybe bright day or operation barracuda sunset sky.
keep it going.


its too much like kozelsk,siege at abracadabra,silent eaglis.
forest map with sky from fallujah would be different.
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Last edited by maarit; 2010-08-11 at 06:45..
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Old 2010-08-10, 16:06   #8
Rudd
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Default re: [Map] Prizrak (4km) [WIP]

Great to see a new mapper come up

http://img525.imageshack.us/img525/3130/49615927.jpg

this isn't going to work, on a 4k those raised terrain sections will warp like mad.

I recommend you lower the bridge and use the bridge highway sections in roads/statics with a ramp if you really want the bridge to be raised, but as it is its gonna be terrible like that :P

however I see plenty of great stuff otherwise, you clearly have a good mind for static placement

http://img825.imageshack.us/img825/9691/96767432.jpg

I'd replace those iraqi building_two buildings with warehouse buildings, you'll find them in pr/industry/warehouse


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Old 2010-08-10, 23:42   #9
AFsoccer
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Default Re: [Map] Prizrak (4km) [WIP]

Quote:
Originally Posted by maarit View Post
very nice indeed.
but i would like to see this with different sky...maybe bright day or operation barracuda sunset sky.
keep it going.
I was thinking the same thing. We don't have a sunny Russian map yet so that would be a nice change.

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Old 2010-08-11, 00:01   #10
Meloonileuka
Default Re: [Map] Prizrak (4km) [WIP]

BluFor Main




it should better, if it's opfor main (FDF main)?
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