[Map] Kumzar (2km) [WIP]

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

While testing the map i decided to blow up most of the buildings that could be blown up. Didn't take too long with the cobras cannon. Which is just in there for testing. Anyway, i didn't want to let all my destruction go to waste, so i took a video and a few screen shots.

http://img16.imageshack.us/img16/7201/destructionz.jpg


When i fly through the mountains, it's roughly over the mountain trails for the trucks.
Last edited by badmojo420 on 2009-07-01 23:36, edited 2 times in total.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Kumzar [WIP]

Post by HughJass »

everything seems extremley steep
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$pyker
Posts: 623
Joined: 2007-12-27 18:49

Re: [Map] Kumzar [WIP]

Post by $pyker »

why is there a chinese building in there?
Combined Offensive Mod


"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
Pte.Paynter
Posts: 150
Joined: 2009-03-03 23:25

Re: [Map] Kumzar [WIP]

Post by Pte.Paynter »

$pyker wrote:why is there a chinese building in there?
LMAO you saw that too :mrgreen:

good work though mate keep it up

Cheers.
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Insurgent Strike Modification Developer

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Kumzar [WIP]

Post by Rhino »

$pyker wrote:why is there a chinese building in there?
ye, its a very bad idea to use chinese buildings as they use separate texture pallets which you really want to avoid using in a ME map...

and that's not touching on the point of how out of place it looks...
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

$pyker wrote:why is there a chinese building in there?
I didn't think it looked that out of place. I'll switch it.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Kumzar [WIP]

Post by Wilkinson »

everything seems extremley steep
Agreed, Tone the hills down Justtttt a bit. So that infantry can climb up. And if possible rocks in some of the mountains for Grappling.

Great work for far Mojo. keep it up :D
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steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: [Map] Kumzar [WIP]

Post by steve_06-07 »

This would be a good mec map. It's located in the United Arab Emirates, and looks to be in a very strategic location.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Kumzar [WIP]

Post by Scot »

HughJass wrote:everything seems extremley steep
[R-CON]Wilkinson wrote:Agreed, Tone the hills down Justtttt a bit. So that infantry can climb up. And if possible rocks in some of the mountains for Grappling.

Great work for far Mojo. keep it up :D
Don't think many infantry would be climbing up here:
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Map] Kumzar [WIP]

Post by AnRK »

It's nice to see that kinda incline can be in game now, that new coding or whatever it is seems to have completely got rid of any terrain warping, or is the lack of that effect just cos it's on a local server?
$pyker
Posts: 623
Joined: 2007-12-27 18:49

Re: [Map] Kumzar [WIP]

Post by $pyker »

lol i wouldnt want to live there if there was a land slide
Combined Offensive Mod


"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

AnRK wrote:It's nice to see that kinda incline can be in game now, that new coding or whatever it is seems to have completely got rid of any terrain warping, or is the lack of that effect just cos it's on a local server?
Yeah that new terrain tweak really helps out a lot. I don't notice any warping at all now. It does look a little weird where the LOD ends, but that should be less noticeable when the low detail textures are all finished.

About the steepness, I know it looks very steep right now. But, that is far from final. I find it's easier to get the mountains in place and move the terrain down to my liking. Rather then trying to bump it up. Rest assured they won't be the same vertical slopes when the map is finished. (Except of course a few places where that's what it really looks like)

http://img19.imageshack.us/img19/226/14121197.jpg
Last edited by badmojo420 on 2009-07-01 23:37, edited 1 time in total.
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Kumzar [WIP]

Post by Khidr »

Going by your first reference pic you need to spam that town with a few things:

~ 50-80 telephone poles (have fun placing all the power lines)
~ 1/4 houses have satellite dishes on rooftop. Must take placement into consideration if building is destroyable.
~ 2/3 house have water tank on rooftop. Must take placement into consideration if building is destroyable.
~ 4/5 house have clothes lines(most ever on PR map?)
~ Add a few more corrugated tin roof structure along the edges of the village. If not a full shed then just build some shanty action using the corrugated sheets.


If you can jam all these statics into your town, then generously sprinkle small rocks all over the place and then run some lightmaps, I think you will be very impressed with the result.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

K:h:i :d :r: wrote:Going by your first reference pic you need to spam that town with a few things:

~ 50-80 telephone poles (have fun placing all the power lines)
~ 1/4 houses have satellite dishes on rooftop. Must take placement into consideration if building is destroyable.
~ 2/3 house have water tank on rooftop. Must take placement into consideration if building is destroyable.
~ 4/5 house have clothes lines(most ever on PR map?)
~ Add a few more corrugated tin roof structure along the edges of the village. If not a full shed then just build some shanty action using the corrugated sheets.


If you can jam all these statics into your town, then generously sprinkle small rocks all over the place and then run some lightmaps, I think you will be very impressed with the result.
I've been thinking about tackling the telephone pole situation soon. It's insane the amount of wires they have running everywhere....
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I have only found 1 wooden type telephone pole in the editor. Does anyone know if that is the only one?

And the only satellite dish static i found had no arm, mounting pole, etc. Just a dish.

I haven't seen a water tank static yet. But that clothes line is straight outta PR. The roof top stuff will mostly go on the non-destroyable buildings.

Good idea with the shanty shacks, i hadn't really noticed them before. They'll fill a nice empty space at the edge of the valley.
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map] Kumzar [WIP]

Post by Khidr »

I have only found 1 wooden type telephone pole in the editor. Does anyone know if that is the only one?
staticobjects/common/com_objects/cablepole
staticobjects/common/com_objects/lamp_post

I haven't seen a water tank static yet.
For some reason I want to say there are blue water tanks on Ramiel. Maybe on the wheeled carts?


RE: The power lines. I don't recommend you try to mimic the amount in the photo(ie. 6 wires per pole). Just string 1 wire to each pole and it should look good.
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: [Map] Kumzar [WIP]

Post by Cheditor »

The roads look abit steep even for trucks, can you confirm they are climbable?
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

K:h:i :d :r: wrote:For some reason I want to say there are blue water tanks on Ramiel. Maybe on the wheeled carts?
I think some of the bigger buildings have water tanks & satellite dishes on the roofs but they're part of the building static.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

Cheditor wrote:The roads look abit steep even for trucks, can you confirm they are climbable?
Yeah they're climbable, but only by a humvee or technical. Just barely in some cases. One hill you have to 'pump' the shift button to make it up the last bit. I really wanted to go for a feeling of it being a less desirable route to take.
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] Kumzar [WIP]

Post by sandgamer »

Not sure if you have come across these:

Code: Select all

/staticobjects/pr/citybuildings/tv_aerial/
/staticobjects/pr/citybuildings/satellite_dish/
this sat-dish features some details on its highest lod.

sg :crazy:
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

Last edited by badmojo420 on 2009-07-01 23:41, edited 3 times in total.
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