[Map] Kumzar (2km) [WIP]
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar [WIP]
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.
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.
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
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$pyker
- Posts: 623
- Joined: 2007-12-27 18:49
Re: [Map] Kumzar [WIP]
why is there a chinese building in there?
Combined Offensive Mod
"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
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Pte.Paynter
- Posts: 150
- Joined: 2009-03-03 23:25
Re: [Map] Kumzar [WIP]
LMAO you saw that too$pyker wrote:why is there a chinese building in there?
good work though mate keep it up
Cheers.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Kumzar [WIP]
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...$pyker wrote:why is there a chinese building in there?
and that's not touching on the point of how out of place it looks...
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar [WIP]
I didn't think it looked that out of place. I'll switch it.$pyker wrote:why is there a chinese building in there?
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Map] Kumzar [WIP]
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.everything seems extremley steep
Great work for far Mojo. keep it up
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steve_06-07
- Posts: 916
- Joined: 2008-04-27 23:36
Re: [Map] Kumzar [WIP]
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]
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: [Map] Kumzar [WIP]
HughJass wrote:everything seems extremley steep
Don't think many infantry would be climbing up here:[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![]()


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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: [Map] Kumzar [WIP]
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?
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$pyker
- Posts: 623
- Joined: 2007-12-27 18:49
Re: [Map] Kumzar [WIP]
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
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar [WIP]
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.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?
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.
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Khidr
- Posts: 76
- Joined: 2007-02-16 04:03
Re: [Map] Kumzar [WIP]
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.
~ 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.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar [WIP]
I've been thinking about tackling the telephone pole situation soon. It's insane the amount of wires they have running everywhere....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 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.
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Khidr
- Posts: 76
- Joined: 2007-02-16 04:03
Re: [Map] Kumzar [WIP]
staticobjects/common/com_objects/cablepoleI have only found 1 wooden type telephone pole in the editor. Does anyone know if that is the only one?
staticobjects/common/com_objects/lamp_post
For some reason I want to say there are blue water tanks on Ramiel. Maybe on the wheeled carts?I haven't seen a water tank static yet.
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.
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Cheditor
- Posts: 2331
- Joined: 2009-03-01 14:35
Re: [Map] Kumzar [WIP]
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]
I think some of the bigger buildings have water tanks & satellite dishes on the roofs but they're part of the building static.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?
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar [WIP]
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.Cheditor wrote:The roads look abit steep even for trucks, can you confirm they are climbable?
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sandgamer
- Posts: 71
- Joined: 2009-04-13 06:41
Re: [Map] Kumzar [WIP]
Not sure if you have come across these:
this sat-dish features some details on its highest lod.
sg
Code: Select all
/staticobjects/pr/citybuildings/tv_aerial/
/staticobjects/pr/citybuildings/satellite_dish/sg
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar [WIP]
I haven't posted anything in a long time, so here's some shots of the coalition main base...
http://img200.imageshack.us/img200/2728 ... 294480.jpg
http://img3.imageshack.us/img3/7086/bf2 ... 345016.jpg
http://img196.imageshack.us/img196/3285 ... 304387.jpg
http://img200.imageshack.us/img200/2728 ... 294480.jpg
http://img3.imageshack.us/img3/7086/bf2 ... 345016.jpg
http://img196.imageshack.us/img196/3285 ... 304387.jpg
Last edited by badmojo420 on 2009-07-01 23:41, edited 3 times in total.






