[Map] Margow Desert (4km) [WIP]

Maps created by PR community members.
Netieb
Posts: 13
Joined: 2009-06-13 15:01

[Map] Margow Desert (4km) [WIP]

Post by Netieb »

Last edited by Netieb on 2009-07-27 15:50, edited 9 times in total.
Reason: nice pics, but reread the forums rules for image sizes ;)
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Margow Desert [Wip]

Post by Wilkinson »

Interesting friend. like Kashan :)

Keep goin! :D Good start.
Also, your destroyable city object limit is 350
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UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Margow Desert [Wip]

Post by UncleSmek »

Im usually no kill joy but please convince us how this map will be different from Kashan?
Netieb
Posts: 13
Joined: 2009-06-13 15:01

Re: [Map] Margow Desert [Wip]

Post by Netieb »

Wilkinson wrote:Interesting friend. like Kashan :)

Keep goin! :D Good start.
Also, your destroyable city object limit is 350
Well Rhino says the limit is 1024

[quote=""'[R-DEV"]Rhino;1067518']
The limit for networkable objects in BF2 (and most likley the same for BF2142) is 1024 networkable objects. Networkable objects include things such as PCO (Player Controlled Objects, such as vehicles), players, destructible objects and a few other things that basically the server needs to have control over.

The limit of 350 dest objects is most likely an advised limit you should have in your map but you can well exceed this number, the debugger in fact advises no more than 100 dest objects in a map
You can check how many dest objects are in your map in the bf2 editor, down the bottom in the level info bit if you are unsure of how many are in your map.[/quote]

I right now have 474, is this still okay?

[quote="P2KK""]Im usually no kill joy but please convince us how this map will be different from Kashan?[/quote]

What I want to be a big point is that you can destroy almost everything. Which will get a new dynamic in the game.
ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: [Map] Margow Desert [Wip]

Post by ryan d ale »

P2KK wrote:Im usually no kill joy but please convince us how this map will be different from Kashan?
Whilst I agree with this statement I must say the actual desert and the path from each main base reminds me very much of Gazala from BF1942. Maybe you need to add more villages but it is obviously very early WIP.

Maybe a faction change though. With a name like 'Margow' I was actually expecting to see the Polish or Russian forces in action.

Keep up the good work.
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Margow Desert [Wip]

Post by HangMan_ »

P2KK wrote:Im usually no kill joy but please convince us how this map will be different from Kashan?
I totally agree. Personally not a fan of Kashan desert as it is not detailed enough. Please ensure this is not the case with this map :) When 4km maps are done well and have a lot of detail they are great.

Good luck,
HangMan
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PR Community Faction Team - "Getting Sh*t Done..."
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Margow Desert [WIP]

Post by Snazz »

So far there's no bunker complex in the middle of the map, nor are the villages as desolate as those on Kashan. That's enough difference to start with, plus the 474 destructible objects. :)

I like the general layout of the main bases, it already looks more realistic than Kashan with the trailers and footpaths/roads. I'm curious about the diagonal rows of hangars, is that how they're built in some real airbases?
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Margow Desert [Wip]

Post by Priby »

P2KK wrote:Im usually no kill joy but please convince us how this map will be different from Kashan?
Well, the shown villages look a lot nicer and detailed and there are a lot more mountains for cover and hiding. Unlike in kashan, where you can overwatch all the hot spots from the ridgeline in the centre.

Nice Job on the airbase as well.
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Netieb
Posts: 13
Joined: 2009-06-13 15:01

Re: [Map] Margow Desert [WIP]

Post by Netieb »

Small update in the top post. ^^
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Margow Desert [WIP]

Post by UncleSmek »

Its starting to look really good dude.. Cant wait to see more. Your pretty much convinced me that this isnt kashan :)
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Margow Desert [WIP]

Post by HangMan_ »

Snazz wrote:So far there's no bunker complex in the middle of the map, nor are the villages as desolate as those on Kashan. That's enough difference to start with, plus the 474 destructible objects. :)
I thought the cap was 350 for destructibles?? Be careful that you don't overdo it then have to reduce it and screw ur map up

HangMan
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PR Community Faction Team - "Getting Sh*t Done..."
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: [Map] Margow Desert [WIP]

Post by Gore »

Looking very good! Especially that tunnel entrance.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Margow Desert [WIP]

Post by Snazz »

Are you planning on using the newer L shaped hesco?
XxX_HangMan_XxX wrote:I thought the cap was 350 for destructibles?? Be careful that you don't overdo it then have to reduce it and screw ur map up
I wouldn't know, refer to Netieb's post above where he quotes Rhino.
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Map] Margow Desert [WIP]

Post by Farks »

I like it! :D
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Margow Desert [WIP]

Post by OkitaMakoto »

474 is ok, but remember you will also add players, firebases, rallypoints, etc for every single person. Heck, i think maybe* vehicles and kits and such count as well. Anything that is relatively "dynamic"

So with 64 players, plus a rally for each squad, plus firebases, machine gun nests, etc. Youre looking at potentially another 64+(4x4)+16+16+???
4x4 is 4 FB with three other things on them
16 is vehicles
16 is rallypoints

Plus who knows what else, and I was estimating low... and not thinking of everything

Though Im not 100% sure on what all is included, is does include more once you get players in game building things

just keep that in mind
thecoolj85
Posts: 289
Joined: 2009-01-26 03:41

Re: [Map] Margow Desert [WIP]

Post by thecoolj85 »

poop ripoff from kashan/alkufrah > :( > :( > :( > :(




its an angry face not fluffing sad fae

Colorful post, I have a ban that might go well with it...
-Okita
Last edited by OkitaMakoto on 2009-07-24 07:56, edited 2 times in total.
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Margow Desert [WIP]

Post by Maxfragg »

yeah the absolute limi is 1024 but you should keep it below 500, just because of all the posible dynamic added obejcts
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: [Map] Margow Desert [WIP]

Post by Cheditor »

I like it, kinda like AL kufrah (which is amazing) but bigger! But as some people have said a faction change would be nice, something other than MEC vs US would be good.
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j45h89
Posts: 156
Joined: 2008-03-11 18:26

Re: [Map] Margow Desert [WIP]

Post by j45h89 »

Brits vs mec would be good since there is no big brit desert map. Mec vs US gets a bit old. Or hopefully the german or canadian factions may be an option, if complete.
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Margow Desert [WIP]

Post by Tannhauser »

j45h89 wrote:Or hopefully the german or canadian factions may be an option, if complete.
CAN vs MEC
:D
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