[Map] Kumzar (2km) [WIP]
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Outlawz7
- Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]
Or stop worrying about assets and focus on the map, like fuzzhead said.

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badmojo420
- Posts: 2849
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Re: [Map] Kumzar (2km) [WIP]
There's already an alternate route through the mountains. It can be driven by the APCs at the moment, but i might change that so only humvees & technicals can pass. It passes though the Farm and ends up at the back of the valley. It's a road, but i will be adding foot paths to the sides of any big hills that inf cannot climb. And maybe a trail or two through the mountains away from the road.Durkie wrote:for the road maybe you should put in a alternative route for infantry a small trail through the mountains or a small tunnel or something so they have the choice to use the faster road without cover or the slower way up the mountains or through the tunnel.
for assets please have the heli at the start for that COD 4 feeling of dropping on the ship. and maybe let the humvee out so all the transport have to be done with the heli or the lav's. And I should let the lav's spawn after the ship is captured
What you suggest for assets is what i've got planned currently. Except i want to keep one 50cal humvee for a recon squad to use.
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badmojo420
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Zeno
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Re: [Map] Kumzar (2km) [WIP]
i suggest you increase the detail tiling on the texture in the city
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badmojo420
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cyberzomby
- Posts: 5336
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Re: [Map] Kumzar (2km) [WIP]
Sweet
Heres hoping you can retexture it 
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badmojo420
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Re: [Map] Kumzar (2km) [WIP]
Pic for this week....
Not the most exciting part of making a map, but its a big part. Surrounding terrain.
I was kind of slacking off on my map this week (aka playing too much PR) so i mainly worked on the surrounding terrain. And worked on a few more caves. Still about 20 of those to go
I'm leaving the surrounding terrain the green color because i'm not sure on my final textures/colors, i am planning on removing the colormap (satellite photo) as soon as the terrain is close to being finished. So i might end up tpaint'ing the whole thing (surrounding terrain included) after that. I wouldn't have bothered painting a texture on it, but it's a little hard to edit terrain with no textures. BTW anyone know if there is any way to do grid mode with surrounding terrain?

Not the most exciting part of making a map, but its a big part. Surrounding terrain.
I was kind of slacking off on my map this week (aka playing too much PR) so i mainly worked on the surrounding terrain. And worked on a few more caves. Still about 20 of those to go
I'm leaving the surrounding terrain the green color because i'm not sure on my final textures/colors, i am planning on removing the colormap (satellite photo) as soon as the terrain is close to being finished. So i might end up tpaint'ing the whole thing (surrounding terrain included) after that. I wouldn't have bothered painting a texture on it, but it's a little hard to edit terrain with no textures. BTW anyone know if there is any way to do grid mode with surrounding terrain?

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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Also, I'm having issues with the concreteblock_generic and concreteblock_helipad from the /roads/staticsnoblend/ folder. I'm not sure if i'm using these objects correctly. In the pic you can see the problem, the helipads blend into the concrete. Causing crazy fighting between the two. And, I can't just bump them up a bit, as they seem to stretch out when dragged on the y axis.


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FuzzySquirrel
- Posts: 1410
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$pyker
- Posts: 623
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Re: [Map] Kumzar (2km) [WIP]
the conflict doesnt work ingame iircbadmojo420 wrote:Also, I'm having issues with the concreteblock_generic and concreteblock_helipad from the /roads/staticsnoblend/ folder. I'm not sure if i'm using these objects correctly. In the pic you can see the problem, the helipads blend into the concrete. Causing crazy fighting between the two. And, I can't just bump them up a bit, as they seem to stretch out when dragged on the y axis.
the helipads show up above it ingame or you could raise the helipads the very slightest
Combined Offensive Mod
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
What like make a square around each helipad?FuzzySquirrel wrote:You're gonna have to use the smaller concrete blocks.
It looks the same in-game.[R-COM]$pyker wrote:the conflict doesnt work ingame iirc
the helipads show up above it ingame or you could raise the helipads the very slightest
I might just remove the concrete blocks since they're causing some other wierd bugs in-game. When i'm at a distance and look at the main base, i see the concrete at almost roof level of all my objects. Looks terrible.
Edit: Pics of bugs...
http://img18.imageshack.us/img18/6893/pads2.jpg
http://img11.imageshack.us/img11/9301/pads3.jpg
http://img22.imageshack.us/img22/3262/pads4.jpg
Last edited by badmojo420 on 2009-08-25 20:40, edited 1 time in total.
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FuzzySquirrel
- Posts: 1410
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Re: [Map] Kumzar (2km) [WIP]
Well - You could do a Qwai and Paint the H on the ground then have the real pad a little bit below it.

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badmojo420
- Posts: 2849
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Re: [Map] Kumzar (2km) [WIP]
I worked around the helipad issue, but i'm still having problems with the helipad and concrete looking funky from a distance. Looking like this...
http://img18.imageshack.us/img18/6893/pads2.jpg
Any help would be appreciated.
http://img18.imageshack.us/img18/6893/pads2.jpg
Any help would be appreciated.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Well my plan of posting a new screenshot every week kind of fell apart. Anyway, here's a screen shot to let you know the map is still alive and sometimes kicking. I've been doing a lot of the small stuff, so nothing major to show at the moment, but heres a castle ruins i added a while back but i dont think i ever showed off.
Grid and datail texture mode to show the terrain a bit better...

Grid and datail texture mode to show the terrain a bit better...

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HangMan_
- Posts: 1753
- Joined: 2009-06-07 00:58
Re: [Map] Kumzar (2km) [WIP]
Thats a nice looking little port. Is part of the Muttrah castle hidden by the terrain? If so won't that cause issues with stairs and hallways etc leading straight into terrain? Ingame that will look silly.
PR Community Faction Team - "Getting Sh*t Done..."
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Yes, the rest is under the terrain. No, it does not cause issues.XxX_HangMan_XxX wrote:Is part of the Muttrah castle hidden by the terrain? If so won't that cause issues with stairs and hallways etc leading straight into terrain? Ingame that will look silly.
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A_Grounded_Pilot
- Posts: 271
- Joined: 2007-12-15 21:24
Re: [Map] Kumzar (2km) [WIP]
lol @ the ending, I was waiting for that for 10 minutes. This map is going to be a ***** to move around on. It will really concentrate the fighting into three or four small areas, for better or worse. The mobility will have to be carefully balanced. I see you discussed this quite a bit up thread, so I'll leave it at that.
At 7:35 you can see where the cave model is hanging over the terrain, I'm sure you're aware of that.
I like what you did with the ship, both with the containers and otherwise. I see a lot of SA-7s and M67s in that ship's future. I like the idea of it being in distress, but perhaps tone it down just a bit? That thing is in SERIOUS trouble, and at high risk of catastrophic explosion depending on what's in those containers. Maybe make it only the bridge and half of the deck below it? I don't care who I am and what I'm fighting for, I think I'd be less than inclined to run around carrying explosives if I was on that thing. Another idea, can the ship static be rotated? Often times ships in that condition end up with flooded machinery compartments and develop a list. Maybe five degrees or so? Just enough to make it noticeable.
The village looks good, especially all the wires hanging everywhere. Those make a big difference. Once you feel you have the final placement of the buildings and walls, fill the open areas with lots of "stuff." I wouldn't just strew trash all over the streets like Ramiel, as this village hasn't been in anarchy for twenty years like Mogadishu has. But in general, people have lots of stuff in their yards and houses. I saw in the other video that you are taking the time to place lots of chairs, tables, couches, etc inside the buildings. That goes a long way for immersion, and has always been a complaint of mine in PR maps. I assumed some sort of lightmapping issue made interior statics not worth the effort, as many enterable buildings are completely empty. Either way, exterior clutter will make the town feel lived-in as well. I see you used some tin shanties near the shore and the inland edge of town. Maybe scatter a few more really small ones in some of the courtyards, and add some tarps, carts, barrels, crates, boxes, even a chair or two. Maybe one guy's shop could have an old junker car out back. I see a little of this in the video, but the ref pic looks very cluttered and as of now the village looks a bit devoid of life.
Keep working at it... it looks like it's forming up to be a hell of a map.
At 7:35 you can see where the cave model is hanging over the terrain, I'm sure you're aware of that.
I like what you did with the ship, both with the containers and otherwise. I see a lot of SA-7s and M67s in that ship's future. I like the idea of it being in distress, but perhaps tone it down just a bit? That thing is in SERIOUS trouble, and at high risk of catastrophic explosion depending on what's in those containers. Maybe make it only the bridge and half of the deck below it? I don't care who I am and what I'm fighting for, I think I'd be less than inclined to run around carrying explosives if I was on that thing. Another idea, can the ship static be rotated? Often times ships in that condition end up with flooded machinery compartments and develop a list. Maybe five degrees or so? Just enough to make it noticeable.
The village looks good, especially all the wires hanging everywhere. Those make a big difference. Once you feel you have the final placement of the buildings and walls, fill the open areas with lots of "stuff." I wouldn't just strew trash all over the streets like Ramiel, as this village hasn't been in anarchy for twenty years like Mogadishu has. But in general, people have lots of stuff in their yards and houses. I saw in the other video that you are taking the time to place lots of chairs, tables, couches, etc inside the buildings. That goes a long way for immersion, and has always been a complaint of mine in PR maps. I assumed some sort of lightmapping issue made interior statics not worth the effort, as many enterable buildings are completely empty. Either way, exterior clutter will make the town feel lived-in as well. I see you used some tin shanties near the shore and the inland edge of town. Maybe scatter a few more really small ones in some of the courtyards, and add some tarps, carts, barrels, crates, boxes, even a chair or two. Maybe one guy's shop could have an old junker car out back. I see a little of this in the video, but the ref pic looks very cluttered and as of now the village looks a bit devoid of life.
Keep working at it... it looks like it's forming up to be a hell of a map.
Last edited by A_Grounded_Pilot on 2009-10-22 14:26, edited 8 times in total.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Well my story is that the terrorists drove the ship to Kumzar and were keeping the crew hostage, demanding money. Once it was clear they were not getting their ransom, the terrorist murdered the crew and set fire to the bridge. Then they fled to hide in Kumzar and the surrounding mountains.Jonny wrote:Why do you have people fighting over who gets to STAY on the burning ship?
Fix the fields.
Why does the perfect natural harbour ( 6.08 ) have hesco on it instead of an old wall?
Fearing that some terrorist are waiting to ambush firefighters, military forces have been sent in to clear the rest of the ship prior to sending in firefighters. That's where the round beings.
The reason for the hesco barriers around the harbor is that before NATO decided to setup a small airbase in that location, it look like this....

Which is fine for breaking the waves to protect the boats. But to protect against RPG attacks and sniper fire, they built it up a bit higher.
I haven't finished that rockwall though, it should look different by the time i'm done the map.
Fields will be getting a revamp now that i've upgraded my pr_edit to the latest version.


