[Map] Al Muthana Desert (4km) [WIP]
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
I took the terrain saturation down a tiny bit in the sky.con so it is a bit less bright.
-
=(DK)=stoffen_tacticalsup
- Posts: 231
- Joined: 2008-04-24 09:45
Re: [Map] Al Muthana Desert (4km) [WIP]
He never told me there would be nomore than 1 BMP!DankE_SPB wrote:haha, i bet stoffen had lots of rant for this decision![]()
![]()
RAWR!!!!!!
Random mumble talk between maps
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
Bah I did, but then we thought we'd lost your latest staticobjects.con
so you probably forgot in panic 
-
=(DK)=stoffen_tacticalsup
- Posts: 231
- Joined: 2008-04-24 09:45
Re: [Map] Al Muthana Desert (4km) [WIP]
RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAWR!!!!!!!!
(we'd lost?! iirc, you were the one to misplace it after I loyally sent it to you on request. But semantics I guess
)
(we'd lost?! iirc, you were the one to misplace it after I loyally sent it to you on request. But semantics I guess
Random mumble talk between maps
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
You mean a custom detail map? I wouldn't know where to start.
-
Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Al Muthana Desert (4km) [WIP]
then maybe try a rippled sand texture to let it look more like sand and not like beige concrete

-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
That is the rippled sand texture, though I'm sure I can improve it a bit, I've not bothered too much since the Editor is determined not to let me have certain things in my terrain.con
I'll mess around with the settings and see if I can improve it abit.
I'll mess around with the settings and see if I can improve it abit.
-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Al Muthana Desert (4km) [WIP]
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
I put together some screens for you guys.
Notice I've decieded to drop the sand ripple texture, it was looking dumb with teh obvious transition from low detail to high detail. If anyone can advise me on how to make that transition more natural, then I'll consider trying it again.
VD is currently at 950m, ofc I expect that to go down for those of us who are not technologically blessed, but it will definately not go lower than 800m. (and its a desert guys, not like theres much for your computers to handle)
All of the flags now have their 'base' completed with macrodetail, microdetail is still incoming (though I think its actually more detailed than kashan atm)
Fields yet to be added
a couple more villages yet to be added
ladders yet to be added mostly
the map is getting there quite quickly.
Though there is one major problem, jets can't seem to climb above 1500m without losing control. Water level is at -1m atm, just under the terrain. I'm unsure what to do. Fixed
anyway, hope you enjoy.click for full size .pngs






Notice I've decieded to drop the sand ripple texture, it was looking dumb with teh obvious transition from low detail to high detail. If anyone can advise me on how to make that transition more natural, then I'll consider trying it again.
VD is currently at 950m, ofc I expect that to go down for those of us who are not technologically blessed, but it will definately not go lower than 800m. (and its a desert guys, not like theres much for your computers to handle)
All of the flags now have their 'base' completed with macrodetail, microdetail is still incoming (though I think its actually more detailed than kashan atm)
Fields yet to be added
a couple more villages yet to be added
ladders yet to be added mostly
the map is getting there quite quickly.
Though there is one major problem, jets can't seem to climb above 1500m without losing control. Water level is at -1m atm, just under the terrain. I'm unsure what to do. Fixed
anyway, hope you enjoy.click for full size .pngs






Last edited by Rudd on 2009-11-14 13:48, edited 1 time in total.
-
Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Al Muthana Desert (4km) [WIP]
Wow rudd impressive, looking forward to mapping with ya sunday!
Good work on the sand.
Good work on the sand.
Xact Wicca is The Joker. That is all.
-
MaxBooZe
- Posts: 2977
- Joined: 2008-03-16 09:46
Re: [Map] Al Muthana Desert (4km) [WIP]
Wow very nice job there Rudd, Love to see it in action once..




-
Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Map] Al Muthana Desert (4km) [WIP]
i would add more dunes because now it looks too flat
deserts are not completely flat strips of sand.
edit: 'imo it should look more like this:



deserts are not completely flat strips of sand.
edit: 'imo it should look more like this:



Last edited by Zeno on 2009-11-14 09:51, edited 1 time in total.
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
Where I had put the tanks was just in front of the MEC bunkerline which follows a line of dunes (which terragen placed there by the force of probability), the rest of the map is much more duney.
http://www.xfire.com/video/173b2a/
its a bit different now as I've smoothed over the whole map a bit, but thats the gist.
here's around 100m futher on from the screenshots above,
http://screenshot.xfire.com/screenshot/ ... b8e8f7.png
as you can see the dunes are go on for a while after that.
I'd like to use the ripple texture to make it look even more like dunes, but it just looks silly as the transition is so obvious.
http://blog.fitnessfootwear.com/wp-cont ... esert1.jpg
that is basically what I'm aiming for, rolling dunes.
http://www.kbears.com/climates/desert.jpg
those kind of dunes found in the larger deserts of the world aren't what I'm aiming for, the main reason being that sharpish pinacles etc would morph ingame, and also the sand wouldn't behave like sand. At least on smooth dunes, you aren't expectig sand to start cascading down the steep dunes.
Edit, I'm really after specific crits atm, so here are pictures of the bases which are designed to have infantry havens where appropriate.
British main
http://screenshot.xfire.com/screenshot/ ... cfb2f9.png
to be done - mostly I want to make the enterance look more robust with some kind of meaner looking checkpoint, also an admin/residential area will be added probably near the apaches (thats the only space that isn't going to be used on a regular basis)
MEC main
http://screenshot.xfire.com/screenshot/ ... 8d5510.png
I was just painting tarmac on the floor and leaving it at that, but I found the taxiway road template and thought i'd try it out. I think the internal road system needs a bit of love, but the layout is just right I think.
Bunkerline
http://screenshot.xfire.com/screenshot/ ... 9e04a0.png
my plan is to make this the first flag the Brits must take, it won't be MEC owned at the start but it will have MEC 5minute RPs on it, the idea being that the Brits have artied it before their assault. The MEC infantry spawning there will have supplies for HATs etc, but their armour support will have to come from main, and their air support is on a delay. the Brits might get an active air attack asset at the start, or might not. I think I need to make the craters slightly less uniform, but they are pretty good atm with very little morphing ingame.
British FOB
http://screenshot.xfire.com/screenshot/ ... 46497c.png
the only part of the map with a significant change in height.
The idea of this area of the map is that you need a combined ground and air assault to claim it fast. If you want it slow there are nearly compounds you can take over from which to give suppressive fire. The village in the picture is far from done (gonna add some fields and what not) and is 650m away. Just outside an easy sniper shot (you actually have to compensate for drop at this range)
SW Village (the main village of the map)
http://screenshot.xfire.com/screenshot/ ... 1f1c24.png
Most of the village is destructable, however we have used non-destructable walls to stay under the destruct limit. The walls will encompass fields, but they will need to be tweaked to take in to account the nature of that process, as I've only just got to grips with that tut.
Oil Fields
http://screenshot.xfire.com/screenshot/ ... 26c27c.png
The newest addition to the map.
I had qualms putting this base on the map, as I don't think any man in his right mind would fire a tank shell near those oil silos. But I needed a place to base an area around, and this was all I could think of. If I had destructable silos, I'd use them and have fun, but I dont
The Bunker Complex
http://screenshot.xfire.com/screenshot/ ... e1294e.png
the main focus of the map ofc. This are features 2 sizeable underground areas. 1) the missle silo that I'm passing off as a munitions bunker, 2) the trenches. The trenches arne't really for fighting over specifically, though I'm sure many will, they are to move between 3 differnet parts of the bunker complex without being observed or molested. I'm certainly hoping that a couple of ZPUs will feature and be connected in this way.
The fence is not destructable, sorry about that. however there are 3 easy enterances for vehicles, and numerous holes in the fence. So a grapple isn't even a pre-requisite for a sneaky enterance. Though I'd recommend bringing a rope if the enemy are hiding in the 'munitions bunker', you'll need it to go down the 'ventilation shafts'
http://www.xfire.com/video/173b2a/
its a bit different now as I've smoothed over the whole map a bit, but thats the gist.
here's around 100m futher on from the screenshots above,
http://screenshot.xfire.com/screenshot/ ... b8e8f7.png
as you can see the dunes are go on for a while after that.
I'd like to use the ripple texture to make it look even more like dunes, but it just looks silly as the transition is so obvious.
http://blog.fitnessfootwear.com/wp-cont ... esert1.jpg
that is basically what I'm aiming for, rolling dunes.
http://www.kbears.com/climates/desert.jpg
those kind of dunes found in the larger deserts of the world aren't what I'm aiming for, the main reason being that sharpish pinacles etc would morph ingame, and also the sand wouldn't behave like sand. At least on smooth dunes, you aren't expectig sand to start cascading down the steep dunes.
Edit, I'm really after specific crits atm, so here are pictures of the bases which are designed to have infantry havens where appropriate.
British main
http://screenshot.xfire.com/screenshot/ ... cfb2f9.png
to be done - mostly I want to make the enterance look more robust with some kind of meaner looking checkpoint, also an admin/residential area will be added probably near the apaches (thats the only space that isn't going to be used on a regular basis)
MEC main
http://screenshot.xfire.com/screenshot/ ... 8d5510.png
I was just painting tarmac on the floor and leaving it at that, but I found the taxiway road template and thought i'd try it out. I think the internal road system needs a bit of love, but the layout is just right I think.
Bunkerline
http://screenshot.xfire.com/screenshot/ ... 9e04a0.png
my plan is to make this the first flag the Brits must take, it won't be MEC owned at the start but it will have MEC 5minute RPs on it, the idea being that the Brits have artied it before their assault. The MEC infantry spawning there will have supplies for HATs etc, but their armour support will have to come from main, and their air support is on a delay. the Brits might get an active air attack asset at the start, or might not. I think I need to make the craters slightly less uniform, but they are pretty good atm with very little morphing ingame.
British FOB
http://screenshot.xfire.com/screenshot/ ... 46497c.png
the only part of the map with a significant change in height.
The idea of this area of the map is that you need a combined ground and air assault to claim it fast. If you want it slow there are nearly compounds you can take over from which to give suppressive fire. The village in the picture is far from done (gonna add some fields and what not) and is 650m away. Just outside an easy sniper shot (you actually have to compensate for drop at this range)
SW Village (the main village of the map)
http://screenshot.xfire.com/screenshot/ ... 1f1c24.png
Most of the village is destructable, however we have used non-destructable walls to stay under the destruct limit. The walls will encompass fields, but they will need to be tweaked to take in to account the nature of that process, as I've only just got to grips with that tut.
Oil Fields
http://screenshot.xfire.com/screenshot/ ... 26c27c.png
The newest addition to the map.
I had qualms putting this base on the map, as I don't think any man in his right mind would fire a tank shell near those oil silos. But I needed a place to base an area around, and this was all I could think of. If I had destructable silos, I'd use them and have fun, but I dont
The Bunker Complex
http://screenshot.xfire.com/screenshot/ ... e1294e.png
the main focus of the map ofc. This are features 2 sizeable underground areas. 1) the missle silo that I'm passing off as a munitions bunker, 2) the trenches. The trenches arne't really for fighting over specifically, though I'm sure many will, they are to move between 3 differnet parts of the bunker complex without being observed or molested. I'm certainly hoping that a couple of ZPUs will feature and be connected in this way.
The fence is not destructable, sorry about that. however there are 3 easy enterances for vehicles, and numerous holes in the fence. So a grapple isn't even a pre-requisite for a sneaky enterance. Though I'd recommend bringing a rope if the enemy are hiding in the 'munitions bunker', you'll need it to go down the 'ventilation shafts'
Last edited by Rudd on 2009-11-14 13:26, edited 3 times in total.
-
Titan
- Posts: 294
- Joined: 2008-09-13 15:55
Re: [Map] Al Muthana Desert (4km) [WIP]
Though there is one major problem, jets can't seem to climb above 1500m without losing control. Water level is at -1m atm, just under the terrain. I'm unsure what to do.
Code: Select all
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_usa.con
run ../../objects/common/spawners/spawners_mec.con
[color=Red]physics.airdensityzeroatheight 5000[/color]
Code: Select all
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
[color=Red]renderer.tweakfarplane1p 10000001
renderer.tweaknearplane 0.08[/color]
gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"(check out the Kashan init.)
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
Cheers Titan, it was that though Spyker was the one who told me 
didn't see the density thingy.
it was that, I had the restphysics.airdensityzeroatheight 5000
-
Himalde
- Posts: 236
- Joined: 2007-10-02 06:37
Re: [Map] Al Muthana Desert (4km) [WIP]
Looks really nice.
Would like to see more rocks in the desert like around the antenna, about 70 % of the worlds desserts are not sand dunes, but rock deserts. These will give cover for both armor and infantry, without rocks you will recognize anything that is rising ober the sand dune as a human object, with rocks you must take a better look before you can tell. It'll make fighting in the dessert much more interesting.
I'm also wondering about how you look at the flag layout? One flag at each "object" in the desert?
Regarding the infantry it seems you have improved the conditions a lot compared to kashan. However the regrouping will be much more difficult. If you build a FOB there it will must likely be overrun constantly due to constant enemy presence close. And with no rallies, even if you win the firefight all your fallen men need to spawn far away. This will make either APC's or choppers go in constant transport. If the enemy then have control over the area around you can never get your fallen back in no matter how good you are at defending, one down = one lost, while your enemies can can come in waves all the time. To improve that situation it should be easier to sneak in infantry in more stealthy ways then using APCs and choppers. Using more rocks and even some vegetation (look at bottom picture) could be a very good thing. Maybe this could be combined with the oasis idea? But of course you want to have a zone of death between the vegetation and and the bunker fence. Having a base close to a water supply would also make sense in real life.
Adding a few pics of dessert for inspiration.







Would like to see more rocks in the desert like around the antenna, about 70 % of the worlds desserts are not sand dunes, but rock deserts. These will give cover for both armor and infantry, without rocks you will recognize anything that is rising ober the sand dune as a human object, with rocks you must take a better look before you can tell. It'll make fighting in the dessert much more interesting.
I'm also wondering about how you look at the flag layout? One flag at each "object" in the desert?
Regarding the infantry it seems you have improved the conditions a lot compared to kashan. However the regrouping will be much more difficult. If you build a FOB there it will must likely be overrun constantly due to constant enemy presence close. And with no rallies, even if you win the firefight all your fallen men need to spawn far away. This will make either APC's or choppers go in constant transport. If the enemy then have control over the area around you can never get your fallen back in no matter how good you are at defending, one down = one lost, while your enemies can can come in waves all the time. To improve that situation it should be easier to sneak in infantry in more stealthy ways then using APCs and choppers. Using more rocks and even some vegetation (look at bottom picture) could be a very good thing. Maybe this could be combined with the oasis idea? But of course you want to have a zone of death between the vegetation and and the bunker fence. Having a base close to a water supply would also make sense in real life.
Adding a few pics of dessert for inspiration.





Get PR-Mumble 1.0
RealityTeamwork


