[Map] Bagdhad (2km) [WIP]

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

Re: [Map] Project Reality comes to Bagdhad [WIP]

Post by Rhino »

dunem666 wrote:without causing an arguments but, by law it contains material of BSS (pr mod) and ea games so if anything it should have an EA games logo on it too. Thats like saying "Take the badges off my car if your racing it on tv"

If anything its only giving BSS a good name as luntic.ops is the most seen Project reality video star.maker in the world.
no you can't, by using stuff in our mod you can't say its made by that mod, its made by you.

Its like saying I'm going to make a plane, and because I've used a Rolls Royce gas turbine engine in it that I can claim the entire plane is made by Rolls Royce and I'm a part of Rolls Royce....
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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: [Map] Project Reality comes to Bagdhad [WIP]

Post by Tartantyco »

lol, I saw a Saxon!

EDIT: That reminds me, BRING BACK THE SAXON!!!! :D
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad [WIP]

Post by dunem666 »

thats fair enough, but as i said before its not me who makes the vids. so apologies.

yeah, the saxon is in there because i wanted to see it :)

lots more work has been done since trhis post and video, you will all be impressed

shame NVG dont work :(
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Map] Bagdhad [WIP]

Post by ma21212 »

hey i can see my house from here!
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NuclearBanane
Posts: 200
Joined: 2009-02-14 16:52

Re: [Map] Bagdhad [WIP]

Post by NuclearBanane »

Hey
Here's a suggestion, Since pr is Based of reality and so are the maps make it so the water goes around it all so u have a end of map that's not abrupt like ramiel.

Just a thought
dunem666
Posts: 559
Joined: 2009-06-02 13:04

[MAP] Bagdhad Updated Promo Vid [wip]

Post by dunem666 »

The last video I posted didnt really show the map off to much...

here's a new teaser now the light mapping is of on the way to finished.

Hope you like.

http://www.youtube.com/watch?v=KEgjHSvY_Zc
Last edited by dunem666 on 2009-12-12 22:57, edited 1 time in total.
Reason: link didnt work
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Bagdhad [WIP]

Post by J.F.Leusch69 »

merged your 2nd thread about the map into your first thread as you dont need a new thread for an update ;)
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: [Map] Bagdhad [WIP]

Post by Tit4Tat »

looks better than the previous, good job :wink:
WelshManDan
Posts: 4381
Joined: 2009-06-30 20:19

Re: [Map] Bagdhad [WIP]

Post by WelshManDan »

looking forward to this map!
artwie
Posts: 88
Joined: 2009-01-12 19:08

Re: [MAP] Bagdhad Updated Promo Vid [wip]

Post by artwie »

dunem666 wrote:The last video I posted didnt really show the map off to much...

here's a new teaser now the light mapping is of on the way to finished.

Hope you like.

http://www.youtube.com/watch?v=KEgjHSvY_Zc
Bravo, very nice maps, I especially like the sand you see blowing in the air sometimes

I can't wait untill this is finished :mrgreen:
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad [WIP]

Post by dunem666 »

[R-DEV]J.F.Leusch69 wrote:merged your 2nd thread about the map into your first thread as you dont need a new thread for an update ;)
thanks man :)
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bagdhad [WIP]

Post by HangMan_ »

Ok i watched your video and i have some crits.

You should use way more PR statics. The map is full of vanilla statics, i think it would be far better and feel a lot more like PR if it used some more of our statics. At the moment the map feels very vanilla to me. To help fix this, use some of the afghan kits to make your houses. I know this is an iraq map, but the afghan kits can make some really good buildings.

The sky texture should be changed, i'm not sure if you are still using the sample editor one of not. If you aren't then its far too similar to the sample one, change it to something duskier perhaps.

At the moment it lacks a lot of detail. This comes down to things like fencing off industry areas, arranging houses in logical order etc. What i found from my own map is that most of the land lacks realistic natural detail. To add this, get creative with the terrain editor, add undergrowth, overgrowth, and little bushes and rocks.

I think the current overgrowth is very repetitive, maybe spice it up a little more? you can use several different types of overgrowth that contain similar things, it helps to provide a bit of variety.

Finally my questions are: What size is the map? Too me it looks like a 4km. How much do you think you have left to go? Can the private security contractors use this map when you are done? It looks like its going to be great :D

Send me a pm about the last bit if you are interested ;)

HangMan
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad [WIP]

Post by dunem666 »

I have a lot of crits from a lot of people, however I do completly agree with you.

Ive started replacing some and if not most of the village buildings to the "VH" afghan buildings PR statics.

We had a sunset (duskier/cloudy'r) skybox before and was only changed just before the video. I will look to change it back and post screenshot( i used the kashan sunset sky). The map was also much darker, thus allowing NVG to be used underground in for example "saddam's hole" but until NVG can be repaired or rebuilt I decided to lighten it all up instead (for now). I planned that specialists only had NVG. Non limited kit and stop sql's placing rally underground where someone could spawn in the dark and get lost without the kit.

The vegitation is a tricky one for me, I have issues with grass disapearing 20 metres away so not giving soldiers cover like it was designed. Reccomendations on variation is muh welcomed. I have the nessesary Poppy fields and Olvie tree forests they have but still to repetitive.

Sorry that there are not much fences/walls etc, and no refug's in the road and no lampost, i made a list of the "last objects to add" and thought these would be last after placing statics.

I would like to request help from a DEV if one could spare me some time even just to answer some questions.

The feedback on this map has been fantastic and would love to work on it until it reaches a standard that it cant be refused! heh :)

The layout is perfect for gameplay, its only a 2KM map made with a colormap from google earth measured at 3KM resized. The map has features, such as the tunnels/mine shafts. These places were situation about 1km out of the colormap so i had to squezze it in.

It allows for so many new undiscovered tactics. the favourtie is that a 2 man team in certain gameplays can unlock new transport for easier access around the map
The textures, not great yet but getting there (can i have more than 6 brush layers for textures?)
Objects, need a re-vmap and certain one's made for EG, roadsigns.
The city itself is only 10 percent done, Needs major work.

Not sure how to work this PM stuff but u can grab mne on Xfire @ dunem666pr and will be happy to send u a link so you can spawn in and take a peak.

The map is great for skirmish fun at the moment and over xmas were holding a couple of events. Would be great for you to join up and check it out.


that would be great, :D

Many thanks.
Randyr[NL]
Posts: 14
Joined: 2009-12-14 17:24

Re: [Map] Bagdhad (2km) [WIP]

Post by Randyr[NL] »

I have seen the movie, and looks great so far,
except for those vanilla buildings(but there you working on i see)
keep up the good work ;)
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

anyone joining up for the skirmish tonihgt?
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bagdhad (2km) [WIP]

Post by HangMan_ »

This is a great map :D Get in on the server and tells Dunem what you think ;)
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Gaz
Posts: 9032
Joined: 2004-09-23 10:19

Re: [Map] Bagdhad (2km) [WIP]

Post by Gaz »

The BSS startup on the video, heh, not the end of the world. It'd be different if you were using stuff that you shouldn't have in your map. Recording the BSS/PR startup splash screens and putting them into a video would only be an issue if you decided to make an insurgent video with cutscenes of Osama Bin Laden in it declaring some political stuff :D

The map looks interesting :) Are you keeping the Brits on the map? Realistically, only a very small element of British forces served in Baghdad. A platoon of R IRISH did in 2005. Other deployments north of the Euprates River were restricted to Staff Officers as attachments and UKSF as part of Task Forces.
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

[R-DEV]Gaz wrote:The map looks interesting :) Are you keeping the Brits on the map?
I would be insterested to see how the PSC faction would work on this in and see what the future holds with any kind of blackwater faction. I dont plan to keep GB on the map tho as you say they didnt serve there enough to be in pr (realistically speaking).

If the new factions dont make it in time, I would be willing to settle in for the US army on this one.
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bagdhad (2km) [WIP]

Post by HangMan_ »

[R-DEV]Gaz wrote:Are you keeping the Brits on the map?
We are hoping to get the PSC on this map. Just got some build issues atm, when they are solved dunem will be able to get some screens of the psc on the map :D
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

*BUMP*

Updated pics on first post!
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