[Map] Kumzar (2km) [WIP]

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

A_Grounded_Pilot wrote: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.
I had discussed it earlier in development, but now i find things changing. I've decided against making all the mountains off limits. I'm going to try and put in as many small foot paths going up into the mountains. I'm not sure how well marked i want to make them.

My biggest concern is Taliban transportation. I don't want to have too many big vehicles. But some people really hate bikes. So currently i'm planning on adding lots of bikes. No technicals, just some unarmed pickup trucks, maybe an SUV, one bombcar, and a civ boat if i can find someone to make me one.

If you have any ideas for transport/assets please let me know, i'm open to any suggestions. I'm thinking getting the assets right will make or break the map.
A_Grounded_Pilot wrote:At 7:35 you can see where the cave model is hanging over the terrain, I'm sure you're aware of that.
LOL yeah, i knew someone would notice that. There also some black islands in the bay. I tried to stay away from the non-completed areas as best i could.
A_Grounded_Pilot wrote: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.
I just wanted to make it look like the terrorists set fire to the bridge and it spread to the whole cabin area. I might tone it down a bit, but the way those ships are built, it wouldn't surprise me to see that part of a ship catch fire and burn for hours before anything major happens to the rest of the ship. Unless of course the containers are filled with gasoline or gunpowder or something flammable.
A_Grounded_Pilot wrote: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.
Thanks, I have really only done final detailing along the beach area. I plan on doing the same to the whole village soon enough. And adding a lot more power lines, since in real life there are excessive amounts, and in that video you can see how easy it is to skim the rooftops with the helicopter, something i'd like to make more difficult.

How do the mountains look? I've spent a lot of time lately on making them look more realistic. There are still some areas that need work, but overall they're coming together as i hoped they would.

Thanks for the comments guys.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

I've got about 20/35 cave systems finished. I'm trying to make most of them unique, which is a bit of a challenge with so many caves. I feel like this many cave systems will really add to the depth of the game-play, mixing long range engagements with close quarters, in your face fighting. Which was my original plan for the map with the tight city and open mountains. And the caves really give purpose and direction to the mountain foot paths.

Here is one of the caves i did, it was WAY more work than doing the normal caves. But there is a section that is semi hidden, and requires the player to go prone and crawl into. Most of the area requires you to crawl around, but a couple places you can crouch or even stand. Pic is 1920x4800 so beware....

http://img21.imageshack.us/img21/5661/tightcaves.jpg
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Well actually unless u change teh playalbe area, if the huey is in that map there will ne snipers.

Killing the enemy sylently
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

Jonny wrote:Not too bad, but I think the texture is a little low-res ATM, and I can make out a lot of polygons. I assume its a tiling texture, so increasing the resolution wont be hard, and I think you should be looking at smoothing groups to prevent people making out individual polygons.

Making people crawl to get around them is a really good idea, it should end up being quite difficult to survive a firefight in there.
The terrain textures are not final. I just covered the whole map in a rock texture for now. About the visible polygons, the static cave complex is the one used in Korengal. There are some visible seams in it, but to be honest it looks great in-game. That pic is very high resolution, so looking at it on a lower resolution will emphasize the small imperfections that will usually go unoticed.
sylent/shooter wrote:Well actually unless u change teh playalbe area, if the huey is in that map there will ne snipers.
Of course there will be snipers. And with the high view distance I'm hoping can be used on this map, snipers will be a great asset to the team. But, for the most part they will be forced into a recon role. The landscape is such that perching yourself high on a mountain top will ensure a great field of view and protection from ambush. But, it will also leave you isolated and trapped in that position.

----

On another note, does anyone know where to find the L shaped hesco barriers? I know they're in a different location than the regular barriers, but i can't for the life of me find them.
A_Grounded_Pilot
Posts: 271
Joined: 2007-12-15 21:24

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

Post by A_Grounded_Pilot »

\objects\staticobjects\pr\military\hesco\ ?
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

A_Grounded_Pilot wrote:\objects\staticobjects\pr\military\hesco\ ?
That contains the 2 sangars and the cover for the one.

&
\objects\staticobjects\pr\hesco\ contains the regular ones. I just can't find the new ones.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

From (03-04-09)
http://img19.imageshack.us/img19/15/rough2.jpg

9 months later...

I'm almost to the point where I don't see huge areas of the mountains I need to fix.
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ledo1222
Posts: 689
Joined: 2009-03-16 01:39

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

Post by ledo1222 »

When can we see this maping being Complete/ Mabey even a test?
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

ledo1222 wrote:When can we see this maping being Complete/ Mabey even a test?
I want to release a test version soon. The map is playable now, but some statics need to be added to a couple areas, about 10 caves need to be finished, and I only have 5 caches placed. The rest is cosmetic.

As far as finishing it, I would guess another 1-2 months and i should be happy with it. I still need to add detail objects, rocks and trees, edit the colormap, tpaint the whole thing, do the village textures, effects, water and lighting. Not to mention redoing parts of the map with 0.9 content.
ledo1222
Posts: 689
Joined: 2009-03-16 01:39

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

Post by ledo1222 »

badmojo420 wrote:I want to release a test version soon. The map is playable now, but some statics need to be added to a couple areas, about 10 caves need to be finished, and I only have 5 caches placed. The rest is cosmetic.

As far as finishing it, I would guess another 1-2 months and i should be happy with it. I still need to add detail objects, rocks and trees, edit the colormap, tpaint the whole thing, do the village textures, effects, water and lighting. Not to mention redoing parts of the map with 0.9 content.


:D OMG IM SO HAPPY NOW. cant wait. me and my clan mates cant wait for the Test :mrgreen:
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta
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FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

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

Post by FuzzySquirrel »

badmojo420 wrote:
As far as finishing it, I would guess another 1-2 months and i should be happy with it. I still need to add detail objects, rocks and trees, edit the colormap, tpaint the whole thing, do the village textures, effects, water and lighting. Not to mention redoing parts of the map with 0.9 content.
Bump? Anything new?
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

I've been working on it a lot lately, but real life stuff has slowed things down since the last post. I've been having some issues with my car and I was away on vacation for Christmas, so I'm not as far along as I thought I would be. I just haven't had the amount of free time that I used to.

I could release a beta version right now. All I need to do is smooth out some road sections and then add the caches. But the finished version will still take at least another month.

Keep in mind, the beta version will be just showing what has been constructed. The textures, sounds, shadows, undergrowth, surrounding terrain, & details, all the stuff that makes a map look nice will be missing or look bad.

I'll try my best to get a beta version out by the end of the week.

Edit: I've decided to hold off on the beta until after 0.9 has been out for a bit. I want to make sure everything works in 0.9.
Last edited by badmojo420 on 2010-02-05 00:56, edited 1 time in total.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

Got around to bf2tpainting the map, textures are still far from being finished, but the mountains looked nice so i took some pics.

http://img28.imageshack.us/img28/9057/b ... 442039.jpg
http://img72.imageshack.us/img72/2594/b ... 200224.jpg
http://img64.imageshack.us/img64/9121/b ... 475560.jpg
http://img69.imageshack.us/img69/8062/b ... 471376.jpg
http://img6.imageshack.us/img6/6169/bf2 ... 445938.jpg
http://img710.imageshack.us/img710/1787 ... 561830.jpg
http://img37.imageshack.us/img37/3606/b ... 225119.jpg
http://img245.imageshack.us/img245/6458 ... 055988.jpg
mini-map
http://img204.imageshack.us/img204/8923/minimap2.jpg


ps. sorry for the lack of progress on this map, I wanted to have it done by now, but I just wasn't happy with where it was at. So I'm putting more time into it, trying to get it perfect. Any suggestions would be appreciated.
Last edited by badmojo420 on 2010-04-11 08:49, edited 1 time in total.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

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

Post by Arnoldio »

The city itself is just... 0.0 But i would use more of that map, maybe expand the city furthermore.
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Orgies beat masturbation hands down. - Staker
KeksTerror
Posts: 144
Joined: 2009-12-26 12:51

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

Post by KeksTerror »

The landscape looks a bit empty and boring. It reminds me on Lashkar Valley, which I do not really like as Blufor because it is too much running to the top of the mountain, to the bottom, again to the top and again to the bottom and afterwords getting shot.

It is just boring. Sorry. Keep working on the city. Expand it. Than it will be an awesome map.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

delete one of the mosques (i would delete the vBf2 one)
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

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

Post by Maxfragg »

love the idea of the map, as it feels really new, but yes, the 2 mosques are too much (tough, i would remove the PR one, since its way higher than all surrounding buildings, which looks unnatural)
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

I took out the vbf2 mosque because it was just a place holder, i found another building to fill the spot.

As for the 2 story mosque looking out of place...
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

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

Post by Maxfragg »

okay, i did not say a word, keep the snipernest
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