[Map] Bagdhad (2km) [WIP]

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

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

Post by dunem666 »

*bump* updated today
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

still no minimap ?

have a look @ the xp2 stuff there is a special HighwayBridge fence which would fit bettern than the Wireframe one
Image
dunem666
Posts: 559
Joined: 2009-06-02 13:04

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

Post by dunem666 »

Amok@ndy wrote:still no minimap ?

have a look @ the xp2 stuff there is a special HighwayBridge fence which would fit bettern than the Wireframe one
ill add the minimap to the first post in a moment, refresh soon...
Freedom
Posts: 34
Joined: 2010-02-25 22:35

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

Post by Freedom »

OMG! was that a Gazelle! in BLUFOR 2?
Image

I'll be waiting, while you'll be looking
dunem666
Posts: 559
Joined: 2009-06-02 13:04

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

Post by dunem666 »

another bump

**** ADDED MINIMAP TO POST ****
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

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

Post by anglomanii »

looks pretty good mate, i just want to know,why is it being restricted to the PSC faction only, almost all the other bluefor factions have some kind of presance in that general area, so is there a possibility some of the other factions may be able to use a version of this map as well?. it would probably make this one of the most popular maps around, it looks like it would be good for both a insurgency style against multible bluefore (US,UK, ADF{the old australian secdet i think was near the uni} not forgeting the PSC faction this map is being designed for) and a MEC opfor attack on Bluefor elements holed up in the city.
just a thought, not a critic.

but yeah i am really impressed with this the time and care looks like its really paid off. i like some of the creative way you have used some statics.



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

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

Post by HangMan_ »

anglomanii wrote:looks pretty good mate, i just want to know,why is it being restricted to the PSC faction only, almost all the other bluefor factions have some kind of presance in that general area, so is there a possibility some of the other factions may be able to use a version of this map as well?. it would probably make this one of the most popular maps around, it looks like it would be good for both a insurgency style against multible bluefore (US,UK, ADF{the old australian secdet i think was near the uni} not forgeting the PSC faction this map is being designed for) and a MEC opfor attack on Bluefor elements holed up in the city.
just a thought, not a critic.

but yeah i am really impressed with this the time and care looks like its really paid off. i like some of the creative way you have used some statics.
The bf2 engine does not allow more than 2 factions on a map at any one time. If we were to have several version of the map with different inits and gpo's (which i assume is what your proposing?) then that would take up a considerable amount of build space for what is in fact very little gain :p People will easily get bored with 3 or 4 version of one map. Which would probably take up around 300mb all up.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

the devs found a way to have more Inits ;) in 0.9 there is a Init for Sp and one for VW too
so it seems to be possible but if you ask me its unnecesarry
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

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

Post by HangMan_ »

You can't have different factions in either of those inits though. Try it ;) It doesnt work
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PR Community Faction Team - "Getting Sh*t Done..."
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

why should i ? im happy with german forces :) ;) G36 rockz
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LeBubuSauvage
Posts: 15
Joined: 2009-05-19 11:30

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

Post by LeBubuSauvage »

Good looking map, but I think you should apply a darker light aspect ! The map looks too bright for me ! (only for me !) Does PR library propose some sandy skies ? It would be great for this map :) (as we saw when playing the map opposing MEC to USMC in the sand storm... but less foggy !)
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

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

Post by anglomanii »

'[R-COM]HangMan;1303169']The bf2 engine does not allow more than 2 factions on a map at any one time.
oh gee ya think?
If we were to have several version of the map with different inits and gpo's (which i assume is what your proposing?) then that would take up a considerable amount of build space for what is in fact very little gain :p People will easily get bored with 3 or 4 version of one map. Which would probably take up around 300mb all up.
are you kidding? 300mb?
this is opposed to the 12 months or more of time it takes to create a map? what are you afraid of DLing a few extra gig or something.. take a hard look at the number of factions with only a few maps, think a little creatively and try and put yourself in their position. let the players be the judge of what they get bored of, think asymmetrically just because a map is set up initially as a insurgency map, whats to say you cant have a tank battle there the next day. do you see where i am coming from?



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

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

Post by Dougalachi »

Freedom wrote:OMG! was that a Gazelle! in BLUFOR 2?
Yes, and what's more, look closer. You will see the OH-58D. OMG :D
Image
dunem666
Posts: 559
Joined: 2009-06-02 13:04

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

Post by dunem666 »

[R-COM]HangMan wrote:The bf2 engine does not allow more than 2 factions on a map at any one time. If we were to have several version of the map with different inits and gpo's (which i assume is what your proposing?) then that would take up a considerable amount of build space for what is in fact very little gain :p People will easily get bored with 3 or 4 version of one map. Which would probably take up around 300mb all up.
If the devs fix NVG then ill happilly make a night version of the map for the us army, then the minig facility will be put to some good use ;)
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

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

Post by Maxfragg »

the NVG could hardly be fixed, the problem is how the BF2 engine handles the lightning and that can't be changed
Freedom
Posts: 34
Joined: 2010-02-25 22:35

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

Post by Freedom »

Dougalachi wrote:Yes, and what's more, look closer. You will see the OH-58D. OMG :D
:O Now that is sexy :)
Image

I'll be waiting, while you'll be looking
Hjid
Posts: 75
Joined: 2009-04-28 18:35

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

Post by Hjid »

Is it just me or are there two Swastikas in the first minimap?
dunem666
Posts: 559
Joined: 2009-06-02 13:04

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

Post by dunem666 »

Maxfragg wrote:the NVG could hardly be fixed, the problem is how the BF2 engine handles the lightning and that can't be changed
too true, however


its worked just fine for me before 0.856
dunem666
Posts: 559
Joined: 2009-06-02 13:04

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

Post by dunem666 »

Hjid wrote:Is it just me or are there two Swastikas in the first minimap?

lol? where?

i had noticed on google earth there is a building in the shape of a swastika but i made sure mine didnt represent it either
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

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

Post by Web_cole »

This is looking very cool, I like's my urban fighting, but not quite the closed in streets of a Ramiel or Gaza, so reckon I'd like this :D
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