[Map] Jormdarreh Range (4km) [WIP]

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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

162eRI wrote:Very nice work and glad to see the German faction getting a new map. The colors, the coumpounds, the mountains are looking realistic! Keep it up!!!

I know it's too late to change that. But, it's strange to see an airfield in such an awkward position. The planes will have a hard time to land and take off with those mountains all around. And an airfield surounded by moutains, it reminds me of Dien Bien Phu xD

Good luck ;)
what ever that Dien Bien Phu is its not as hard to land on this airfield ! like a real pilot would do you start with afterburner and you can easily take off ... the landing is a littlebit difficult and needs some practise and its defenitly the time where the jet is totally weak cause he has to fly rly slow but it is possible
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

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just a screen showing some progress
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H.sta
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by H.sta »

I love the map, excellent work

looks like it is going to be great to play

only two things i can see

1. the Airport, i have said it before, but no airport would ever be placed there. in RL it is almost impossible to land there

2. you should probably retexture the caves, there should be a texture file somewhere, and all you have to do is change it to a one tone colour and it will fix itself :D
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

H.sta wrote:I love the map, excellent work

looks like it is going to be great to play

only two things i can see

1. the Airport, i have said it before, but no airport would ever be placed there. in RL it is almost impossible to land there

2. you should probably retexture the caves, there should be a texture file somewhere, and all you have to do is change it to a one tone colour and it will fix itself :D
1. it is like it is ... !

2. im not able to get customtextures working, eventhough the .dds plug in for photoshop is not working for windows7 ... and i couldnt figure out which parts of the texturepallets were used for the Cave
Last edited by Amok@ndy on 2010-04-05 20:50, edited 1 time in total.
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H.sta
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by H.sta »

it is called afghancave_c.dds

and I can send you the file if you tell me what colour you think it should be(photoshop colour code)
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

H.sta i had already a look to that afghancave_c but as far as i remember it is not the only file ;)

the color is given by a texturepallet ...

i will texture the caves later it has no highpriority
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sylent/shooter
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by sylent/shooter »

Amok@ndy wrote:1. it is like it is ... !

2. im not able to get customtextures working, eventhough the .dds plug in for photoshop is not working for windows7 ... and i couldnt figure out which parts of the texturepallets were used for the Cave
Hey if you download a free program called Paint.NET it has a DDS feature built in it also works on windows 7

Killing the enemy sylently
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

some progress done
thats my taliban cp
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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Rhino »

nice pixely yellow lines.
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

i have to disable AA @ my Nvidia settings or i have to restart Bf2 every 3 matches because it starts laggin ...
thats why the editor is so pixeled and those yellow lines are far away of the cam ...
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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Rhino »

Amok@ndy wrote:i have to disable AA @ my Nvidia settings or i have to restart Bf2 every 3 matches because it starts laggin ...
thats why the editor is so pixeled and those yellow lines are far away of the cam ...
My point being who wants to see a load of pixely yellow lines?
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

i just was wanted to show some progress for advanced mappers...
and the placement of the cashes shows the progress not ... ?
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

some ingame screens:
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goguapsy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by goguapsy »

Looks pretty nice those pictures.

Where you at man? The map looks pretty much on the final stages!
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Rhino »

The trees look kinda random, epically for a desert?

I would also work on your low detail and your detail and low detail settings.

And dont use thous overgrowth rocks, buggy as hell and they look like ****. use the normal rocks.
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

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watch the mountain in the background do you see water there ?

maybe i will replace the overgrowth rocks but i never seen a bug or sth like that and its much easier to place them with an overgrowth brush (what exactly do you mean with buggy ?)
Last edited by Amok@ndy on 2010-04-14 21:01, edited 1 time in total.
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Sniper77shot
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Sniper77shot »

He means trees in a desert like that look kind off out of place. He mis spelled especially wrong so it was epically.

I would follow rhinos advice, if rhino gives you advice follow it it will make your map look better in the long run. Rhino loves things that are perfect so if you follow his advice it will make it perfect just like muttrah city.
Muttrah is intense which is why it is over played.
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DankE_SPB
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by DankE_SPB »

Amok@ndy wrote:maybe i will replace the overgrowth rocks but i never seen a bug or sth like that and its much easier to place them with an overgrowth brush (what exactly do you mean with buggy ?)
if its the stones i'm thinking about, they are easy to glitch, hide in them and shoot from inside, hide rallies etc.
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

i dont decline rhinos advices they are always appreciated

changing all the overgrowthrocks to static ones will be a lot of work cause there are so many of them ...
maybe i try copying the static ones to the overgrowth folder and then using Rhinos overgrowthfield method to make them back to the static ones
do you think that will work ?
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Rudd
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Rudd »

^ that will definately work

however from experience I tell you to be careful, as on a 4k even with low densities, you end up with thousands of objects. Select the ones you want. <- i.e. the ones near points of interest, rather than random locations.

edit, btw, I love the look of the map but beware terrain morphing.
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