[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 »

i gave the map to a lot of friends and they said that the warping is not as bad as they expected
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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Rhino »

Amok@ndy wrote:Image
watch the mountain in the background do you see water there ?
The big difference between your ref pic and your map pic is the density of the trees. While in your ref the trees are littering the mountain side on the left, while in your map pic, your trees are quite sparse and large gaps between each tree, with nothing filling the gaps in-between and it looks really odd.
Amok@ndy wrote:maybe i will replace the overgrowth rocks but i never seen a bug or sth like that
[quote=""'[R-CON"]DankE_SPB;1322053']if its the stones i'm thinking about, they are easy to glitch, hide in them and shoot from inside, hide rallies etc.[/quote]

Ye, thous being the main bugs, as well as them also not reviving any lightmaps and they "glow" and basically look giant snail shells and just generally stick out like saw thumbs :p


[quote="Amok@ndy""]and its much easier to place them with an overgrowth brush[/quote]

That's the reason why we made them in the first place, but they simply didn't work out :p

Sniper77shot wrote:He mis spelled especially wrong so it was epically.
ye, I'm a nub :p

Amok@ndy wrote: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 ?
[R-CON]Rudd wrote:^ that will definately work
Well, it would work to an extent, but I would advise to go around and hand place them since if you just replace the overgrowth ones with static ones just like that, since none of the static rocks are the exact shame shape/object as the overgrowth ones, they will have problems, most likley floating etc and you will need to go over each rock to check its not floating and rotate it etc over the Z axis too (thou you might be able to use the random option, forgot excatly what its called to make them rotate on the Z randomly too) but even after that you would still want to go over each one by hand, but it could work but doing it by hand would only take a few days of solid work to place a bunch of nice rock formations on the map. Just to end up with random rocks everywhere where they make no sense :p
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

so i should make more trees on the hills ?
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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Rhino »

either have dense trees like Korengal or no trees in an area. Sparse trees, without being artificially planted (ie, man has planted them and they are not naturally growing there on there own) looks really odd.
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Rhino
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Rhino »

looks better, other than the tree shadows not matching the trees :p
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

yeah dont know why but 1 line of the map was not generated correctly dont ask me why had no crash or else
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Outlawz7
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Outlawz7 »

For the rocks you could use the overgrowth field tut and instead of turning the trees into fields, turn them to rocks?
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

[R-CON]Outlawz wrote:For the rocks you could use the overgrowth field tut and instead of turning the trees into fields, turn them to rocks?
thats what i already said :)
i will do this the next days / week
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BloodBane611
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by BloodBane611 »

Those trees are looking awesome, keep it up!
[R-CON]creepin - "because on the internet 0=1"
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

the overgrowth rocks are gone :)
replaced them with the normal rocks

Edit: MinimapUpdate
http://img72.imageshack.us/img72/5917/m ... darreh.jpg
Last edited by Amok@ndy on 2010-04-16 16:25, edited 2 times in total.
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usmcguy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by usmcguy »

man that is sweet..wish it was USA though lol
badmojo420
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by badmojo420 »

The trees look good, but I would increase the density of the trees on the tops of the hills. In a couple of those pics it looks pretty bare along the ridge. I would suggest dense trees along any angled terrain, while keeping the flats somewhat sparse.

But keep up the good work. Map looks great overall.
bosco_
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by bosco_ »

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

Post by sniperrocks »

It's excellent!
I love the feel of the atmosphere, for some reason, it seems extremely realistic :P
maybe its the fog effect :D
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

badmojo420 wrote:The trees look good, but I would increase the density of the trees on the tops of the hills. In a couple of those pics it looks pretty bare along the ridge. I would suggest dense trees along any angled terrain, while keeping the flats somewhat sparse.

But keep up the good work. Map looks great overall.


i dont think that i need to decrease the detensity its fine like it is ...
18100 trees/bushes
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sharpie
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by sharpie »

Amok@ndy wrote:18100 trees/bushes
That, is a lot of undergrowth :shock:
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Hans Martin Slayer
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Hans Martin Slayer »

It's overgrowth, and it's not that much. :-P
KeksTerror
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by KeksTerror »

I like it. Looks like Qinling for Talibans :D
samogon100500
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by samogon100500 »

Don't like big insurgensu maps!!!
I hate Archer(They r 2 km),but 4 km it's so... bored!
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