[Map] Wake Island (4km) [WIP]

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Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

iwillkillyouhun wrote:i'm sorry but we are gone put wake again in the game ? or it just a map for fun , practice to be a mapper ?
if the map is of PR quality, and it looks like its going to be :) , then what possible objection could there be to adding it?
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

iwillkillyouhun wrote: (is) it just a map for fun , practice to be a mapper ?
Never trouble another for something you could do yourself. -- Jefferson

Grew tired of unrestricted woods a bit, and I wanted a realistic Wake Island map... Dev tutorials gave the how-to's... so I am learning as I go to make one. There's no real logic behind doing it, just pure ADD driven impulse and perfectionism ... and no, those don't go well together.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Wake Island (4km) [WIP]

Post by Silly_Savage »

Dankicity wrote:There's no real logic behind doing it, just pure ADD driven impulse and perfectionism ... and no, those don't go well together.
I'm not so sure, from what I'm seeing, it seems quite the opposite. ;-)
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Ok I think I'm at the part where I need some community support. Everythings pretty much final outside clutter but a few quirks make it feel wrong. Mostly the overgrowth is just plain wrong and from a lack of options, three buildings have Arabic signs/graffiti on them.

Buildings are obvious fixes, either retexture or create a American military styled two story office/apt and single story warehouse/garage buildings.

Overgrowth is a more pressing matter as it makes this map. The video below shows what it should look like and my updated first post video shows what I have (minus palms). Difference is my mosh-pit vs reality's crazy pine style; a Ironwood trees (Casuarina equisetifolia) single and cluster, and a Tree Heiliotrope (Tournefortia argentea) large low bush.



Unless there are some Blender tutorials which I can't find, I'll need someone willing to fill my inadequacies on this? Or is the looming intro of ArmaII :P R going to make what I have all I'll get?

I could possibly make the models and textures but I've never been all that handy with UV mapping and knowhow of game mechanics; lods, polys, col, oh my.
Last edited by Dankicity on 2010-05-07 17:47, edited 7 times in total.
Hauteclocque
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Re: [Map] Wake Island (4km) [WIP]

Post by Hauteclocque »

Really promising :)
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Amok@ndy
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Amok@ndy »

looks nice do you have some screens ?
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: [Map] Wake Island (4km) [WIP]

Post by ytman »

Dankicity wrote: Three buildings have Arabic signs/graffiti on them.
This is actually common on some maps. Silent Eagle has a Chinese Gas Station.
Overgrowth is a more pressing matter as it makes this map. The video below shows what it should look like and my updated first post video shows what I have (minus palms). Difference is my mosh-pit vs reality's crazy pine style; a Ironwood trees (Casuarina equisetifolia) single and cluster, and a Tree Heiliotrope (Tournefortia argentea) large low bush.
I'll agree and disagree. I'll agree that unique statics and vegitation would do wonders in making your map stand out and really feel like its the closest place to American Soil (well it is American Soil) however, don't let a lack of it stop you from finishing it.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

ytman wrote:I'll agree and disagree. I'll agree that unique statics and vegitation would do wonders in making your map stand out and really feel like its the closest place to American Soil (well it is American Soil) however, don't let a lack of it stop you from finishing it.
Agree on statics as you have to look for them but still not thrilled at the idea. Though, on Wake's overgrowth (any jungle scenario, like Vietnam) you have to walk the paths unless you have a machete mob or agent orange. Hopefully the change would confine wooded combat areas and improve collaboration tactics.

To confine it means adding a large van sized, (mostly) impassable bush which doesn't exist. The trees are just a smaller radius, dark trunk spruce tree model with pine needles.

That look really does make the map for me but it won't stop me from finishing it.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Another Dankicity ADD production. I was playing around with putting elevation lines on the minimap but couldn't get a minimap without rendering the terrain in it as to consist of statics nor could I figure out how to reduce the number of lines. It does let me see where some terrain LOD issues might be.

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Progress : Only have a couple dirt roads left, one main road that doesn't like me, and a bridge. Fences and walls are in with a single pass on clutter. Needs one more pass on clutter and a pass on rocks. Shouldn't be long now and if I must say so it's looking pretty freaking awesome ->!<-

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Also forgot to ask if the ch_heavyjeep (i think) was a usable vehicle. It's amphibious but looks to have a bad LOD.
Last edited by Dankicity on 2010-05-17 22:46, edited 4 times in total.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Wake Island (4km) [WIP]

Post by HughJass »

looks great, cool color map work. personally i think the blue water and white sands clash a little too much. more screens!
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Rudd
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Rudd »

looks very nice mate, you have a real talent looks like this will offer a new experience :)
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Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Wake Island (4km) [WIP]

Post by Silly_Savage »

Fantastic, it looks gorgeous!
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [Map] Wake Island (4km) [WIP]

Post by Sniper77shot »

I don't know rudd, you have a point mean while I have one thing to say about the map that it won't have the same Atmosphere as other PR maps. I can't see tanks being used on the map, it won't work to small of an area.

What needs to be improved is the detail to give you that airfield type of feel to it if you know what I mean to make it take longer to move around so it is more fun to play on.

Your map looks good so keep up the good work.
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Sniper77shot wrote:...
What needs to be improved is the detail to give you that airfield type of feel.
...
To be honest I don't really understand what you were saying outside that quoted bit.

The last image was of the barracks, far from the airfield. Though, I'm sure people will have a tough time imagining they are on an airfield with a 2 km runway.. . . . . . .

Just to be sure there are no doubts that it will, a preview of the se end of the strip. Needs more but here is the initial pass.

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As for keeping them from moving too quickly... I combat that through choke points and CP capture order : First CH point is #2-Oil Storage, 3-PAA-Ville & Dock, 4-Barracks, 5-N & S Airfield, on to Victory. So if each hold 3 then the battle is going to go up north to the barracks quite often... While the dock is being defended. ( I tried to not make another Muttrah, honest)

Lighting : Both of those last ones are editor screens in case no one noticed, it's darker in-game. The sky/water settings are from different maps as I test them out. Trying to get a grasp of them before I settle in.
Last edited by Dankicity on 2010-05-18 04:16, edited 5 times in total.
AFsoccer
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by AFsoccer »

I'm curious how you did your colormap. Many of your lines are impressively straight (which is hard to do by hand). And the light colored parking spots (concrete vs asphalt) would be fairly hard to paint by hand. Did you paint the runway and runway numbers too or are they roads?
AfterDune
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Re: [Map] Wake Island (4km) [WIP]

Post by AfterDune »

Looks pretty, this sure is a much better version of Wake!

Btw, when you're willing to have some proper testing done, you should contact one of the test leads. I'm sure there are enough guys willing to give you a hand in finding and fixing "bugs" :) .
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Amok@ndy
Retired PR Developer
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Re: [Map] Wake Island (4km) [WIP]

Post by Amok@ndy »

really nice screens your color maps look awesome
can we see an actual minimap :) ?
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Rhino
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Re: [Map] Wake Island (4km) [WIP]

Post by Rhino »

AFsoccer wrote:I'm curious how you did your colormap. Many of your lines are impressively straight (which is hard to do by hand). And the light colored parking spots (concrete vs asphalt) would be fairly hard to paint by hand. Did you paint the runway and runway numbers too or are they roads?
Photoshop most likley.
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Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

[quote=""'[R-DEV"]AfterDune;1346444']Looks pretty, this sure is a much better version of Wake!

Btw, when you're willing to have some proper testing done, you should contact one of the test leads. I'm sure there are enough guys willing to give you a hand in finding and fixing "bugs" :) .[/quote]

I'm still curious how this will play. It's going to be different for sure. On a bug side, I'm sure there are a few and from my most recent lightmap... I have some bad buildings in here :-x Where's a guy find a listing of high PRiority targets when it's done?

[quote="AFsoccer""]I'm curious how you did your colormap.[/quote]

Everything (Detail, Color, Height, Over/Undergrowth) was done in Photoshop initially then touch up in the editor. The airstrip was vectorized in Illustrator along with the road paths (airstrip lines are still in colormap and not spline based as they should be). Did it that way as to not be degraded each time I adjusted the colormap (outside of editor). I'm planning on merging the detail maps in order to create a new colormap once it's all done.... mainly because I used the sand layer as a catch-all, which leaves some sandy spots that shouldn't be.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Curious if there is a reason why there aren't many segmented building like they do in other games (mostly single player games now that I think of it).

I know there's not a thing right with this model but those could have filled most of this map with more accurate/unique buildings.

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Progress note: Looking for a place to upload it (35mb zipped) before I go on vacation at the beginning of June. Afterward is the end of my 6 month sabbatical [insert buried Statue of Liberty & a man screaming "damn you all to hell! "]. So I'm trying to do as much as I can before then and hope it's enough to be finished.
Last edited by Dankicity on 2010-05-21 20:17, edited 6 times in total.
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