[Map] Kumzar (2km) [WIP]
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: [Map] Kumzar (2km) [WIP]
kind of reminds me of the city in COD4 in the mission charlie dont surf.
Looks really good just the mountains are so empty
Looks really good just the mountains are so empty
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Rudd
- Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]
dump the castle, it doesn't work where it is, try and keep away from making a small muttrah 
looks nice, I would consider using the cliff statics in pr/rocks/ to help sculpt your mountains
looks nice, I would consider using the cliff statics in pr/rocks/ to help sculpt your mountains
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sniperrocks
- Posts: 258
- Joined: 2009-11-25 01:38
Re: [Map] Kumzar (2km) [WIP]
Looks great!
I cant wait to see the final result, and eventually be able to play it!
I cant wait to see the final result, and eventually be able to play it!
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CCCode
- Posts: 180
- Joined: 2010-01-01 21:28
Re: [Map] Kumzar (2km) [WIP]
+1 to that! This is really looking goodsniperrocks wrote:Looks great!
I cant wait to see the final result, and eventually be able to play it!
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Stoic Sentinel
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badmojo420
- Posts: 2849
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Re: [Map] Kumzar (2km) [WIP]
I'm having a problem with the edge of my map. When I bumped the terrain down to make the water, the corner of the terrain stayed. I lived with it until now, but it's starting to bug me, anyone know if I can fix it?
Here's a pic of the problem.... http://img442.imageshack.us/img442/3071 ... 321708.jpg
The water & terrain behind the bump is the surrounding terrain, that bump is the edge of the 2km section.
Here's a pic of the problem.... http://img442.imageshack.us/img442/3071 ... 321708.jpg
The water & terrain behind the bump is the surrounding terrain, that bump is the edge of the 2km section.
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Tonnie
- Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]
not a huge fan of the rock colours on the mountains... also have you tried grabbing the smooth tool and using that to fix your issue?
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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AFsoccer
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Re: [Map] Kumzar (2km) [WIP]
Try the platform tool. I've noticed on the edges of the map, when the up/down and smoothing tools don't work correctly, the platform tool does. Also make sure you're rendering your surrounding terrain when you do this. I hope it works.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
I've tried the platform tool already, it has no effect. I'll give the smooth tool a try when I get home. It's the only terrain tool I haven't tried. I usually try to keep it away from the edges.
The terrain color/textures seen in the pic are of surrounding terrain, the normal terrain looks much better. But, I'm still editing the terrain quite often, which means another bf2tpaint session, so I've been putting off finalizing the textures, because bf2tpaint just paints over them. I might post a pic of the updated cliff/rocks textures soon, I've got the blending and gradients looking nice.
Edit: Couple pics of the textures...
http://img693.imageshack.us/img693/3980 ... 443354.jpg
http://img140.imageshack.us/img140/9358 ... 394396.jpg
I'm still working on the low detail(far) textures, but let me know what you guys think of the closer ones. The undergrowth rocks are very WIP still. In the end I'm going to try and put them everywhere there are textured rocks. Unless that creates tons of lag.
I got it so everywhere you see the rocks texture, is walkable area. It makes it a hell of a lot easier to navigate the mountains. There are only a few places where I've purposely made paths, but from testing I've found that pretty much the whole map is accessible on foot, but it still very hard to navigate the terrain, you can't just run up anywhere.
The terrain color/textures seen in the pic are of surrounding terrain, the normal terrain looks much better. But, I'm still editing the terrain quite often, which means another bf2tpaint session, so I've been putting off finalizing the textures, because bf2tpaint just paints over them. I might post a pic of the updated cliff/rocks textures soon, I've got the blending and gradients looking nice.
Edit: Couple pics of the textures...
http://img693.imageshack.us/img693/3980 ... 443354.jpg
http://img140.imageshack.us/img140/9358 ... 394396.jpg
I'm still working on the low detail(far) textures, but let me know what you guys think of the closer ones. The undergrowth rocks are very WIP still. In the end I'm going to try and put them everywhere there are textured rocks. Unless that creates tons of lag.
I got it so everywhere you see the rocks texture, is walkable area. It makes it a hell of a lot easier to navigate the mountains. There are only a few places where I've purposely made paths, but from testing I've found that pretty much the whole map is accessible on foot, but it still very hard to navigate the terrain, you can't just run up anywhere.
Last edited by badmojo420 on 2010-04-16 23:41, edited 5 times in total.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
New pic
http://img168.imageshack.us/img168/2410 ... 340132.jpg
Edit: Had to post this for the lols
http://img156.imageshack.us/img156/7295/whatisit.jpg
Anyone care to guess what it's supposed to be?
http://img168.imageshack.us/img168/2410 ... 340132.jpg
Edit: Had to post this for the lols
http://img156.imageshack.us/img156/7295/whatisit.jpg
Anyone care to guess what it's supposed to be?
Last edited by badmojo420 on 2010-05-07 08:36, edited 1 time in total.
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Adriaan
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
I dunno why I'm spending so much time on the main base, but meh
immersion right?
http://img514.imageshack.us/img514/3570/building1.jpg
http://img228.imageshack.us/img228/8387/building2.jpg
http://img218.imageshack.us/img218/6861/building3.jpg
http://img243.imageshack.us/img243/9103/building4.jpg
http://img146.imageshack.us/img146/4263/building5.jpg
http://img294.imageshack.us/img294/5991/building6b.jpg
http://img63.imageshack.us/img63/6853/building7.jpg
http://img514.imageshack.us/img514/3570/building1.jpg
http://img228.imageshack.us/img228/8387/building2.jpg
http://img218.imageshack.us/img218/6861/building3.jpg
http://img243.imageshack.us/img243/9103/building4.jpg
http://img146.imageshack.us/img146/4263/building5.jpg
http://img294.imageshack.us/img294/5991/building6b.jpg
http://img63.imageshack.us/img63/6853/building7.jpg
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motherdear
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Re: [Map] Kumzar (2km) [WIP]
lovely work on the immersion there. although i do not like the hesco "tower" on top of the building.

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: [Map] Kumzar (2km) [WIP]
Yeah I'd definately recommend using the 'low' hesco to line the rooftop, then using sangar_v1 (I think its v1, the small one) instead, would look much more realistic.
nice work otherwise! Loving the computer scene
nice work otherwise! Loving the computer scene
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Yeah, I've already removed the hesco pyramid.
It was just something I threw together late last night after making the kitchen. Thanks for the feedback.
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: [Map] Kumzar (2km) [WIP]
Keep up the good work 

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Psyrus
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Re: [Map] Kumzar (2km) [WIP]
This map is quite interesting, although it's a shame that it seems like a great deal of the terrain is unneeded (just hills in the background). I suppose that's useful for long time flanking or something...
Is there a chance you could put your updates and stuff into your first post as well as when you post them, so that there's a centralized place to see all your material? I can compile the first version since you have a lot of updates throughout the thread, if you'd like?
Is there a chance you could put your updates and stuff into your first post as well as when you post them, so that there's a centralized place to see all your material? I can compile the first version since you have a lot of updates throughout the thread, if you'd like?
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Most of the hills are accessible on foot now. I have a bunch of vehicle and foot trails around them as well as over 30 cave complexes. Hopefully the view distance can stay above 1000 so we can see some long range engagements. Typically in PR all the engagements are almost within assault rifle ranges, it would be interesting to see some people getting sniped beyond their effective ranges, and what happens. Hopefully some teamwork, like an APC coming up to support them while they move to cover. In most PR maps, optics aren't needed, so I wanted to go the other way with my map. I'm still not sure how it'll play out though.Psyrus wrote:This map is quite interesting, although it's a shame that it seems like a great deal of the terrain is unneeded (just hills in the background). I suppose that's useful for long time flanking or something...
I thought about doing that, but I prefer it this way. It lets people see the natural progression of the map(if they want) while people who just want to see the newest updates can skip to last page. And I think it would be awkward if the responses to my new posts were on the last page, it would be a game of matching dates of posts to the first post for anyone who wanted to read the thread.Psyrus wrote:Is there a chance you could put your updates and stuff into your first post as well as when you post them, so that there's a centralized place to see all your material? I can compile the first version since you have a lot of updates throughout the thread, if you'd like?
Last edited by badmojo420 on 2010-07-10 23:56, edited 1 time in total.
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Psyrus
- Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]
Actually I was suggesting that you continue as you do, posting the updates as new posts, but also copying the new links and stuff into the first post. That way people can still see the progression, but also there's a comprehensive summary at the start. But hey, it's your map, your thread, I was just making a suggestionbadmojo420 wrote:And I think it would be awkward if the responses to my new posts were on the last page, it would be a game of matching dates of posts to the first post for anyone who wanted to read the thread.
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Zemciugas
- Posts: 2116
- Joined: 2010-04-05 15:13
Re: [Map] Kumzar (2km) [WIP]
Any updates? Map looks mazing, just maybe add some random house and stuff in the mountains, looks empty, the shore near teh town could get a pier or two, but all looks great.





