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

Maps created by PR community members.
Post Reply
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

if you think archer is boring you maybe play Insurgency a lil bit wrong ;)
Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

thx to [R-Dev]Hans Martin Slayer for the feedback !!!
i started workin on some spots hans told me to and finally i can see a light at the end of the tunnel !

Minimap update:
Image
Image
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

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

Post by Silly_Savage »

I see you removed the airfield and added more village. Excellent.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

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

Post by Sniper77shot »

Looks great maybe try to blend in the caves a bit more by making the surrounding more rock like.
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

Sniper77shot wrote:Looks great maybe try to blend in the caves a bit more by making the surrounding more rock like.
nah, use a client texture instead, just darken the cave texture a little and include it in a objects_client and a clientarchives.con I bet you know how to do this, but if you don't look at operation archer which also does it :)


I am really looking forward to you map mate, it looks brill!
Image
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

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

Post by Maxfragg »

love it, its allways the point, that community mappers want a map with airplanes, and some in the end remove them, when they see that it does not fit, forcing airplanes in every map feels so vbf2 :-P , i'm glad, that you changed your mind
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

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

Post by fuzzhead »

Also glad about airfield removal I think it's now looking excellent!
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

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

Post by marcoelnk »

Thumbs up ! :)
Image
Kowalski
Posts: 1
Joined: 2010-02-23 00:13

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

Post by Kowalski »

seems to be nice!
AcornBeing
Posts: 105
Joined: 2009-08-18 23:00

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

Post by AcornBeing »

Awesome map!!! To me it looks as the superior alternative to Korengal. And it does look so natural... Keep up the great work. :cool:
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

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

Post by Tannhauser »

Cheers for the airfield removal! I'd rather leave the airfield to the 4km² map CRF was making with one hidden behind a high no-go-zone mountain. The one on this map would have been constantly spammed with RPGs from everywhere using SL+BVR.

Also, good thing you add villages. :smile:
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

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

Post by =Romagnolo= »

You just need a road leading to the base. It is wierd to see a single base in the middle of nothing without a road nearby.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

there are a lot outposts that are only supplied by air and there is a road on my map !
Image
Gammlgandalf13
Posts: 155
Joined: 2009-06-16 17:51

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

Post by Gammlgandalf13 »

Testet the map yesterday...great work...Taliban now can hide unter trees.

Keep it up, looking forward to playing this on public :>

Image
Gammlgandalf13
Posts: 155
Joined: 2009-06-16 17:51

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

Post by Gammlgandalf13 »

Looks like your low quality Minimap, shouldnt it be 4096x4096 pixels? :)

Thats what you told me. Map kicks *** and sight distance is absolutely awesome (at least double of kashan) ;D

Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

Gammlgandalf13 wrote:Looks like your low quality Minimap, shouldnt it be 4096x4096 pixels?
Well the ingame map has a resolution of 4096x4096 but its too big to post it up on the forums ;)
Image
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

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

Post by PatrickLA_CA »

Great map especially for the Apache ( map with attack helo = my faveourite map ) but check that blufor commander tent, it is a bit high of the groung
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

PatrickLA_CA wrote:but check that blufor commander tent, it is a bit high of the groung
wip ....
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

[R-CON]Amok@ndy wrote:wip ....
yeah the CPs are annoying as hell

iirc go to the visible team bit in the tweakbar and set it to 2 so that the editor loads the geometry so you can place it accurately
Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

[R-CON]Rudd wrote:yeah the CPs are annoying as hell

iirc go to the visible team bit in the tweakbar and set it to 2 so that the editor loads the geometry so you can place it accurately
no I just dont use the dummy

but switching my GPO from GB to German Forces after every change of the GPO and its annoying to have an vehicle stuck in the ground so its just a know issue and not a problem for the gameplay or whatever ...
Image
Post Reply

Return to “Community Maps”