[Map] Karez Offensive (4km) [WIP]

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OkitaMakoto
Retired PR Developer
Posts: 9368
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Re: [Map] Karez Offensive (4km) [WIP]

Post by OkitaMakoto »

FYI, Ive had a large sized tank graveyard on my current 4km map and so far I haven't noticed much performance decrease. I actually have a pretty big city right next to it as well and it's still doing alright on my dated system.

Not saying you have to make one, but those tanks havent given me any problems yet ;)
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Tank graveyards doesnt slow me down! But the active ones do :P

No i just want to make sure i cant get as much stuff in the map, as possible, spread out, so everywhere is somewhere people should be.

But if it is a tank grave the people wants! THEN A TANK GRAVE THEY WILL RECIVE!
Xact Wicca is The Joker. That is all.
MikeDude
Posts: 941
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Re: [Map] Karez Offensive (4km) [WIP]

Post by MikeDude »

updatez0r
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[3dAC] MikeDude
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Yarp, coming soon, STOP HAZZLIN ME! ;D

If you catch me on Mumble, then talk to me, i might give you some photos etc.
Xact Wicca is The Joker. That is all.
MikeDude
Posts: 941
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Re: [Map] Karez Offensive (4km) [WIP]

Post by MikeDude »

would never talk to you
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[3dAC] MikeDude
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

I have figuerd out the problem of not being able to play on a Interenet server, thanks to the help of Sniper daaawg.

It was serverarchives and the new init setup that made it crash.

I feel its time for me to add some water to my map, and with it some green patches. Updates to follow.
Xact Wicca is The Joker. That is all.
OkitaMakoto
Retired PR Developer
Posts: 9368
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Re: [Map] Karez Offensive (4km) [WIP]

Post by OkitaMakoto »

Wicca wrote:I have figuerd out the problem of not being able to play on a Interenet server, thanks to the help of Sniper daaawg.

It was serverarchives and the new init setup that made it crash.

I feel its time for me to add some water to my map, and with it some green patches. Updates to follow.
lol

Excuse me? You pounded me with Xfires repeatedly until I gave in and sent you links to several tuts and told you about the serverarchives files that needed updating....

Next time, I think I'll just ignore you and keep doing what I'm doing
tompanhuhu
Posts: 4
Joined: 2009-04-09 12:59

Re: [Map] Karez Offensive (4km) [WIP]

Post by tompanhuhu »

Looks nice ;)
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

'[R-DEV wrote:OkitaMakoto;1372837']lol

Excuse me? You pounded me with Xfires repeatedly until I gave in and sent you links to several tuts and told you about the serverarchives files that needed updating....

Next time, I think I'll just ignore you and keep doing what I'm doing
Well i got help from you and rudd to, but i think ive thanked you a thousand times in this thread already :P

But allright thanks for the help :P

I did get some progress with what you sent me, i just was unable to put 2 and 2 togheter, which Sniper did.
Xact Wicca is The Joker. That is all.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: [Map] Karez Offensive (4km) [WIP]

Post by myles »

Looks very good cant wait ti see norway in
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Incremental map update test

Hello, i would like to invite all of you that reads this to join me and test my map.

I want feedback, on terrain layout, gameplay, veichles, flags and dislodged terrain and bugs.

Anyday on the following server:

Server Name "[ISAF] v0.917"
Server IP "80.86.81.45"
password "neoiswin"
server Port "16568"

MAP LINK http://www.filefront.com/16951581/the_k ... fensive.7z

Place it in your mods/pr/levels folder and extract.

Join us on the NATO mumble channel, in the official pr Mumble 0.5 server.

I will have admins on the server, so follow the server rules or be banned or kicked.


Basis of Incremental Update test

The point of this, is to update the map, as i follow your feedback, to remove bugs, or ugly unnecesarry scenery. Also to make me find out where is the best place to put flags etc.

// Wicca out
Last edited by Wicca on 2010-07-03 19:17, edited 2 times in total.
Xact Wicca is The Joker. That is all.
Sgt.Taylor123
Posts: 9
Joined: 2010-06-14 14:35

Re: [Map] Karez Offensive (4km) [WIP]

Post by Sgt.Taylor123 »

Wicca wrote:Incremental map update test

Hello, i would like to invite all of you that reads this to join me and test my map.

I want feedback, on terrain layout, gameplay, veichles, flags and dislodged terrain and bugs.

Anyday on the following server:

Server Name "[ISAF] v0.917"
Server IP "80.86.81.45"
password "neoiswin"
server Port "16568"

MAP LINK Download the_karez_offensive.7z

Place it in your mods/pr/levels folder and extract.

Join us on the NATO mumble channel, in the official pr Mumble 0.5 server.

I will have admins on the server, so follow the server rules or be banned or kicked.


Basis of Incremental Update test

The point of this, is to update the map, as i follow your feedback, to remove bugs, or ugly unnecesarry scenery. Also to make me find out where is the best place to put flags etc.

// Wicca out
The server is not up.
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Map] Karez Offensive (4km) [WIP]

Post by sharpie »

Hey wicca, tested the map on a local server and it looks fantastic. Should play well as a VW map, liking the random farming villages. Just 1 thing i think should be added, is a spawn point at the helocopters in the US main.
Last edited by sharpie on 2010-07-03 20:03, edited 2 times in total.
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Karez Offensive (4km) [WIP]

Post by BroCop »

Alright heres a written form of "generally shortened up" what I said to you ingame.

Needs more statics (most notably Main bases, those abandoned soviet ones, a couple of them villages), more overgrowth and undergrowth

other than a few things that need to be fixed (most notably terrain warping and lightmaps) the map has made very good progress
Amok@ndy
Retired PR Developer
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Amok@ndy »

gonna have a look @ it tomorrow and will give you some feedback if you like to hear what i have to say ;)
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Working on a new version as we speak.

The server does not run PB, so it cant be seen in the list.
And also its passworded, since it uses custom files for PR. IE my map.

THank you all for your marvelous feedback, to be scared of taking photos and giving me specific details on what you want.

Remember i also need to test gameplay, so if any major clans or similar could help out much appreciated.
Xact Wicca is The Joker. That is all.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Karez Offensive (4km) [WIP]

Post by dtacs »

I'll be on in an hour.

Also I'd suggest having some more in-game screenshots and a minimap to put in the OP to gain interest, spruce it up a little.
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: [Map] Karez Offensive (4km) [WIP]

Post by Ford_Jam »

ping kick ftl :(
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Karez Offensive (4km) [WIP]

Post by dtacs »

My feedback (playing on local server after a quick fly-around))
  • Needs a significant boost in the amount of statics and features on the map in general. Someone on TS at the time I was playing described it as 'the desert Qinling'
  • Needs to more more flag locations, including development of those locations into villages, airfields, etc. (more below)
  • NEEDS A MINIMAP! (impossible to do decent feedback and suggestions when you don't know where you are)
  • An increase in assets. Choppers simply aren't enough (I'm quite sure I played the standard version) and the lack of big maps recently is annoying, I'd suggest keeping it light with LAV-25's and BTR-60's to simulate the fast pace that the USMC move at. If its being made for Norwegians, CV-90's up against BMP-3s/BMP-2's when they are put in, science willing.
  • In addition to the above, an air combat element would be ideal. Similar to Highway Tampa from BF2, a single Cobra/Apache/Havok for each side, or a ground combat jet would be terrific. A lack of AA would mean an increased survivability for the jet, and would make the forward air controller even more important for a successful game.
  • Northern Afghanistan is full of canyons, valleys and deep ravines. I'd suggest adding static rocks (ALA big rock formations on Korengal) and areas where infantry combat is king around the areas near MEC main (screenshot below) to make sure that it isn't an armor centric map, but keeping access for APC's along short winding roads for great ambushes and mechanized infantry movements.
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  • Ideas for other flag locations could be:
  • An abandoned airfield in the center of the map
  • A ghost town that was once a bustling market centre of the area but due to fighting has been over taken by sand (put static buildings halfway taken up by the terrain, etc) and local vegetation has began to take over.
  • An oasis. Seriously, why hasn't anyone done this on their maps yet? What about the palm groves in Iraq and whatnot? Very thick and dense flora which would be absolutely AWESOME for combat.
Flag specific feedback:
  • USOps needs a complete overhaul. Currently, it looks a bit sterile and bland. I'd suggest adding some other statics to make it look similar to the current US bases in Iraq and Afghanistan, with mortar pits, guard towers, an armory (where the crates are), for example. Also, put the chopper spawn at the top lol. No military would have such a racetrack down to their helicopters, especially in a war-zone situation. It is also unfair that the US have to run to their choppers (without a spawn down there) while the MEC only have to run 50 or so meters.
  • The tank graveyard is looking pretty good, however, no tanks would be sitting on top of eachother or off on weird angles. Using picture references of the current ones in Afghanistan and literally copying them piece for piece would give a more realistic setting and make for some cool fighting. This would include putting them much closer together, and in a more realistic fashion rather than all over the place. I have quite a few pic if you need any. Also, there are more than just T-55's and 62's in Afghanistan. If you can get yourself a hold on a BTR-60 wreck static, use it. There are also some BMD-1 statics that can be placed, and they were used in Afghanistan to some degree, making it realistic.
Anyway good luck with it.
Amok@ndy
Retired PR Developer
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Amok@ndy »

ok so here is my constructive feedback ! no bootlickin here !

Code: Select all

[list]
[*]Do you know how to use the Stamp'n'Allign Tool ?
[url=http://img12.imageshack.us/img12/3599/59149747.png][img]http://img12.imageshack.us/img12/3599/59149747.th.png[/img][/url]
[*]Dont release a map without a minimap
[*]Generate Terrainlightmaps on Low or Medium, you will see the map will have a better look
[*]Lots of empty spaces on the map fill them with more compounds
[url=http://img651.imageshack.us/img651/2630/37464448.png][img]http://img651.imageshack.us/img651/2630/37464448.th.png[/img][/url]
[*]Why is there an AirControlTower in the middle of nowhere?
[url=http://img694.imageshack.us/img694/1959/69390791.png][img]http://img694.imageshack.us/img694/1959/69390791.th.png[/img][/url]
[*]those Wrecks look displaced
[url=http://img210.imageshack.us/img210/4978/52428848.png][img]http://img210.imageshack.us/img210/4978/52428848.th.png[/img][/url]
thats the way how to place Staticwrecks !
[url=http://img28.imageshack.us/img28/6476/69761165.png][img]http://img28.imageshack.us/img28/6476/69761165.th.png[/img][/url]
[*]Those Hills are way to steep
[url=http://img192.imageshack.us/img192/1274/83560415.png][img]http://img192.imageshack.us/img192/1274/83560415.th.png[/img][/url]
[*]Mainbase is tooooooo empty fill it up like on other maps
[url=http://img195.imageshack.us/img195/5428/60720358.png][img]http://img195.imageshack.us/img195/5428/60720358.th.png[/img][/url]
[*]Rebuild the US Base place it on the top of the hill or at the bottom but not both
[url=http://img189.imageshack.us/img189/3038/82614385.png][img]http://img189.imageshack.us/img189/3038/82614385.th.png[/img][/url]
[*]for small fields like those its better to use those Grids and not those FieldOvergrowth Placement
[url=http://img257.imageshack.us/img257/1283/49009437.png][img]http://img257.imageshack.us/img257/1283/49009437.th.png[/img][/url][url=http://img690.imageshack.us/img690/1070/24406869.png/][img]http://img690.imageshack.us/img690/1070/24406869.th.png[/img][/url]
[*]Glitches all over your map
[url=http://img804.imageshack.us/img804/3413/46376049.png][img]http://img804.imageshack.us/img804/3413/46376049.th.png[/img][/url][url=http://img517.imageshack.us/img517/851/75168704.png][img]http://img517.imageshack.us/img517/851/75168704.th.png[/img][/url][url=http://img375.imageshack.us/img375/7274/71745330.png][img]http://img375.imageshack.us/img375/7274/71745330.th.png[/img][/url][url=http://img811.imageshack.us/img811/925/93672146.png][img]http://img811.imageshack.us/img811/925/93672146.th.png[/img][/url]
[*]Sounds like a WIP Object wont use it looks some kind of ugly
[url=http://img13.imageshack.us/img13/9223/86510287.png][img]http://img13.imageshack.us/img13/9223/86510287.th.png[/img][/url]
[*]Smooth out the hills the brake is to hard
[url=http://img25.imageshack.us/img25/4059/31660904.png][img]http://img25.imageshack.us/img25/4059/31660904.th.png[/img][/url]
[/list]
i will do an Stamp'n'Allign Tool Tutorial as soon i passed my exams its definitly one of the tools thats really simple to use but there arent a lot of people knowing how to use it in the right way

start cleaning up the map in one corner and then step by step going through all the compounds and have a look for glitches/misallignments

i think thats all for now i hope i havent forgot anything i was wanted to say :?

greetz @ndy
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