[Map] Kurram (2km) [WIP]

Maps created by PR community members.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

ye and you have backups in your normal pr folder if you need them.

the badwords file iirc is for server admins if they check on the auto admin to have the bad words filter on I think :p
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Righto. Done and done, gonna restart the editor in a mo and check it.

The spelling of some of them is absolutely hilarious :')



EDIT: Nope. Back to square 1 with just PR in the statics folder. Already backed up my map so I'll remake pr_edit at some point today.
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Eeeeeep! Completely redid my pr_edit and it's all good to go! woopah! Progress report soonish
KarateDoug
Posts: 264
Joined: 2007-10-04 06:55

Re: [Map] Kurram (2km) [WIP]

Post by KarateDoug »

looks and sounds sweet.
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

So, I herd U laik screenshots?

A View from the entrance of one of the cave caches out into one of the map's many valleys.Image

Fields that will eventually be full of crops, with Mangrove and Olive farm fields in the distance.
Image


The beginnings of one of the first villages MEC forces will encounter in the map.
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Kurram (2km) [WIP]

Post by Rudd »

when painting your terrain I suggest you play with the colourtilling values, the higher they are the better it looks, but the more you can see the colourtexture is repeated over and over.
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

I spent about an hour messing around with it and laughing at how silly it looks at ludicrously high/low values :P

Do you think I need to adjust any of them?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Kurram (2km) [WIP]

Post by Rudd »

http://i385.photobucket.com/albums/oo29 ... 1280532301

the mud doesnt look so good imo, and the field texture further away looks alot better at higher values
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Mud? Where? On the left side?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Kurram (2km) [WIP]

Post by Rudd »

yes, iirc that colour is a mud or waterbasin.
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

It's *meant* to be a different coloured ploughed field like the one in the foreground, if you'll notice the one off to the right of the river has a similar checkerboard thing, not entirely sure how it comes about
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Kurram (2km) [WIP]

Post by Rudd »

what I like to do is to use brown01 and 02 on all of the fields with a high colourtilling so that it looks good at long range

then I select a solid colour, put it on a low power like 8 then selecting paint, colour, colour. Right clicking whenever I accidentally put too much colour in.

that way you can give green tints, yellow tints etc.
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

I've done that with a few of my goat trails to give them a sort of grassy/dusty feel


Practically tearing my hair out looking for repair stations and the MEC command BTR thingy
Last edited by =]H[= JakCurse on 2010-07-31 00:42, edited 1 time in total.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Kurram (2km) [WIP]

Post by Amok@ndy »

repairstations: vehicle_depot_(factionname)

commandpost: acv_(vehiclename)
Image
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Kurram (2km) [WIP]

Post by AFsoccer »

Congrats on solving your technical problems! I know how frustrating they are and it looks like you did what I usually do... and that is try to solve it for a day or two and then take a break before coming back with a renewed sense of patience.

As for the map development, I would work on blending. Blending colors. Blending textures. Blending overgrowth. Anywhere where two things meet need to feel natural.

But I think you're off to a good start! Keep it up!
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Lol! I do exactly that!

I was on fallujah yesterday and all I could think of was "Man, my undergrowth and overgrowth leave a lot do be desired"
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

With regards to level settings, is there any way I can find the defaults for each team?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

'= wrote:H[= JakCurse;1406010']With regards to level settings, is there any way I can find the defaults for each team?
copy the code out of the init.con of a map with the same setup you want is the simplest way :)

The guidlines topic is the next best bet but it basiclaly tells you to do that but you should read it anyways for other stuff :p
Image
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

I did take a look at a few init.con files, but I wasn't sure what to copy, some of the stuff looks to be terrain height codes and things like that?


Sidenote, I'm planning on renaming it to Kurram Agency, as well
Last edited by =]H[= JakCurse on 2010-08-11 13:31, edited 6 times in total.
Locked

Return to “Community Maps”