[Map] Steel Thunder (4km) [WIP]

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

Re: [Map] Steel Thunder (4km) [WIP]

Post by Amok@ndy »

nice update Hugh :)

can you change your CloseDist on the Overgrowth will look much better on screens :)
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Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Map] Steel Thunder (4km) [WIP]

Post by Adriaan »

Very nice! Reminds me of World in Conflict a bit :)
AFsoccer
Retired PR Developer
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Re: [Map] Steel Thunder (4km) [WIP]

Post by AFsoccer »

HughJass wrote:
"central village"
http://imgur.com/DWKrD.jpg
The shadows under your trees/shrubs look a little too strong. You might want to play with the settings a bit.

Looks good though... nice rolling farmland... this will definitely be a tank dominated map.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Steel Thunder (4km) [WIP]

Post by Rudd »

add the buried deciduous bushes to a separate object layer as per rhino's overgrowth tut, then when you LM the terrain, deselect that layer so that the bushes don't make shadows, the shadows look aweful so they aren't necessary imo.

the rolling landscape is lovely imo.
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Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Steel Thunder (4km) [WIP]

Post by Silly_Savage »

Another great looking map.

I hope you plan on extending some villages/etc. to the north? Would be a shame to see it go to waste (Qinling).

Also, why are the two main bases so close together?
"Jafar, show me a sniper rifle." - Silly_Savage 2013
RaSgO
Posts: 55
Joined: 2010-01-29 18:32

Re: [Map] Steel Thunder (4km) [WIP]

Post by RaSgO »

I'm sorry, but in your description you state that the battle is about crossing a river. I don't see the river. You talk about a waterplant. Where is the water plant?

Nonetheless, it looks great :)
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder (4km) [WIP]

Post by HughJass »

[quote=""'[R-CON"]Amok@ndy;1385489']nice update Hugh :)

can you change your CloseDist on the Overgrowth will look much better on screens :) [/quote]

im experimenting with it all.
[R-CON]Rudd wrote:add the buried deciduous bushes to a separate object layer as per rhino's overgrowth tut, then when you LM the terrain, deselect that layer so that the bushes don't make shadows, the shadows look aweful so they aren't necessary imo.

the rolling landscape is lovely imo.
awesome tip rudd, thanks.

[quote="Silly_Savage""]Another great looking map.

I hope you plan on extending some villages/etc. to the north? Would be a shame to see it go to waste (Qinling).

Also, why are the two main bases so close together?[/quote]

i'm thinking of adding a few more villages but they will all stay relatively the same size.

the bases are actually seperated by a few high rise hills and bodies of water all around 3 kilometers long. plus i'm trying to break away from the conventional "corner base attack" method. i think this new style will be more interesting with a much more dynamic frontline.
RaSgO wrote:I'm sorry, but in your description you state that the battle is about crossing a river. I don't see the river. You talk about a waterplant. Where is the water plant?

Nonetheless, it looks great :)
its an old description, the map has actually been through a few stages. i wish i still had some minimaps from the old versions to show how it progressed. maybe you can find some in the thread still.

thanks for the feedback everyone.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Steel Thunder (4km) [WIP]

Post by Rudd »

the bases are actually seperated by a few high rise hills and bodies of water all around 3 kilometers long. plus i'm trying to break away from the conventional "corner base attack" method. i think this new style will be more interesting with a much more dynamic frontline.
its nice to see someone trying something new :) if it doesnt work I can see it being a 30minute job to fix :)
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Steel Thunder (4km) [WIP]

Post by badmojo420 »

Very nice work Hugh. My only suggestion would be to thicken up some parts of forest. It'll not only look better, but give some refuge for infantry from the vehicles.
Euroma$t3er
Posts: 3
Joined: 2009-05-10 21:01

Re: [Map] Steel Thunder (4km) [WIP]

Post by Euroma$t3er »

i think this map need helis
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder (4km) [WIP]

Post by HughJass »

Euroma$t3er wrote:i think this map need helis
i plan to have nearly everything, except jets, little birds, etc.
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Aquiller
Posts: 884
Joined: 2008-03-25 09:43

Re: [Map] Steel Thunder (4km) [WIP]

Post by Aquiller »

I really like how you made the terrain elevated, not just flat as in most maps. The coasta village also looks quite realistic - wish I live there!

Please HughJassy, make this map happen... :-)
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder (4km) [WIP]

Post by HughJass »

i've been working on optimizing stuff whenever i could get free time. really annoying since i keep getting (what appears to be) random minimap.cp load in crashes. (yes ive seen the threads)

http://imgur.com/oDgiC.jpg

http://imgur.com/RI7CQ.jpg

otherwise i've been working on "ejod city" i had this made for awhile but i finally got to taking screens. its IDF vs MEC (2km)

http://imgur.com/2XKID.jpg

^south of city view

http://imgur.com/Kd1tH.jpg

^highway

http://imgur.com/eOw9n.jpg

^resort

http://imgur.com/WrnET.jpg

^more resort

http://imgur.com/ZtFVe.jpg

^in the city

http://imgur.com/F3IKI.jpg

^more in the city

http://imgur.com/eWJZy.jpg

^village

http://imgur.com/ntkPG.jpg

^more village (the mousqe in the distance is not mec main)
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Map] Steel Thunder (4km) [WIP]

Post by Tim270 »

HughJass wrote:otherwise i've been working on "ejod city" i had this made for awhile but i finally got to taking screens. its IDF vs MEC (2km)
That would be so awesome :)

Your screenshots are looking pretty dam good. (love the minaret :p )
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Rhino
Retired PR Developer
Posts: 47909
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Re: [Map] Steel Thunder (4km) [WIP]

Post by Rhino »

HughJass wrote:http://imgur.com/F3IKI.jpg

^more in the city
You sunk the Muttrah mosque just to have the top of the minaret? Do you have any idea how bad that is?
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Steel Thunder (4km) [WIP]

Post by Maxfragg »

:-D oh, that really awefull
AfterDune
Retired PR Developer
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Re: [Map] Steel Thunder (4km) [WIP]

Post by AfterDune »

Creative though :p .
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Rhino
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Re: [Map] Steel Thunder (4km) [WIP]

Post by Rhino »

[R-DEV]AfterDune wrote:Creative though :p .
Maybe but is a tiny bit of a huge static sticking out of the ground really worth all the unique textures that needs to be loaded, the lot of wasted lightmap space and all the unseen tris that need to be rendered?

I think not...
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AfterDune
Retired PR Developer
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Re: [Map] Steel Thunder (4km) [WIP]

Post by AfterDune »

Can't disagree with you there ;) .
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Steel Thunder (4km) [WIP]

Post by dtacs »

http://i.imgur.com/2XKID.jpg

Now THAT my good man, is a city map.
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