[Map] Operation Hailstorm (4km) [WIP]

Maps created by PR community members.
Post Reply
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rudd »

your terrain is very dark compared to the trees, go to overgrowth mode, then click on render, overgrowthshadowmode, then go to the side bar and select overgrowthshadow, change the value to a lower number than 255 and then paint that on the terrain and your overgrowth will become darker.
Image
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

[R-DEV]Rudd wrote:your terrain is very dark compared to the trees, go to overgrowth mode, then click on render, overgrowthshadowmode, then go to the side bar and select overgrowthshadow, change the value to a lower number than 255 and then paint that on the terrain and your overgrowth will become darker.
I just crapped my pants. :mrgreen:

Image"Eight glorious sides and eight stunning angles!"Image
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

Woahh woooah woooahh woooah!!
Keep that to yourself vapo, desecration on the pr forums is forbidden!!

Oh nice work btw ill have to hop on xfire and have a whirl of it with ya when i get back home mate ;)
Image

"My stomach was making the rumblies, that only hands would satisfy!"
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

TH3_BL4CK wrote:when i get back home
I am, came back just today :D

That shadow map really made a difference rudd. Those trees were really bugging me before.

Image"Eight glorious sides and eight stunning angles!"Image
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Image

New minimap. Edited with photoshop to look more natural.

Image"Eight glorious sides and eight stunning angles!"Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rudd »

New minimap. Edited with photoshop to look more natural.
could we see the unedited one as well? gives a good impression of what your groudntextures are like

FH2 mapping tutorials - Texture system in bf2/bf2editor

you might as well take a look at this now, this is the best groundtexturer tut avaliable imo.

be careful of setting too dark, remember not to stray in to 'we'd use NVGs' land.
your inlet reminds me of a certain Joint Operations map that I used to love :)

long way to go, but I can see some certain things that I can see will have alot of promise
Image
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by =Romagnolo= »

A T-Rex head ?

Image

Lol, nice map !
[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."
GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by GhostDance101 »

Is it just me or dose this island look alot like dinosaurs head?
edit

Someone beat me to it...
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by sharpie »

ninja'd
:D
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

I didnt edit the ground textures, I edited the water. It had that repeating water glare texture and it looked bad so I changed it using my photoshop skills.

And also the trees arnt lit up like its christmas anymore lol.


This is the colorbig file (resized to 1024)
Image

Im probably going to make the swamp less brown, because atm it looks like poo ingame.
The big grey bit is contrete.

Image"Eight glorious sides and eight stunning angles!"Image
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Overgrowth objects number has been lowered considerably.

The map still needs a lot of work, but the overgrowth has mostly been finished.

Ive updated the download for the map so people can test it out. Remember, it is a work in progress and that this is only a test version, mainly for performance testing on machines other than my own.

Download operation_hailstorm10thSep.rar
Installation instuctions are on the first post.

Enjoy :D

Image"Eight glorious sides and eight stunning angles!"Image
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Tomking »

first and foremost. Mucho respect for creating more content for PR!

I went ahead and did a fly around in the LB -link posted-
[XFIRE]http://www.xfire.com/video/35fef7/[/XFIRE]


I have all graphics set to 100% Anti Alias x8 everything HIGH.

Check out my system specs here.
Manufacturer: CyberPowerPC
Processor: Intel(R) Core(TM)2 Quad CPU Q9550 @ 2.83GHz (4 CPUs), ~2.8GHz
Memory: 8190MB RAM
Hard Drive: 750 GB
Video Card: NVIDIA GeForce GTX 260
Monitor: Samsung SyncMaster 206BW
Sound Card: Headset Earphone (2- Plantronics USB Headset)
Speakers/Headphones:
Keyboard: USB Root Hub
Mouse: Razer
Mouse Surface:
Operating System: Windows Vista? Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.100608-045 8)
Motherboard: Asus
Computer Case: CyberPowerPC



THOUGHTS::

I got the the shoreline from the carrier pretty quick. Seemed a bit too short of a trip.

I assume the Main Island Bases have yet to be developed and won't comment on lack of assets.

The forest. While vast seems a bit predictable and repeated. Vary the trees and densitys across more areas and perhaps lower the density of the vegtation the higher the altitude on the map.

I like the overgrowth grass in the water. It is very nice.

More villages I assume are underway.

Jungle maps just scream tunnels! Be great to add some.

Also there are a lot of great fishing village statics that could be spread around the coast.

Keep up the good work!!
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

I dont think vapoman will put in tunnels because jungle maps scream tunnels or just because it would be 3p1c!!

VapoMan wrote:Overgrowth objects number has been lowered considerably.

The map still needs a lot of work, but the overgrowth has mostly been finished.

Ive updated the download for the map so people can test it out. Remember, it is a work in progress and that this is only a test version, mainly for performance testing on machines other than my own.
Just something you should read before you start suggesting l33t tunnels and other 1ns4n3 suggestions.
Read what Vapoman wants and tell him the maps performance on your system so he knows what he can change instead of adding stuff that will decrease performance...
/end rant -.-
Image

"My stomach was making the rumblies, that only hands would satisfy!"
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Amok@ndy »

VapoMan wrote:I didnt edit the ground textures, I edited the water. It had that repeating water glare texture and it looked bad so I changed it using my photoshop skills.
the water is also affected by FarTopTilingHi set is to sth under 16 and your water will look much better from the air
Image
Pantyfas
Posts: 50
Joined: 2009-10-18 19:52

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Pantyfas »

For performance, the map was running great (even thought I was running in Medium/Costumed settings with which I play all my rounds).
As for the map itself, I advise u to check the roads and to remove the trees (found many blocking the way, you can leave the downed trees as it gives a more scenery view).
As for the USMC Carrier, move it a little bit to the west, on the spawn map I completely missed it because of the "close" button and only found the carrier when I was riding the boat around the island.

When I have more time, I'll check some gameplay issues there might be, as I only flew around, sailed on the boat around and drove the humvees.

For jungle scenery, it is looking great so far.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Snazz »

The Essex is in a bad position for the spawn screen.

Image

I recommend replacing the flower vegetation, it looks out of place and is low quality.

Image

Perhaps add some thick jungle areas and more terrain variation for infantry to cover in.
Last edited by Snazz on 2010-09-12 19:08, edited 1 time in total.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Psyrus »

Snazz wrote:The Essex is in a bad position for the spawn screen.

I recommend replacing the flower vegetation, it looks out of place and is low quality.

Perhaps add some thick jungle areas and more terrain variation for infantry to cover in.
Agreed about the essex, although I think just turning it 180 degrees to face west to east rather than east to west would put the spawn dot in an acceptable area.

On the flowers... to be honest I quite liked them, although I think they shouldn't be as prevalent all over the island as they are now, and perhaps be localized to some areas that it might make 'pretty', but that's just a personal thing.

I sort of agree with the jungle density as I know it's been quite heavily reduced for performance reasons... which is fair enough. I don't particularly like the prospect of overly bumpy terrain, but I suppose if done tastefully it could help... like those terrain trenches on barracuda (around B6).

One thing I will say, is that I am currently campaigning for a minimum of 250m draw distance [with a preference on 300m personally] on the undergrowth, with the fadescale reduced, and large density increased (i used 0.6). I found it to be much more immersive, as when I zoomed in on that theoretical soldier on the hill in front of me, I wasn't looking at a barren green protrusion, but rather a turf laden hill.

Will post screenies when I can be bothered... I'm currently too engaged in driving around in undergrowthmic splendor.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Undergrowth is a decorative tool, it is never supposed to be used in the same way as overgrowth at long distance. Low GFX users will have an incredibly large advantage over high GFX users because it will render at much shorter distances.

Also, I suggest trying to do your terrain coloring in T-paint and by hand. It will look really, really strange in comparison with every other map (no map has ever used a image-based colormap for the final version.) Eventually you'll need to do detail work and you'll have a hell of a hard time painting accurately in Photoshop. I like how you've done the shallow areas around the island though, looks very natural!


Current project: Operation Tempest
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Its great that the perfomance is good so far for everyone that has tested the new version.

I am already fixing all the things you guys have mentioned. All of them are pretty obvious haha.

The current flags are NOT where they will be in the final version, did mention that its a TEST version.

The roads are going to be cleared and there are going to be villages, did mention that before :P

The carrier is going to be moved or rotated.

The flower undergrowth was something I only recently put in for some variation, I was going to remove it anyway so I can use more undergrowth slots (because it stuffs up if I have too many types) for others things like beaches.
The viewdistance used to be 400m, I even increased it to 500m. Eventually bf2 started coming up with errors so for now Im going to keep it at 100. Even if I could increase it there may be no point because if you have your graphics on low , the viewdistance is halved.

The colour map is going to be edited again as several people and myself have all said it looks very strange, with an alien green and a poo brown.
I have used tpaint in the past but I find using photoshop easier to work with for this environment.


So while im working, here are some screenshots of the PLA main base so far...

Image

Image

Image

Its located on the southern island, and I would like some suggestions for it.


EDIT: Forgot to mention that there will NOT be jets.
Last edited by VapoMan on 2010-09-13 07:32, edited 1 time in total.

Image"Eight glorious sides and eight stunning angles!"Image
Post Reply

Return to “Community Maps”