[Map] Cold Response (4km) [WIP]

Maps created by PR community members.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Cold Response (4km) [WIP]

Post by ChiefRyza »

Yeah I say replace it with a cargo ship, no Carrier would ever come that close to shore. Maybe wait for CodeRedFox's big, enterable one?


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

Re: [Map] Cold Response (4km) [WIP]

Post by Amok@ndy »

not even a cargo ship would be able to to so close to the shore cause its too deep in the water
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Rudd
Retired PR Developer
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Re: [Map] Cold Response (4km) [WIP]

Post by Rudd »

Zeno wrote:Image

Sir we seem to have run into something :lol:
I'm gonna assume you've put that up as a joke :)

hope so anyway
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Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: [Map] Cold Response (4km) [WIP]

Post by Hitman.2.5 »

This is inspiring me to make a do_Xmas map now :) , how to make map :P
Derpist
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Cold Response (4km) [WIP]

Post by Zeno »

im thinking about sinking it at this location where the Russian Cruiser "Murmansk" is in real life:

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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
VapoMan
Retired PR Developer
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Re: [Map] Cold Response (4km) [WIP]

Post by VapoMan »

Zeno wrote:im thinking about sinking it at this location where the Russian Cruiser "Murmansk" is in real life:

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OMG buts so unreastic bla bla bla... :roll:

I reakon its a good idea, it makes the map stand out, and there could be some really interersting battles there. As I suggested before, if you use the iron gator static (from special forces) it will make much more interesting, but a proper rusty ship wreck would look better.

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

Re: [Map] Cold Response (4km) [WIP]

Post by TH3_BL4CK »

VapoMan wrote:OMG buts so unreastic bla bla bla... :roll:
.
+10 roflcopter crashes

Btw nice map mate very good looking :) ))
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"My stomach was making the rumblies, that only hands would satisfy!"
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Cold Response (4km) [WIP]

Post by Zeno »

where can i get the iron gator static then? :-P
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Cold Response (4km) [WIP]

Post by Rudd »

don't do it zeno, its in teh xpack folder, but don't do it...seriously.
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Amok@ndy
Retired PR Developer
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Re: [Map] Cold Response (4km) [WIP]

Post by Amok@ndy »

having a half sunken carrier on the map makes it vanilla stylish
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Cold Response (4km) [WIP]

Post by Zeno »

HEY! the only thing the village im making my map around is know for is the Russian cruiser: "Murmansk"

you can see it here:

70.636024, 21.956681

70.636024, 21.956681 - Google Maps

since i dont got any other military ship i need to use either the carrier or the cargoshit :roll:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Cold Response (4km) [WIP]

Post by Amok@ndy »

or just leave it out cuz it will look silly
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TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Cold Response (4km) [WIP]

Post by TH3_BL4CK »

Or just let him do it and judge it when its done...
:mad:
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"My stomach was making the rumblies, that only hands would satisfy!"
motherdear
Retired PR Developer
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Re: [Map] Cold Response (4km) [WIP]

Post by motherdear »

TH3_BL4CK wrote:Or just let him do it and judge it when its done...
:mad:
Do you have any idea what kind of performance drain this brings on the map in comparison to it not being there ?

it won't ever get used to play on either.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: [Map] Cold Response (4km) [WIP]

Post by H.sta »

look this was just something funny me and Zeno did while on skype :D , if there is going to be a ship there it will be a tanker.

and who says its not going to be played on? it is a good spot to put down a FOB with the norwegian CB90s and creating a TOW and AA base near a flag but still inaccesible by foot. it might be a fun gameplay element
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Cold Response (4km) [WIP]

Post by TH3_BL4CK »

[R-DEV]motherdear wrote:Do you have any idea what kind of performance drain this brings on the map in comparison to it not being there ?

it won't ever get used to play on either.
Thats a bit silly to say since I don't Zeno said anywhere that it wasn't going to be played on...
Even with you talking about 'Performance Drains' have you even thought about other maps where there are ships/boats in oceans or docked that never get played on.

All i'm basically saying is let Zeno work his magic instead of communizing him into the design of his map...
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"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] Cold Response (4km) [WIP]

Post by Amok@ndy »

its hard enough to build a fob on a hillslope ... you wont be able to build it on a rotated carrier that will also look silly
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Rhino
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Re: [Map] Cold Response (4km) [WIP]

Post by Rhino »

TH3_BL4CK wrote:Thats a bit silly to say since I don't Zeno said anywhere that it wasn't going to be played on...
Even with you talking about 'Performance Drains' have you even thought about other maps where there are ships/boats in oceans or docked that never get played on.
You have to weigh up the pros and cons for putting a static in the map performance wise.

The USS Essex has a load of unique textures that are used on it (and the cargo ship as well uses them) and to put it there because it looks cool is pretty crappy performance wise, its quite a big hog and its not worth it.... You could put the fishing boat there or if you really want to, make a new ship model based off the one that's that if your really going to go for realism, since its a wreck model that wont really come into play it dosen't need to be that detailed and nor dose it need any new textures, can use normal textures from normal pallets. There's a bunch of good rusty metal textures to pick from.

TH3_BL4CK wrote:All i'm basically saying is let Zeno work his magic instead of communizing him into the design of his map...
If he wants his map to be used in PR he should listen to us, epically when it comes to performance issues and things that look ****/unrealistic which this ticks both thous boxes.
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Cold Response (4km) [WIP]

Post by sylent/shooter »

I just want to point out, the Murmansk is being scrapped as we speak and will be completely by "2011"

Killing the enemy sylently
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Cold Response (4km) [WIP]

Post by Zeno »

[R-DEV]Rhino wrote:You have to weigh up the pros and cons for putting a static in the map performance wise.

The USS Essex has a load of unique textures that are used on it (and the cargo ship as well uses them) and to put it there because it looks cool is pretty crappy performance wise, its quite a big hog and its not worth it.... You could put the fishing boat there or if you really want to, make a new ship model based off the one that's that if your really going to go for realism, since its a wreck model that wont really come into play it dosen't need to be that detailed and nor dose it need any new textures, can use normal textures from normal pallets. There's a bunch of good rusty metal textures to pick from.




If he wants his map to be used in PR he should listen to us, epically when it comes to performance issues and things that look ****/unrealistic which this ticks both thous boxes.
do you realy think i would put it in? i need a rusty ship or im going to use the cargoship. the essex was just something me and h.sta was fooling around with. i have allready the cargoship with lots of containers floating around it.

(ps. DONT go and say this is unrealistic bla.bla.bla:

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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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