[Map] Barentz Offensive (2km) [Released]

Maps created by PR community members.
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by dunem666 »

Happy to report them if need be, I didnt bother with the ones like the walls because its easilly ignored and donsnt have effect on gameplay in anyway, the rest of map is awesome and didnt really think that a couple of odd/missing wall posts was a consructive critisism nor classed as a bug.

It doesnt bug me or anyone else playing so why point it out ;)
dunem
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AFsoccer
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Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by AFsoccer »

Why are we having a "battle of the snow maps"? There's room enough for both and I like that we're continually trying to make a more realistic snow environment (given the constraints within BF2) instead of just giving up on the concept. So let's try to be a bit more constructive and receptive when it comes to feedback. :)

As for the logs burning, I thought it could be to create charcoal or something. As long as it's not completely unrealistic, I think being creative with the limited number of statics we have is a good thing. :)
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by dunem666 »

just finished all vegetation and ambient s finally!
dunem
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AfterDune
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Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by AfterDune »

Nice! Keep the flow goin' ;) .
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Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by Web_cole »

[R-COM]HangMan wrote:I think this map should aim higher than just an event ;)
Agreed on that, this is looking v promising :D
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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by WeeD-KilleR »

nice stuff you made but i have some question about the map:
  • Will the factions use snow cammo?
  • Can u hear ur movements in the snow?
  • What assets will be used and do they own the snow cammo?
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by dtacs »

The factions will use snow camo in some respect from the video Dunem had.

Realistically the vehicles shouldn't have white/paint cover because the snow would slide off as the vehicle moved, and the Russians don't have it IRL from what I've seen.
Rhino
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Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by Rhino »

Right some quick points from my testing, not including the points I gave to you over xfire last night.

Map needs loading overview map for each layer and could also do with some new loading images, epically the last one.

What's up with your water colour? almost looks like there's been an oil spill its so dark?

Right the first thing I noticed when I loaded into the map was the really odd ambient sound... it sounded like there was a guy breathing in my ear or something, with a wheeze cough at the same time, very odd.... get some new ambient sounds please :p

Next was your snow effect, its really, really odd. I can't show it in a screenshot but your snow flakes are not falling from the sky, instead they magically crated right in front of your face, then dance up, down and around and after a bit of dancing, vanish away... Snow flakes generally fall downwards from the sky due to gravity and if there is a wind might come down at an angle, but only with a very strong, odd gust are you going to see them going up, which for your effect is happening all the time, everywhere on the map? This is not to mention your snow flakes are huge and some are black like its raining ash... Really needs fixing...

no snow on the deck of your cargo ship.. Even ships get snow on them. Also there seemed to be some issues with your supply crate falling off the surface you put it on onto the lower deck...

Snow using mud materials... If you use sand mats and change your effects colour to white it will look like snow and sound a bit like it too, although not much..

textures are really bad and unrealistic, like I said, dont bother changing them... Also the air filters are only for the desert, snow isn't going to get into the engine and clog it up :p

your "smoke/fog" looks kinda odd...

snow flakes suddenly appear out of no where.. you should not have them triggered by players presence, you should have them as a static effect, like the water fall effect... would be odd too if only when you got within 10m of a water fall it suddenly started flowing... same thing happens here..

There is a very good reason why we dont use these wave effects, they are rubbish and where just a quick test, in fact I'm not sure what they are still doing in the mod...

dont use overgrowth rocks, as per the "statics you shouldn't use" topic..

snow only under the chopper...

you really need to save your textures with mipmaps, not only for performance reasons but also because without it, textures look like **** at a distance. Mainly talking about your roof texture here on the dest houses.

First static I come across I find floating... you really need to place your statics after modifying the terrain and not the other way around. buildings down the street also have the same issue..

It would have been better to leave a bit of a gap between the buildings, rather than having a tiny gap and clipping roofs and gutters etc. also the different wood textures dont match...

Wall missing end bits..

Tree lighting needs work..

your fire isn't really in the fire place, flames going though the top of it and the smoke isn't really coming out the chimney, more going though the roof. Find a smokeless fire effect and add the smoke separately to the top of the chimney, and add some wood in there or something to burn. Or you might just want to remove the fire complete since it damages players running next to it on the outside side of the wall so really needs its supply object removing if you are going to have it.

this road could do with some snow/ice on it, although isn't easy to do and keep it looking good I know but one thing that might work is if you make a new road template, that's just like snow/ice in little sprinkles here and there and put that over the top of the other road, with a much higher priority and that would kinda work, although may be a little repetitive but you could get around that might making multiple bits here and there.

two walls have a big texture seem between them... also could do with a bit of snow on them.

glow effects never look very realistic.

the snow is now kinda above me..

undergrowth in the road..

nice texture, but no snow/ice, also quite pixely.

building has no snow textures.

very pixelated colourmaps, doesn't look good from the ground and certainly doesn't look good from the air.

your waterplanes could do with lightmapping, no water texture on them at the mo and youre waterfalls, although look cool with loads of rocks piled up like this, is really bad for performance and going to be a total b*tch to lightmap.

nice rapid effects in the sky :p

zfighting issues here, dont clip terrain though statics, not good unless you do it with a big drop.

nice how the wood was sawn off just at the right angle like that :p

you seriously want players to jump up a bunch of crates, loosing all there stamina to climb a ladder?

you shouldn't use this helipad static for obvious reasons..

terrain clipping though the building...

sandbag needs aligning.

Where's the radar? Didn't see any when walking around this "Radar Station"?

tree in the middle of the road, + bush.

ehhh, I can understand the purpose of a dirt road on a snow map, where a shit load of vehicles have been driving over snow to churn up all the snow and mud up underneath to turn it into slush etc, but ummm, why then put a snow road texture on top of the mud?

missing road texture?

bad seam.

you might want to smooth your beach up a little more.

you could do with a better pebble colour texture? Brown doesn't really work too well...

these buildings could do with a snow texture, espically comparing them side by side with ones that do.

office building is floating, can't walk though the door without jumping.

zfight issues, shouldn't really have the snow coming in tbh, at least not this far and have it have a sudden drop off to avoid zfighting.

Arabic? might want to fix that :p

nice "yellow" rocks you got there :p

No DoD at russian main..

this bike isn't coded yet and has issues, and really, a snow texture for it?

main is really close to the edge of the map... try and keep them far away as possible from the edge when making new maps..

do I need to say how bad these textures look?

have you tried to do digi camo or something here? doesn't look at all good.. also the track is still using desert textures, the one thing that needs to be changed :p

nice tree.

could use a little more verity in the colour of the cars? Also do you have enough there?

nice tree, reminds me of this huge xmas tree someone cut up into 3 parts years ago and put the bottom part in the living room, the middle part in the bedroom and the top part on the roof, which looked like **** btw :p

What's with the red blobs on the map? which btw I understand the ones for the CSBs, but the others? I dont see a point or why they should even be there? looks **** :p



Anyways you have a lot of work to do dunem, get to it :p



EDIT: Pics removed as per request.
Last edited by Rhino on 2010-12-05 01:49, edited 2 times in total.
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by dunem666 »

Crits are good and so are screenies as there were a couple that i was un aware, but as ive said before. in compared to pr maps in general, there are way worse bugs.

best wait for people to see final on event, and decide then. until now, please can the screenshots be removed. Text is fine.

many thanks
dunem
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Rhino
Retired PR Developer
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Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by Rhino »

dunem666 wrote:until now, i was un-aware you had this map, as this was only a test version for me and my ukwf guys to have some fun on.
'xfire chat log' wrote:[19:44] UKWF dun3m: i have a slightly older test map version running on test server
[19:45] UKWF dun3m: if u want link to take a look
[19:45] UKWF dun3m: *link removed*
Do you sleep chat often? :p
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by dunem666 »

lol not really, not while im finishing this shizzle :o

i just hope it pays off nicely, people looking forward to it.
dunem
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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by Element-X_IV »

This is looking pretty good, but yeah the textures aren't the best.
Still, your effort still proves alot.

Good luck, hope to attend this event as I've missed last year's Snow map event :P
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Invisible map edge forcefield Barentz Invasion

Post by Bluedrake42 »

Right above the cargo Cap point there's some invisible forcefield that kills whatever runs into it... blew up my chopper. You should see a white line on the ground in the water that outlines the edge of the map. If you fly past it (above it) you die
VapoMan
Retired PR Developer
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Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by VapoMan »

There seems to be a problem with the combat zone, if you fly out of the combat zone to the north of the map, after a few seconds the chopper will be damaged and lose control. Aparently its like hitting an invisable wall.

Other than that the map is great, would like to see this as a proper PR map.

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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by samogon100500 »

Great map,but am confused on sides.
Why militia?Would be better to make Rus Forces (Cuz it's Russian region) with light vehicles,like MTLB or BTRs(with KPVT).
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BroCop
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Joined: 2008-03-08 12:28

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by BroCop »

I believe it had to do with Snowlight since theres Russians on that map
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Marko
Posts: 117
Joined: 2008-09-26 21:11

Re: [Map] Barentz Offensive - 2KM w/snow (Event Preview)

Post by Marko »

I have some major fps drop in some areas of the map, in some places my fps drop to 1.
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Barentz Offensive (2km) [RELEASED]

Post by dunem666 »

BUMP!

New woodland version (no snow or lagg) in UK WARFARE MAP PACK WEEKENDS THIS WEEK!
dunem
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Rudd
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Re: [Map] Barentz Offensive (2km) [RELEASED]

Post by Rudd »

any chance on a minimap dunem? I was not fortunate enough to play the snow version.
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BloodBane611
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Re: [Map] Barentz Offensive (2km) [RELEASED]

Post by BloodBane611 »

dunem666 wrote:BUMP!

New woodland version (no snow or lagg) in UK WARFARE MAP PACK WEEKENDS THIS WEEK!
Good to hear, can't wait to play it :D
[R-CON]creepin - "because on the internet 0=1"
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