[Map] Mustaj (4km) [WIP]

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

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

Post by Amok@ndy »

if you had unchecked [x] Mirror ColorTexture
your colourbig would look much better
even though i guess you are familar with photoshop ;)
if i were you i would take those hillcolors and get your valley colors from the texture files from /your level/colormaps/ and photoshop them together in the colourbig.tga and then split them

the detailbig looks fine to me there is enough variety

cheers @ndy
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Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

I made a non-mirrored colorbig before i left work and it looked better.

I understand what you are saying about making a new colorbig from the hills of new color big and the valley painting of the previous.

When I go into the existing colormap folder it is cut into a lot of .dds files.

Is there somewhere that should have a stitched version already together so I can use it to blend, or do I have to make one using Rhinos psd for re-piecing the dds files?
Amok@ndy
Retired PR Developer
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Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

u need to use Rhinos .psd and re-piece them together ;)
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Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

i surrender, i cant find the link to rhinos psd.. i saw it the other day and seem to miss placed it.
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

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

Post by SnipeHunt »

I was thinking it, then I read your OP.... Now I will always remember this map as mustache.
Thanks for the lol.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

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

Post by Amok@ndy »

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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

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

Post by dtacs »

Tomking wrote:I'd like to convert my 2km Mustaj into a 4km map.
What is your reasoning behind this change?
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

@dtacs
Recently on the TacticalGamer Server I played several rounds with my buds in the TG189th. It was typical PR gameplay.. When we were on the Blufor side, we had a tendency to roll the insurgent forces right over and win. And when we were on the Insurgent Side we pretty much got obliterated. It is frustrating because as OpFor, on most 2km maps, the range of defendable positions is lacking and insurgents get shelled into oblivion from a distance. I love Insurgency gameplay and want to make a map that I think has more strengths than weaknesses. That is sort of my challenge to myself. I think 4km would be a game changer for both sides and very enjoyable.

However, Making a 4km Insurgency Map is something that may or may not work or be enjoyable. I've never played on one. Nor do I know of any that are currently or previously in rotation.

I know its a big task. And I'm still learning to editor. Despite if it takes months and months, I feel that learning how to efficiently create grander scale maps would be in my best interests. Frustrations aside, I have really enjoyed creating what I have thusfar accomplished.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

Also.

If anyone can help me with my heightmap problem.

I completely stumped.

When I add a new heightmap into my level folder and replace the old..

Nothing changes upon load.

details here
https://www.realitymod.com/forum/f388-p ... heory.html
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

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

Post by dtacs »

You seem to be very talented at making maps especiallly from what we've seen so far. I wouldn't change this to 4km when you could easily make another one in due time.

I can understand your frustration with getting dominated whilst on Insurgents, however that is mainly due to either asset overload or stupidly placed caches. My suggestion is that you keep it 2km, and then release the cache locations to the public to give feedback so we don't see any more that are blatantly in open spots, or worse in freshly crashed Blackhawk wrecks...

As for cover, see Lashkar. Taliban have ample positions to hide, which is best done through the drainage ditches on the roadsides, and the chest-high flower fields. I've had a whole squad lie down in them with an APC rolling past - with thermals - and not noticing us.

There are some 4km Insurgency maps in development, of course depending on your work speed yours might be the first, but 2km is an ideal size because it gives decent re-playability whilst not being annoyingly spread out.
Amok@ndy
Retired PR Developer
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Re: [Map] Mustaj (2km) [WIP]

Post by Amok@ndy »

dtacs wrote:There are some 4km Insurgency maps in development, of course depending on your work speed yours might be the first, but 2km is an ideal size because it gives decent re-playability whilst not being annoyingly spread out.
wrong ... there are several 4km Insurgency maps in the community section

dtacs why do you try to force him to do sth he doesnt like to do ?
he is just workin on textures and you tell him that he is fast in development ? its still a long way down to release a map
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dtacs
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Joined: 2008-12-07 23:30

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

Post by dtacs »

Hes done quite a bit of landscaping as well as the farms and stuff around the rivers. For the quality he has so far its pretty good in comparison with alot of other community maps.

Not trying to force him to do something that he doesn't want to do, its just that he already has one bloody good looking map and considering the trouble hes running into trying to convert it to 4km, it might just be worth keeping it at 2km. But I digress.

Good luck converting it.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

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

Post by Tomking »

Updated OP - 4km Conversion has been started.

I'm now comfortable with using bf2tpaint and will continue updating this map.

@ any admin - is there a way to change the thread name to 4km?
Hauteclocque
Retired PR Developer
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Re: [Map] Mustaj (4km) [WIP]

Post by Hauteclocque »

Yep, I've edited the thread title ;)
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VapoMan
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Re: [Map] Mustaj (4km) [WIP]

Post by VapoMan »

Dont forget you can adjust the grad_angle and grad_height in tpaint, I briefly show how to do it in the second part of my tutorial.

Another thing you can do is use tpaint to create a basic texture for your whole map, then open up the colorbig.tga file in photshop to paint more details manually like fields, the riverbed ect (hint: you can use bf2 textures in seperate layers to make it look better than just painting). Then use tsplit to put the texture in the map.

Im pretty sure you know your way around photoshop so you'll be able to work it out. ;)
If not, Ill be making a tutorial on it anyway.

Good luck with all the hassles that 4km maps bring :p
Last edited by VapoMan on 2010-12-28 16:41, edited 1 time in total.

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Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (4km) [WIP]

Post by Tomking »

Hey guys, Been a while.

So I have been toying with some things and need an opinion.

Because a lot of statics are very basic, I feel that perhaps they could be used for things that they aren't.

Point in case I'm trying to find a static vegetation to use as my Alfalfa Crop Terraces.

I was torn between Grass or Rice Clumps.

Here is a sample of the Rice Clumps in use.

What are your thoughts on using this overgrowth static?

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Thanks!!

Also is there somewhere I can learn more about the maximum value of placed overgrowth pieces per map?
I know there is a max on destructible items.
Rudd
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Re: [Map] Mustaj (4km) [WIP]

Post by Rudd »

Also is there somewhere I can learn more about the maximum value of placed overgrowth pieces per map?
Less is always better, iirc Andy's map had 28000, I suspect that was pushing it a bit.

But there is a little problem with your setup there, its a 4k, that means morphing, I'm not entirely sure how it will look ingame with some of hte sudden height changes there

but DO NOT, repeat DOOO NOOOOOT use those big overgrowth rocks, only Kashan uses em and we hate the LODs

but the idea itself of crop terraces is nice, did you use a RL picture as a guide?

edit ah I se the pics on the 1st page, (my connection is aweful today) Looks nice.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Mustaj (4km) [WIP]

Post by lucky.BOY »

Not sure how it would like if the terrain under the Rice Clumps was painted properly, now it looks rather net-ish from above
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (4km) [WIP]

Post by Tomking »

Is there a way to quickly see how many objects have already been placed?
J.F.Leusch69
Retired PR Developer
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Re: [Map] Mustaj (4km) [WIP]

Post by J.F.Leusch69 »

http://i1014.photobucket.com/albums/af2 ... 25/wtf.jpg

bottom center, click on the 'level info' box
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