Zemciugas can you please not bump every map topic you like the look of asking if there are any updates unless your some how directly involved in the development. If there are any updates I'm sure the mapper will post them.Zemciugas wrote:Any updates? Map looks mazing, just maybe add some random house and stuff in the mountains, looks empty, the shore near teh town could get a pier or two, but all looks great.
[Map] Kumzar (2km) [WIP]
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Kumzar (2km) [WIP]
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Update:
Kumzar 0.1 Alpha release - Download link 108mb
Notes:
-Non-playable version. Some gameplay objects are incomplete or missing. This version is just for people to look around the map in-game.
-Light maps not done yet. (No shadows)
-The two islands covered in objects will be removed. Please ignore them for now.
-Textures might not be correct everywhere.
-Farm in the mountains lacks the actual field statics, they will be added later.
-Some caves might not have paths to them yet.
-Vehicles are place holders. Final layout is yet to be decided.
-Factions are placeholders. (I'm aware the are no Taliban in Oman)
-Details not finished in parts of the city & in most caves.
Download the rar file and extract in your /mod/pr/levels/ folder.
The map is setup for Insurgency.
Feedback please!
Please give me feedback on the map. I let this project fall off my radar for a long time now,(blame minecraft) and I would really like to get it finished and playable sooner rather than later.
I'm not looking for feedback on the textures, sky, water, etc. Just need feedback on the actual map part. Is the city layout good? Are the rough roads good? Mountains too hard to climb? Stuff like that. Thanks.
Kumzar 0.1 Alpha release - Download link 108mb
Notes:
-Non-playable version. Some gameplay objects are incomplete or missing. This version is just for people to look around the map in-game.
-Light maps not done yet. (No shadows)
-The two islands covered in objects will be removed. Please ignore them for now.
-Textures might not be correct everywhere.
-Farm in the mountains lacks the actual field statics, they will be added later.
-Some caves might not have paths to them yet.
-Vehicles are place holders. Final layout is yet to be decided.
-Factions are placeholders. (I'm aware the are no Taliban in Oman)
-Details not finished in parts of the city & in most caves.
Download the rar file and extract in your /mod/pr/levels/ folder.
The map is setup for Insurgency.
Feedback please!
Please give me feedback on the map. I let this project fall off my radar for a long time now,(blame minecraft) and I would really like to get it finished and playable sooner rather than later.
I'm not looking for feedback on the textures, sky, water, etc. Just need feedback on the actual map part. Is the city layout good? Are the rough roads good? Mountains too hard to climb? Stuff like that. Thanks.
Last edited by badmojo420 on 2011-01-21 07:50, edited 1 time in total.
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: [Map] Kumzar (2km) [WIP]
I just made some flyover and get into few caves. But overall map is really impressive. Looking forward to see it. :>
Layout seems fine and looks realistically. Will probably check it more deeply later.
Layout seems fine and looks realistically. Will probably check it more deeply later.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Kumzar (2km) [WIP]
Cant load the map, i extracted it into the Battlefield 2\mods\pr\levels folder, but when i start up my pr and try to create local, i dont see it on the list.
EDIT: Solved, see my post below.
EDIT: Solved, see my post below.
Last edited by lucky.BOY on 2011-01-21 15:25, edited 1 time in total.
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Makikou
- Posts: 90
- Joined: 2010-04-11 09:43
Re: [Map] Kumzar (2km) [WIP]
Didnt bother to read this part?lucky.BOY wrote:Cant load the map, i extracted it into the Battlefield 2\mods\pr\levels folder, but when i start up my pr and try to create local, i dont see it on the list.
Help?
"-Non-playable version. Some gameplay objects are incomplete or missing. This version is just for people to look around the map in-game."
which is in red..
Thanks to MaxFragg for sig template.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Kumzar (2km) [WIP]
Which means i should be able to load the map ingame, which i cant, so i am asking for help.Makikou wrote:Didnt bother to read this part?
"-Non-playable version. Some gameplay objects are incomplete or missing. This version is just for people to look around the map in-game."
which is in red..
Didnt bother to read this part?
EDIT: Problem solved, my 7zip just pulled my leg saying he copied it while he did not, solved by extracting elsewhere and copying it in manually, will post feedback later
Last edited by lucky.BOY on 2011-01-21 15:25, edited 3 times in total.
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: [Map] Kumzar (2km) [WIP]
I've got a few crits:
These window cover things are way too orange, and a few of them are out of place:

Out of place ramp on one of the village buildings:


I don't know if this is just some assets for convenience's sake or what, but if not they should be spread out, more stuff around there, etc.


Stuff I really liked:
The whole thing is very true to the overviews of the real thing, props on that
The two village things in the NW quadrant are pretty cool, I was able to get to the far NW caves quite easily on foot.
Excellent attention to detail in the CF main base. I really like all the little briefing room setups and such, adds some good atmosphere
Just in general, some things that need fixing:
You need roads/paths of some kind in the main village. Right now it looks like no one lives there, its just a bunch of empty buildings and stuff sitting there, no sign of human habitation. Having painted paths between houses would be a good start, just something to break up the ground texture a bit from straight rocks
I assume the two random islands are just to put houses and such together? If not, they need to go
I'm sure you know this too, but you need a new texture cover for the caves, they really don't blend right now
Finally, what's with the burning ship? I just found it weird, unless you can make some sort of sensible reason for it I think it should go
All in I think it's going extremely well, keep it up!
These window cover things are way too orange, and a few of them are out of place:

Out of place ramp on one of the village buildings:


I don't know if this is just some assets for convenience's sake or what, but if not they should be spread out, more stuff around there, etc.


Stuff I really liked:
The whole thing is very true to the overviews of the real thing, props on that
The two village things in the NW quadrant are pretty cool, I was able to get to the far NW caves quite easily on foot.
Excellent attention to detail in the CF main base. I really like all the little briefing room setups and such, adds some good atmosphere
Just in general, some things that need fixing:
You need roads/paths of some kind in the main village. Right now it looks like no one lives there, its just a bunch of empty buildings and stuff sitting there, no sign of human habitation. Having painted paths between houses would be a good start, just something to break up the ground texture a bit from straight rocks
I assume the two random islands are just to put houses and such together? If not, they need to go
I'm sure you know this too, but you need a new texture cover for the caves, they really don't blend right now
Finally, what's with the burning ship? I just found it weird, unless you can make some sort of sensible reason for it I think it should go
All in I think it's going extremely well, keep it up!
[R-CON]creepin - "because on the internet 0=1"
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
Yeah, I'm not sure where that object is from, hopefully I can re-skin it to look less orange. But, I did off set a couple of them so you could fire from the window. If that's what you mean by out of place. Maybe I'll change that, it might look a little strange.[R-MOD]BloodBane611 wrote:These window cover things are way too orange, and a few of them are out of place:
Thanks, I'll get that fixed.[R-MOD]BloodBane611 wrote:Out of place ramp on one of the village buildings:
Whoops. Yes that is exactly what they're for. I was copying those objects all around the village, and just forgot to delete those.[R-MOD]BloodBane611 wrote:I don't know if this is just some assets for convenience's sake or what, but if not they should be spread out, more stuff around there, etc.
Good idea with painting the paths through the city. I'm also going to be painting the floors in all the buildings that have none. I just haven't gotten around to the texturing part of mapping yet. Soon tho.[R-MOD]BloodBane611 wrote:Stuff I really liked:
The whole thing is very true to the overviews of the real thing, props on that
The two village things in the NW quadrant are pretty cool, I was able to get to the far NW caves quite easily on foot.
Excellent attention to detail in the CF main base. I really like all the little briefing room setups and such, adds some good atmosphere
Just in general, some things that need fixing:
You need roads/paths of some kind in the main village. Right now it looks like no one lives there, its just a bunch of empty buildings and stuff sitting there, no sign of human habitation. Having painted paths between houses would be a good start, just something to break up the ground texture a bit from straight rocks
Yeah, the two islands are just for mapping purposes. They will be removed shortly.[R-MOD]BloodBane611 wrote:I assume the two random islands are just to put houses and such together? If not, they need to go
I'm sure you know this too, but you need a new texture cover for the caves, they really don't blend right now
Nobody seems to like my burning ship. Oh well, I'll remove the fire. This map has simply been a learning platform for me. So I just wanted to play around with the fire/smoke effects a bit. I think it looks good on its own, but I have to agree it's out of place on the overall map.[R-MOD]BloodBane611 wrote:Finally, what's with the burning ship? I just found it weird, unless you can make some sort of sensible reason for it I think it should go
All in I think it's going extremely well, keep it up!
Thanks for the comments and suggestions.
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WeeD-KilleR
- Posts: 792
- Joined: 2009-11-01 13:32
Re: [Map] Kumzar (2km) [WIP]
ok just a short overview:
there should be more differents in the colors. And you should take an eye and use colors which fit to each other. May you read a little bit about the color circle:
Color wheel - Wikipedia, the free encyclopedia
there is so many grey and all in this dark grey.you should try to bet more various. The ground should be brighter. may ad some kind of desert textures. Because this dark ground textues and then these light buildings and caves dont fit. I saw back on the pages pics of this map in a darker setting. maybe you change it back because that would fit more.
to the roads: the roads should be more visible. when i drove through the mountains i was not able to see the different between road and offroad. Take a look at iron eagle, thats how it should done in your map.
Also you still need a lot of work till your map reach pr quality. I will write more tommorow.
there should be more differents in the colors. And you should take an eye and use colors which fit to each other. May you read a little bit about the color circle:
Color wheel - Wikipedia, the free encyclopedia
there is so many grey and all in this dark grey.you should try to bet more various. The ground should be brighter. may ad some kind of desert textures. Because this dark ground textues and then these light buildings and caves dont fit. I saw back on the pages pics of this map in a darker setting. maybe you change it back because that would fit more.
to the roads: the roads should be more visible. when i drove through the mountains i was not able to see the different between road and offroad. Take a look at iron eagle, thats how it should done in your map.
Also you still need a lot of work till your map reach pr quality. I will write more tommorow.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
I'm going off reference photos that show a lot of grey rock, with a bit of brown. But, the colors are far from final.WeeD-KilleR wrote:there should be more differents in the colors. And you should take an eye and use colors which fit to each other. May you read a little bit about the color circle:
Color wheel - Wikipedia, the free encyclopedia
there is so many grey and all in this dark grey.you should try to bet more various. The ground should be brighter. may ad some kind of desert textures. Because this dark ground textues and then these light buildings and caves dont fit. I saw back on the pages pics of this map in a darker setting. maybe you change it back because that would fit more.
http://img13.imageshack.us/img13/226/14121197.jpg
Thanks for the feedback. But I did say specifically I wasn't looking for feedback on the textures & sky.WeeD-KilleR wrote:to the roads: the roads should be more visible. when i drove through the mountains i was not able to see the different between road and offroad. Take a look at iron eagle, thats how it should done in your map.
Also you still need a lot of work till your map reach pr quality. I will write more tommorow.
I currently have only 2 textures, the cliffs and the rocks on the cliffs. It allows me to continuously edit the mountains and use Bf2tpaint to repaint them, without having the extra hassle of having to re-paint the whole city and roads every time. Because tpaint does the whole map.badmojo420 wrote: I'm not looking for feedback on the textures, sky, water, etc. Just need feedback on the actual map part. Is the city layout good? Are the rough roads good? Mountains too hard to climb? Stuff like that. Thanks.
I just wanted to get this version out and get some feedback on the overall shape of the terrain, and static placement. And if people have any great ideas, it's still very easy for me to majorly edit almost any part of the map.
Last edited by badmojo420 on 2011-01-22 03:40, edited 1 time in total.
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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: [Map] Kumzar
Tora Bora?badmojo420 wrote:Yeah your right the taliban wouldn't be defending osama.
Shovel009
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar
The context you pulled that quote out of is that if Osama had fled Afghanistan to Kumzar, the Taliban wouldn't be the ones defending him. Not that the Taliban would never defend Osama.TheBobJeff wrote:Tora Bora?
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: [Map] Kumzar (2km) [WIP]
hmmmm . . i like it the terrain is amazing but its VERY in acessable . . . like EXTREMLY in acessable . . . . i dont know how you overcame the terrain warping because of the extreme angles at far distants the hills warp and cover up objects . . . i could see this as a good temporary Community event map 
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: [Map] Kumzar (2km) [WIP]
I disagree entirely, I think this map would make a very solid PR map. Perhaps it requires more terrain shaping, in which case you should point out places which you found hard to access so badmojo can work on themRedamare wrote:hmmmm . . i like it the terrain is amazing but its VERY in acessable . . . like EXTREMLY in acessable . . . . i dont know how you overcame the terrain warping because of the extreme angles at far distants the hills warp and cover up objects . . . i could see this as a good temporary Community event map![]()
[R-CON]creepin - "because on the internet 0=1"
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Kumzar (2km) [WIP]
I would say about 90% of the mountains are accessible on foot. You just have to look around and make your own path up them. I tried not to create too many "marked" paths leading directly up the mountains. Rather, I tried to make as many indirect routes up them as possible.
I tried to make it like this in order to put the blufor into the types of situations they're seeing in real life Afghanistan. Where the enemy will fire down at them from the hilltops or from across a valley, pinning them down and requiring them to clear it with mortars, air support, snipers, etc. Keeping most engagements long range, but still keeping enough terrain variation to allow the insurgents to use it to their advantage. Or even hide and ambush.
Hopefully, planning a route of attack will be more complicated than simply moving from cover to cover, while making your way straight towards the enemy. I'm guessing air transport will be a HUGE advantage. But, only if it's used correctly and safely. The long view distance and rough terrain will mean you need a skilled pilot to quickly insert troops into the mountains. Not just to evade enemy small arms fire and AA missiles, but also in choosing a safe and worth while landing zone. Dropping them on the ridge line leaves the infantry extremely exposed to fire. But dropping them deep in the valley means they're being fired down upon, with very little cover available. And they face a slow climb to the caves. And dropping them right on a cave would put the bird at risk.
I tried to make it like this in order to put the blufor into the types of situations they're seeing in real life Afghanistan. Where the enemy will fire down at them from the hilltops or from across a valley, pinning them down and requiring them to clear it with mortars, air support, snipers, etc. Keeping most engagements long range, but still keeping enough terrain variation to allow the insurgents to use it to their advantage. Or even hide and ambush.
Hopefully, planning a route of attack will be more complicated than simply moving from cover to cover, while making your way straight towards the enemy. I'm guessing air transport will be a HUGE advantage. But, only if it's used correctly and safely. The long view distance and rough terrain will mean you need a skilled pilot to quickly insert troops into the mountains. Not just to evade enemy small arms fire and AA missiles, but also in choosing a safe and worth while landing zone. Dropping them on the ridge line leaves the infantry extremely exposed to fire. But dropping them deep in the valley means they're being fired down upon, with very little cover available. And they face a slow climb to the caves. And dropping them right on a cave would put the bird at risk.
Last edited by badmojo420 on 2011-01-23 00:59, edited 5 times in total.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Kumzar (2km) [WIP]
Here is some feedback:
Left half of them is sunk into ground:

I had to jump to get over this slope:


It is great idea to put two houses together, however it has at least one flaw. You need to re-texture this or put there something to conceal it - the windows:


Misaligned statics:


The ground doesnt fit to the ramp here, couldn walk over it:

This only my opinion, but in RL people wouldnt be alowed to get close to this High voltage transformators or what it is. You can put there broken fence or something detructible, but i dont like that open gate there. I spotted 3 entrances leading to high voltage facilities around this building:

For gameplays sake, make this wider that apc can fit in. Talibans will still be able to block it with single mine.

I know you didnt get to textures yet, but i just want to point this out - maybe its a problem with that static - the textures are very repeating, looks odd:

I really dont know what is this, but when i climbed up to the hill above Blu4 main and looked back, I saw this:

In overal i really like this map, i like the vilage, the use of caves is great, maybe one thing to point out concerning caves, but i need pix to explain it, so i will post it next time.
However, the terrain morphing is really bad, i dont know what can be done against it, heard some rumors about some terrain fix to avoid that, im not into mapping...
Left half of them is sunk into ground:

I had to jump to get over this slope:


It is great idea to put two houses together, however it has at least one flaw. You need to re-texture this or put there something to conceal it - the windows:


Misaligned statics:


The ground doesnt fit to the ramp here, couldn walk over it:

This only my opinion, but in RL people wouldnt be alowed to get close to this High voltage transformators or what it is. You can put there broken fence or something detructible, but i dont like that open gate there. I spotted 3 entrances leading to high voltage facilities around this building:

For gameplays sake, make this wider that apc can fit in. Talibans will still be able to block it with single mine.

I know you didnt get to textures yet, but i just want to point this out - maybe its a problem with that static - the textures are very repeating, looks odd:

I really dont know what is this, but when i climbed up to the hill above Blu4 main and looked back, I saw this:

In overal i really like this map, i like the vilage, the use of caves is great, maybe one thing to point out concerning caves, but i need pix to explain it, so i will post it next time.
However, the terrain morphing is really bad, i dont know what can be done against it, heard some rumors about some terrain fix to avoid that, im not into mapping...
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J.F.Leusch69
- Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]
please dont use the old afghan statics, they will be removed from the mod soon.
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pleym
- Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]
Is there a list some where that shows the name of the statics, is it only buildings, misc objects or both?[R-DEV]J.F.Leusch69 wrote:please dont use the old afghan statics, they will be removed from the mod soon.
PR:BF2 Mapper
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lucky.BOY
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