It's really interesting the amount of cover there is for both armor and infantry, so it's an amazing work on terrain there. However I'm still very dubious about the no placement of flags as I truly believe that to be naive thinking. But what the heck, it's your map and I'm sure we can all tolerate a different C'n'C gamemode version on test day.
[Map] Karez Offensive (4km) [WIP]
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: [Map] Karez Offensive (4km) [WIP]
Damnit, I noted everything down but lucky.BOY just had to be faster than me. 
It's really interesting the amount of cover there is for both armor and infantry, so it's an amazing work on terrain there. However I'm still very dubious about the no placement of flags as I truly believe that to be naive thinking. But what the heck, it's your map and I'm sure we can all tolerate a different C'n'C gamemode version on test day.
It's really interesting the amount of cover there is for both armor and infantry, so it's an amazing work on terrain there. However I'm still very dubious about the no placement of flags as I truly believe that to be naive thinking. But what the heck, it's your map and I'm sure we can all tolerate a different C'n'C gamemode version on test day.
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Agemman
- Posts: 383
- Joined: 2007-02-13 12:57
Re: [Map] Karez Offensive (4km) [WIP]
Wicca has already acknowledged probably all of them. He is on it man 
EDIT:
Flags are gonna be lowered into the ground. The bushes that are in the air is in one place and some bug with them actually being outside of the map or something. The bridge is there because there used to be water running under it, but since Wicca doesn't like water he removed it. Don't know about the rocks but I guess they should be fixed. Wicca mentioned the lightning as well.
I am surprised you didn't bring up the fact that all the houses lack lightning inside, they are completely black
EDIT:
Flags are gonna be lowered into the ground. The bushes that are in the air is in one place and some bug with them actually being outside of the map or something. The bridge is there because there used to be water running under it, but since Wicca doesn't like water he removed it. Don't know about the rocks but I guess they should be fixed. Wicca mentioned the lightning as well.
I am surprised you didn't bring up the fact that all the houses lack lightning inside, they are completely black

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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Karez Offensive (4km) [WIP]
The bridge its does not bug me at all, what bugs me is that tearrain bumps on its both ends ans that there are no roads leading to it.
And yeah, lightning is pretty, well, wicked..
And yeah, lightning is pretty, well, wicked..
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karambaitos
- Posts: 3788
- Joined: 2008-08-02 14:14
Re: [Map] Karez Offensive (4km) [WIP]
isnt the flickering of effects through stuff a BF engine problem, since ive seen it in vBF2 and BF2142
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.
40k is deep like that.
40k is deep like that.
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Karez Offensive (4km) [WIP]
Yeah will be interesting without the flags. Like CnC only. Fobs arent so important.lucky.BOY wrote:Hello, ive just messed around and found out few things:
The sun effect is mispositioned, as can be seen in the video. Tested it all around the map:
The sun effect is also somehow flicking through various surfaces:
The flag in MEC main is not sunk porperly:
A magical flying rock:
Some flying bushes on the edge of map, on the western end of river creek:
There is also a very wierdly placed bridge in J 6 kpd8 - video:
Vehicles seem to slide sidewards on slightest slopes, reminds me of Op. Snowstorm. I thought they should stay or roll over...
![]()
I dont like this mix of statics, too wierd:
On a positive note, i really love the view distance and general map layout. Would be interesting to see how it works out without flags
-lucky
I think also i havent set the sound distance for the veichles etc.
Also yeah alot of floating objects. Thanks for the feedback
Also that sun part is sooo hard to get right. I swear. Its like trying to hit a dot with a dot.
But what mix of statics did you mean?
Xact Wicca is The Joker. That is all.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Karez Offensive (4km) [WIP]
Eh, sorry, wrong photo - xfire has fooled me.

I meant this statics, its in NOR main, its just my opinion really, but it looks wierd, those concrete bunkers aside some old ex-soviet concrete wall aside HESCO...

I meant this statics, its in NOR main, its just my opinion really, but it looks wierd, those concrete bunkers aside some old ex-soviet concrete wall aside HESCO...
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Karez Offensive (4km) [WIP]
Yeah i guess your right ill remove em boooy 
Xact Wicca is The Joker. That is all.
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: [Map] Karez Offensive (4km) [WIP]
Lighting > Set Sun Direction > Set Sunflare Direction To Camera - Viola!Wicca wrote:
Also that sun part is sooo hard to get right. I swear. Its like trying to hit a dot with a dot.
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VapoMan
- Retired PR Developer
- Posts: 1139
- Joined: 2009-05-29 07:11
Re: [Map] Karez Offensive (4km) [WIP]
To get it even more accurate, first go to: Render > Hud > Toggle Draw Reference Cross'[R-CON wrote:ChiefRyza;1583997']Lighting > Set Sun Direction > Set Sunflare Direction To Camera - Viola!
It will put a cross on the screen so you can line up the sun with the sunflare perfectly.
"Eight glorious sides and eight stunning angles!"
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Karez Offensive (4km) [WIP]
thats why i dont give anymore feedback to you wicca ... its pointless you dont take advices and you dont learn even if you get shown a lot of times ...

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sparks50
- Posts: 1128
- Joined: 2008-07-16 21:30
Re: [Map] Karez Offensive (4km) [WIP]
I love this map, massive, good view distance, but still plenty of terrain for infantry to hide behind. Great for 100+ battles.
Also: bouncing dead or wounded bodies. Hilarious, but I wonder what is causing it. Our squadleader became mighty hard to revive when hes body flew over the land like a oversized grasshopper on speed.
Also: bouncing dead or wounded bodies. Hilarious, but I wonder what is causing it. Our squadleader became mighty hard to revive when hes body flew over the land like a oversized grasshopper on speed.
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Mora
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: [Map] Karez Offensive (4km) [WIP]
The main bases are too small if you ask me. There are only 2 helipads and 4 hueys. Could do with some room. Also possibly put a supply crate near the helipads so that people who spawned in can get their kits and dont need to walk all the way back to the vehicle depot.
Other than that it could do with some flags and vegetation but you already knew that.
Other than that it could do with some flags and vegetation but you already knew that.
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Karez Offensive (4km) [WIP]
Vegetation yes. Personally i hate flags. But thats just me
Ill see if i can put some down.
Xact Wicca is The Joker. That is all.
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Doc.Pock
- Posts: 2899
- Joined: 2010-08-23 14:53
Re: [Map] Karez Offensive (4km) [WIP]
just do 2 diffrent versions of the map? one with flags... otherwise nice
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: [Map] Karez Offensive (4km) [WIP]
Yeah, mainbases need a revision. More helipads (and not glued to eachother preferrably), repair station should be marked on the map and closer to the spawn point.
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Karez Offensive (4km) [WIP]
Turn Helipads upside down
Replace rocks v2
Sand Ripple Textures
Replace rocks v2
Sand Ripple Textures
'[R-DEV wrote:Rudd']http://www.bfeditor.org/forums/index.ph ... opic=10002
go to editor folder, open objectlight.con replace everything in that with this
rerun BF2_tpaint, your terrain changes need to be consistent with your terrain changesCode: Select all
rem ******** Lightmap Generation Settings ******** if v_arg1 == BF2Editor LightMapGeneration.init LightMapGeneration.GILightsBaseDir 0/0.33/-0.66 LightMapGeneration.GILightsIntensity 0.33 LightMapGeneration.GILightsShadowIntensity 1 LightMapGeneration.GILightsFov 45 LightMapGeneration.UseGITopLight 1 LightMapGeneration.GITopLightIntensity 0.1 LightMapGeneration.GILightsViewDistance 10 LightMapGeneration.skyWhite 0.3 LightMapGeneration.numberOfGILights 8 LightMapGeneration.sunLightShadowIntensity 1 LightMapGeneration.sunLightFov 2 LightMapGeneration.sunLightIntensity 1 endIf
http://img707.imageshack.us/img707/7796/wiccastuff.jpg
play with these settings, the general settings let you set the low detail texture settings which lets you make it look alot nicer
Xact Wicca is The Joker. That is all.
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Karez Offensive (4km) [WIP]
Moved both mains.
Changed the Objecligmaps.con
Changed the Objecligmaps.con
Xact Wicca is The Joker. That is all.
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AK47 WARRIOR
- Posts: 456
- Joined: 2011-07-27 16:08
Re: [Map] Karez Offensive (4km) [WIP]
Wicca when will you release the map it' taking to long ?
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Karez Offensive (4km) [WIP]
Ill get it ready as soon as possible mate 
Xact Wicca is The Joker. That is all.













