[Map] Parwān (4km) [WIP]

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ledo1222
Posts: 689
Joined: 2009-03-16 01:39

[Map] Parwān (4km) [WIP]

Post by ledo1222 »

IMPORTANT

Updated OP with better pictures, have resumed mapping this map :D 25/01/2012

Map name is not Final!
I just need a name for now.
Im accepting any map name suggestions

Factions: Canadian Forces/USMC/US army Vs Insurgents

Game Mode: Insurgency, maybe some AASv4
(Since the MEC and Insurgents have the same speech i may be able to fit them on an AAS layer)

Location: Afghanistan (Derp)

Game play: ???? You guys Decide. AKA: Assets.

Editor Pictures

From Left to right.

-The map, Not even close to 40%

-CF Operations base, 60% done
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Shot at 2012-01-25
-The Main City, No name as of now, 30% Done
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Shot at 2012-01-25

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Shot at 2012-01-25

Once again WIP

UPDATE:25/01/2012
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Regards ledo.
Last edited by ledo1222 on 2012-01-26 02:10, edited 10 times in total.
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ledo1222
Posts: 689
Joined: 2009-03-16 01:39

Re: [4km] Parwān [WIP]

Post by ledo1222 »

Reserved for further Information.

Help Sections:

Any Tips on how to Place statics? How to make everything go well together.
Last edited by ledo1222 on 2012-01-26 02:10, edited 4 times in total.
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Amok@ndy
Retired PR Developer
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Re: [Map] Parwān (4km) [WIP]

Post by Amok@ndy »

i would recommend that you use this tool for your groundtextures: https://www.realitymod.com/forum/f189-m ... video.html
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J.F.Leusch69
Retired PR Developer
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Re: [Map] Parwān (4km) [WIP]

Post by J.F.Leusch69 »

just dont be soo lazy and google just your questions, the very basic ones which apply to all bf2 maps are already answered on the bfeditor forums.

a must read for every starter:
Creating A Map For Begginers
Stage 6 - Water
new afghan statics are on the way, the old v1 (found on basrahs village) and v2 (found on korengal) are build yourself kits which will be phased out of the mod, so dont use them.

some additional advice:

putting statics down at the start is a bad idea because most mappers first do the terrain, paint it and than add in the statics etc (like it would be in RL).

also when placing statics, dont place them always on the grid (90 degrees) because it makes the map look and feel unrealistic to me (muttrah did this very well), but its a bit more work.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Map] Parwān (4km) [WIP]

Post by Wakain »

don't worry, map name is original and nice, just keep that line on your second A ;)
Rhino
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Re: [Map] Parwān (4km) [WIP]

Post by Rhino »

[R-DEV]J.F.Leusch69 wrote:putting statics down at the start is a bad idea because most mappers first do the terrain, paint it and than add in the statics etc (like it would be in RL).
Well personally I sculpt the bulk of the terrain, put down statics (modifying the terrain a little more for them), then once all my statics and terrain are pretty much final then I paint the map (using L3DT rather than T-paint to give me the texture base which I then paint on top of by hand). This I find gives the best possible finish with the smallest amount of time making the map but every mapper has there own way of doing things and I may not stick to this method even depending on the type of map I'm making.

Finished Static placement and most of the terrain sculpting: http://img513.imageshack.us/img513/5660/69827807dh4.jpg

Painting in L3DT: http://img521.imageshack.us/img521/1973/test1db9.jpg

Importing L3DT textures into the map: http://img143.imageshack.us/img143/6357/46484881qy7.jpg http://img143.imageshack.us/img143/1828/92751564el9.jpg

Then hand painted on top to get what we have now (wip pic): http://img215.imageshack.us/img215/1549 ... 204dx3.jpg

[R-DEV]J.F.Leusch69 wrote:also when placing statics, dont place them always on the grid (90 degrees) because it makes the map look and feel unrealistic to me (muttrah did this very well), but its a bit more work.
Well really depends on the city itself, most modern cities are built "on a grid" but old cities are not. Personally if your looking for a really realistic looking city, base your city layout on a real city, preferably base your entire map on a real location ;)
Last edited by Rhino on 2011-08-28 11:05, edited 4 times in total.
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Map] Parwān (4km) [WIP]

Post by jax »

Hey Rhino, any tutorials you know of about how to paint in L3DT? I've always awed at how the mountains look so good when i pull up the minimap, almost get distracted and crash when im flying and looking at it :D

Off we fuck.
Rhino
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Re: [Map] Parwān (4km) [WIP]

Post by Rhino »

There was one but its not there any more. Its also something that's pretty complicated and I wouldn't recommend a beginner to look into it until they had got a good understanding of how the BF2 editor and heightmaps work.
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ledo1222
Posts: 689
Joined: 2009-03-16 01:39

Re: [Map] Parwān (4km) [WIP]

Post by ledo1222 »

'[R-DEV wrote:Amok@ndy;1652781']i would recommend that you use this tool for your groundtextures: https://www.realitymod.com/forum/f189-m ... video.html
Wow thank you for that link saved me some time with the textures :D
[R-DEV]J.F.Leusch69 wrote:

new afghan statics are on the way, the old v1 (found on basrahs village) and v2 (found on korengal) are build yourself kits which will be phased out of the mod, so dont use them.
Okay thanks for the replay on the statics and the Water :P
Last edited by ledo1222 on 2011-08-28 18:30, edited 1 time in total.
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ledo1222
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Joined: 2009-03-16 01:39

Re: [Map] Parwān (4km) [WIP]

Post by ledo1222 »

UPDATE!

20% of the city is now complete, still lots to do.

Im also using Destructible Buildings but isent the limit around 200 or something?

Also changed Taliban to Insurgents

Im also going to work on the terrain a little bit far back in the map, making a Mountain village.
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sylent/shooter
Posts: 1963
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Re: [Map] Parwān (4km) [WIP]

Post by sylent/shooter »

300 destructable limit. includes small things so don't go overboard

Killing the enemy sylently
Soldierman
Posts: 18
Joined: 2011-08-30 06:42

Re: [Map] Parwān (4km) [WIP]

Post by Soldierman »

I like the way you did the layout for your village and that forward outpost in the screenshots.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Parwān (4km) [WIP]

Post by lucky.BOY »

Too small screenshots :(
ledo1222
Posts: 689
Joined: 2009-03-16 01:39

Re: [Map] Parwān (4km) [WIP]

Post by ledo1222 »

UPDATE!!!

Yeah i have started work again

"Be Advice you have enemy screen shots in your area"

Can someone also explain on how to post better Screen shots then using the thumbnail thing from my first post.

Pics soon boys.
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dtacs
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Re: [Map] Parwān (4km) [WIP]

Post by dtacs »

Go to ImageShack® - Online Photo and Video Hosting and Ctrl+Click each screenshot to upload.

Select the direct link options, and copy paste them into your post, adding [img] tags around them.
ledo1222
Posts: 689
Joined: 2009-03-16 01:39

Re: [Map] Parwān (4km) [WIP]

Post by ledo1222 »

dtacs wrote:Go to ImageShack? - Online Photo and Video Hosting and Ctrl+Click each screenshot to upload.

Select the direct link options, and copy paste them into your post, adding [img] tags around them.
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-Boys get the duck tape ready..... Umm.....

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ledo1222
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Re: [Map] Parwān (4km) [WIP]

Post by ledo1222 »

UPDATE 25/01/2012

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The terrain is done, and also the texture for the map is complete, Iv also started building small little villages throw out all the dirt roads.

Image

Also is there anyway for more precise Static placement?

More to follow!

Original OP updated.
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AFsoccer
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Re: [Map] Parwān (4km) [WIP]

Post by AFsoccer »

ledo1222 wrote: Also is there anyway for more precise Static placement?
You have several options:

-- At the top, activate "Snap to Terrain Grid"
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-- Use the stamp and align tool (search for tutorial)

-- Hold the SHIFT key while using your arrows to move a static. Your mouse wheel will control how precise it moves (i.e. the speed). Make sure your cursor is on the 3D part of editor and not on a menu when you do this or else the object won't move.
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