[Map] Taipei [scrapped]

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Griffon2-6
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Joined: 2006-05-26 04:21

Post by Griffon2-6 »

UPDATE

One more screenshot of a nearly completed beach outpost, and when I say nearly completed, I mean, I just completed it at the time of posting.

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There is one Taiwan base almost done, but I can't show it to you until I sort out the road problem. The road always disappears below the terrain, so yeah. Look out for future updates.
BlakeJr
Retired PR Developer
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Joined: 2004-09-12 12:04

Post by BlakeJr »

Ok, third time is the charm they say...
This time I've added the alpha channel and saved it as described on the link Rhino posted in the shoutbox....
The name of the zipfile is the same as the previous 2 but you need to rename the DDS file... I sort of fogot to do that before zipping it... :o ops:

Hope it works this time ;)
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{ pretty sig removed construction on new one has not begun }
... yet ...
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Ok, thanks.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Ok, new pics. Tell me what you think about these heights - too hilly, too flat, too unnatural - feedback please.

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This is one side of the highway
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And here's the other side

Please post feedback!
Ghostrider
Retired PR Developer
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Post by Ghostrider »

I think they have an artificial feel to it..

Maybe just using the palette in some sort of "crazy manner" will give an unpredictable and more natural looking effect...?

Hope it helps.

-Ghost
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

I say you better match the fog color with the sky texture, but that's gonna be a bit hard with the skytexture your using at the moment. Rhino?
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

I know about the fog color, and that is the challenge in making a sunset map, but I have tried my best. That is finetuning, however, I am more concerned about the general aspect of this map. Ghostrider, I agree that it looks artificialy, but I have tried moving the modify brush in a random manner, and that produces Chinese cartoon-like results. More feedback is welcome, everyone.
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

I guess you don't know how to use Terragen, neither do i so your best bet to get good terrain with the editor tools might be to just go randomly over the map changing your brush size and strength and running it over with the smooth tool. you could also do your terrain lightmaps on low to get a better perspective on how you terrain looks with shadows. That's what im doing on my first map anyways.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

That's how I generated these hills, by running over the terrain randomly, and then smoothing it. I will try generating low terrain lightmaps, just to get a jist. Does anyone know how to get a sharp peak on a mountain? That seems to be imposible, but I have seen some maps with sharp peaks, and there is a glitch in my terrain I can't sort out that has a sharp peak.
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

When you see maps with very realistic looking terrain, it's very likeley it's been done with Terragen. You could however do it with editor tools, but that's gonna be very time consuming. Imagine the raise/lower tool is your fingers, and the terrain is a blob of clay that you have to shape like a mountain. I belive getting terrain looking realistic with the editor is very close to impossible, that's why im gonna learn how to use Terragen.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

UPDATE:
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This is the first Highway control point. It belongs to Taiwan at the start of the round, and will be used as the staging base for capturing the Upper Beach.

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This is the same control point, rear view. You can see I decorated the highway a bit...

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Cruising down the highway.


This is the second Highway CP, the tanks are only supposed to spawn AFTER the PLA captures the first Highway CP.

Couldn't find the image, will update today with the image, sorry.

Continue feedback.
duckhunt
Retired PR Developer
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Post by duckhunt »

That highway is gonna get littered with burnt out vehicles, it'l be cool.
Hills look improved aswell, more natural of what I can see. So whats at each end of this here highway then?

Also, im sure you were going to, but with those buildings on the highway, maybe stick some pavement bits, or car park style pull-in things around, its not realistic to plonk a shop down on a bit of grass in the middle of nowhere ;)
Griffon2-6
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Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Those are not shops, those are gas stations. The pumps aren't very clear. I can't find the static for gas prices, but once I find them, I'll add them. Notice there's on on each side of the highway? And the Highway is just an element to the gameplay. It's based on the coastal highway stretching the north and west coasts of Taiwan. There really isn't anything at the end of these highways, as real highways don't end, they just turnpike into other roads. Once the PLA captures both highway CPs, there is a short ramp off to the city. The city is still far from completion, but one CP has been built.

The highway will be a semi-armor battle. I'm torn wether or not to make it a full armor battle. I've made advantages for the infantry, such as scattered woods and grasses, rocks, lane dividers, and the gas stations. There are also sound dividers near the city, so if PLA tanks and APCs can get around those, Taiwan would have a challenge. If I overhaul it into a full armor battle, the city battle may become a n00b fest. But If I do, the highway may be interesting. If anyone has a suggestion, I'd like to hear it.
duckhunt
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Post by duckhunt »

Make some ditches along the side of the highway for the infantry to hide in.

Armour in cities gets blown up very quickly, and especially since .4 is adding light AT, etc Armour is gonna have a hard time vs INfantry. If you want maybe make some city flags inaccesible to vehicles.

lookin guud
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Yeah, good idea, but there may not be an infantry battle in the city if I overhaul the armor. You see, everyone will just go for the tanks, especially after the PLA captures the second highway control point. and that's what I mean by a n00b fest. I've already constructed a Ming Dynasty neighborhood, and there's going to be another control point in a suburban neighborhood, which is a courtyard of backyards. The Ming Dynasty neighborhood is completely enclosed and close-knit. That part will definately be an infantry battle, but beyond that, I'm afraid I can't make the city only accessible by infantry, as that will just be unrealistic. I guess I'll make the city the main part of the battle, and leave the armor battle to Rhino, as an urban setting is, I guess, a bad place for an armor battle.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Hah, found that last pic:

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This is the second Highway control point. Tanks are actually supposed to spawn for Taiwan AFTER the PLA captures the first Highway control point.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Update again: The Taiwanese Mirage 2000.
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Thanks to clivewil from the Allied Intent team for donating this fighter. He knows a lot about aircraft. You guys are going to love this jet. I just have to PRMM-ize it, you know, add an ammo count, up the speed, etc.
Resjah
Posts: 812
Joined: 2005-08-24 02:33

Post by Resjah »

Awesome! :mrgreen:

I can't wait to try out that Mirage, and the sunset feeling on your map looks really nice as well :-D .
duckhunt
Retired PR Developer
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Post by duckhunt »

any chance of a minimap screen?
Griffon2-6
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Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Uhhh sure... thanks for the feedback guys. I'll post the minimap (so far) tomorrow. The city is not complete yet, so excuse that, but elsewhere looks good. Actually, I have a problem with 2/3 of the carrier not showing up, maybe you can help me with that duckhunt.

Oh, and Resjah, I think you'll like the fact that the Mirage has a semi-realistic cannon firing rate. Very good for air to air combat, IMO.

Edit: Minimap

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Last edited by Griffon2-6 on 2006-09-24 13:27, edited 1 time in total.
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