[Map] Badghis mountains (2km) [WIP]

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Beav
Posts: 34
Joined: 2012-05-26 17:50

Re: [Map] Badghis mountains (2km) [WIP]

Post by Beav »

Nice work thus far.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

i will be away on the Hove festival for the next week, and when i get back there will be a open betatest of the map hopefully :)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
tmzlifestyle
Posts: 31
Joined: 2009-05-17 20:19

Re: [Map] Badghis mountains (2km) [WIP]

Post by tmzlifestyle »

How can I get this map?
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Badghis mountains (2km) [WIP]

Post by lucky.BOY »

its not released yet, actually the post above you says there will be a playtest soon..
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Badghis mountains (2km) [WIP]

Post by rodrigoma »

im really looking forward to play this map, its one of the best looking and most intresting concept i have seen
very well executed ;)
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Badghis mountains (2km) [WIP]

Post by sylent/shooter »

Zeno if you have not fixed the terrain details being very rigged then I suggest going back over the areas and lowering the intensity of the brushes. I found that in the editor if I changed the intensity (probably not the right word) of the brush really high, say 100%, then it made that error when painting. changing to a lower defined value makes the gradient between the the brush being painted and the already painted textures smoother! :)

Killing the enemy sylently
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-CON]sylent/shooter wrote:Zeno if you have not fixed the terrain details being very rigged then I suggest going back over the areas and lowering the intensity of the brushes. I found that in the editor if I changed the intensity (probably not the right word) of the brush really high, say 100%, then it made that error when painting. changing to a lower defined value makes the gradient between the the brush being painted and the already painted textures smoother! :)
fixed most of it by repainting the black spots with a 1% brush
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

Look out for a PRTA event in the near future :)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

this is the new changes before sundays test session

- FOB now spawns a Kiowa and their vehicle repair station
- Their armor/logi/humvees spawn along the new main road in the west
- Taliban Main has been moved to a cave in the western mountains
- Propper roads have been added
- Garry is swapped with bombcar
- Added supply techie for taliban
- Fixed caches being out in the open
- Reworked the dam area
- Added more "destroyable rocks" along the roads
- Added more caches
- Added more compounds
- Added ladders to bunkercache
- Blocked the eastern valleys so vehicles have to follow the roads to get up
- Removed mortars from FOB
- Added static MGs on FOB
- Added more fields
- Changed the fields hedgerows with ditches and bushes
- Fixed tickets
- Blocked the center cave with rocks that you have to destroy with C4 to enter

New version will be avaliable tomorrow if everything goes smoothly
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

3 bugs..

1st:

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i have set it to change at 300m and it looks perfect in the editor, but when i load the map ingame it looks like shait, this was not a problem in the previous version.

2nd:

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my terrain color/detail texture missalign when i get ingame, fixed it in the editor but when i load it up again its even worse..

3rd:

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my roads shadows are missaligned, this could have something to do with bug nr2
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

Bump!

i really need to fix this before the event on sunday.
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

Got my pc back online with mapping, gonna see if i can pump out some results in the next week or two :)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: [Map] Badghis mountains (2km) [WIP]

Post by 40mmrain »

glad to hear it.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

added a tiny city/village in the centre, also moved the Bluefor main to a VCP in the east and deleted the FOB flag
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Badghis mountains (2km) [WIP]

Post by lucky.BOY »

Pics or it didnt happen
;-)
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Badghis mountains (2km) [WIP]

Post by Pvt.LHeureux »

I think this map would fit really well for the suggested gamemode here :

https://www.realitymod.com/forum/f18-pr ... ntrol.html

On a the CSC layer you would have some hesco compounds, etc.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

that would certainly fit my map perfectly, ill be interested in trying it out if its further implemented in the mod :p
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

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(pixelated image because of low resolution on my laptop... :x )
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Badghis mountains (2km) [WIP]

Post by Arc_Shielder »

1st pic: I honestly think that you should scrap that idea. Such a tiny dense urban area in the countryside doesn't look right.

2nd pic: I like it, as long you make more room.
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