[Map] Chernobyl (2km) [Concept]

Maps created by PR community members.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Chernobyl (2km) [Concept]

Post by AfterDune »

Pen and paper, definitely. When I have ideas for a map, I draw them out first. It's part of the fun :) .
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

Oh, trust me, I do have a lot of ideas and I will only start editing when I've defined everything that I want to do. If some for some reason it doesn't work (due to performance or anything else) I can always cut it out or modify somehow.

I've been quite busy with a lot of stuff atm, but I will get this started and rolling smoothly in August. Expect a WIP thread by then.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: [Map] Chernobyl (2km) [Concept]

Post by 40mmrain »

looks like an ins map to me, and a good one at that. AAS layouts would be all wonky.
FrostZeroOne
Posts: 132
Joined: 2012-04-05 18:32

Re: [Map] Chernobyl (2km) [Concept]

Post by FrostZeroOne »

wow! looks like you are very into it...hope u wont drop it.
im not a modder or map maker but if u need any help, PM me ! :)
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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [Map] Chernobyl (2km) [Concept]

Post by Rhino »

[R-CON]sylent/shooter wrote:I find the best tool when working with a map is not something on your computer. But a nice piece of paper and a pen :) Best to write down ideas and things you want to incorporate so you dont forget. I also drew pictures to help me visualize what I wanted my map to look like. Kind of like concept art, minus the art part..
[R-DEV]AfterDune wrote:Pen and paper, definitely. When I have ideas for a map, I draw them out first. It's part of the fun :) .
Depends on the type of map for me. If its a fictional map, not based on a real location then its normally pen and paper but tbh if its fictional, I normally don't need to draw it down as I've got it pretty good in my head :)

If its based on a real location, then its best to take a sat image of the area, and draw on it in PS or w/e you like as then you know excatly what your working with :D
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Cristian_ARG
Posts: 3
Joined: 2012-08-03 04:06

Re: [Map] Chernobyl (2km) [Concept]

Post by Cristian_ARG »

This map will be good!
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

Can a dev please clarify me if any of these statics are good for use?

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AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Chernobyl (2km) [Concept]

Post by AFsoccer »

They are all good for use. However, you'll notice the rails on the bridge won't line up perfectly with the railroad track statics, so you may want to use the red railroad bridge.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Chernobyl (2km) [Concept]

Post by Pvt.LHeureux »

You should add a ambience sound to your map, across the whole map you would hear this on loop :

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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: [Map] Chernobyl (2km) [Concept]

Post by Alek-say »

Pvt.LHeureux wrote:You should add a ambience sound to your map, across the whole map you would hear this on loop :

Very good! I think that it's a good idea. It'll make some atmosphere in the map.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Chernobyl (2km) [Concept]

Post by Pvt.LHeureux »

hahaha :lol:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Chernobyl (2km) [Concept]

Post by Rudd »

[R-DEV]AFsoccer wrote:They are all good for use. However, you'll notice the rails on the bridge won't line up perfectly with the railroad track statics, so you may want to use the red railroad bridge.
doesn't the static on the left have a huge menstruation stain in it still?
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

Rudd wrote:doesn't the static on the left have a huge menstruation stain in it still?
Yep. In the ladies side, if I'm not mistaken. :mrgreen:

Never seen it before, which map uses it?
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AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Chernobyl (2km) [Concept]

Post by AFsoccer »

Ambient noise is not a musical soundtrack; it's supposed to be background noise, like screeching metal, birds, wind, etc.
AFsoccer
Retired PR Developer
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Re: [Map] Chernobyl (2km) [Concept]

Post by AFsoccer »

Rudd wrote:doesn't the static on the left have a huge menstruation stain in it still?
It's on the men's side, so I think it's supposed to simulate someone being killed in there.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Chernobyl (2km) [Concept]

Post by Pvt.LHeureux »

I was kind of joking about the music though :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Chernobyl (2km) [Concept]

Post by rodrigoma »

'[R-DEV wrote:AFsoccer;1808341']Ambient noise is not a musical soundtrack; it's supposed to be background noise, like screeching metal, birds, wind, etc.
and mutants in this case,
i think they would add alot to the map
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Chernobyl (2km) [Concept]

Post by BroCop »

'[R-DEV wrote:AFsoccer;1808341']Ambient noise is not a musical soundtrack; it's supposed to be background noise, like screeching metal, birds, wind, etc.
Or the Ramiel basement :p
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

I've been flooded with RL issues lately and my head tends to unwind through gaming and other activities than mapping. Sorry for this, but I will let you know that once the Shipyard area (representing 25% of the map) is complete (as in 100%, lightmapped, etc) I will post a WIP thread. From there on and having mastered everything that I need to know, things will go far smoother.

Curious about one thing, where I can find this vehicle in the editor?

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It's the closest thing we have as an ambulance in PR and I would like to use it as a static for the Hospital.
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