[Map] Northeastern USA (2km) [WIP]

Maps created by PR community members.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Northeastern USA (2km) [WIP]

Post by lucky.BOY »

lol, maybe it is trying to pass a message in binary?
Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: [Map] Northeastern USA (2km) [WIP]

Post by Kevokpo »

looks like morse code, lol
G.Kibler[3|AIU]
Posts: 35
Joined: 2010-11-28 15:29

Re: [Map] Northeastern USA (2km) [WIP]

Post by G.Kibler[3|AIU] »

Woah! Nice map, because....... I live about 20-40 miles from where this map takes place. :-?
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Map] Northeastern USA (2km) [WIP]

Post by Arnoldio »

Nice! Good thing you didnt go all straight on the roads. Some twists here and there up and down, thats what i like, so its not a chessboard like Ramiel.
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Orgies beat masturbation hands down. - Staker
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Northeastern USA (2km) [WIP]

Post by SShadowFox »

This remember me a mission on CoD:MW2 where the Russians do para-drop right on Northeastern Virginia.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: [Map] Northeastern USA (2km) [WIP]

Post by ytman »

I'm really rooting for this map. High time a battle came to America... its been what? Since 1812 that the continent has been hit by anothing non-neighboring country.

I wont give you a hassle about the setting of the map versus it being impossible as of now (like I hate on MW2 for, it needed at least a justification about Naval Landings too! grrrr) as we don't need a story set-up.... we just need the battle.
Last edited by ytman on 2012-04-19 19:12, edited 1 time in total.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Northeastern USA (2km) [WIP]

Post by Pvt.LHeureux »

ytman wrote:I'm really rooting for this map. High time a battle came to America... its been what? Since 2001 that the continent has been hit by anothing non-neighboring country.

I wont give you a hassle about the setting of the map versus it being impossible as of now (like I hate on MW2 for, it needed at least a justification about Naval Landings too! grrrr) as we don't need a story set-up.... we just need the battle.
Fixed :razz:

That's why some people play PR lolo
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Northeastern USA (2km) [WIP]

Post by BroCop »

Heureux theres more inaccuracies in that fixed quote than in Faux News report on the Netherlands
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Northeastern USA (2km) [WIP]

Post by Pvt.LHeureux »

Hey it was still comming from another country though ^^
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Northeastern USA (2km) [WIP]

Post by BroCop »

Reread the quote (protip: the word "by" is the key to my argument)

Still derailing this thread wont speed up the production process
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RazoR41
Posts: 315
Joined: 2012-04-01 11:41

Re: [Map] Northeastern USA (2km) [WIP]

Post by RazoR41 »

Is there an update with this map?

is there going to be Bot Support?
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

I'm Back!

I have been unable to work on the map for the past few months, but rest assured I am back to work, and I will be working very heavily on this map for the next few months.

Anyway, yesterday's update:
I have been working on overygrowth and roads, and everything is coming along nicely.

Pictures:

Road between the shopping center and the NW suburbs(needs bushes/undergrowth on sides):
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Bridge near NW corner of map:
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Southern forest (soon to be a road here):
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I cannot get the overgrowth to show on the minimap, any ideas?
Shovel009
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [Map] Northeastern USA (2km) [WIP]

Post by Stemplus »

The second screenshot reminds me of one of the missions from World in Conflict :D GJ so far :)
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Northeastern USA (2km) [WIP]

Post by rodrigoma »

Shovel wrote:I'm Back!

I have been unable to work on the map for the past few months, but rest assured I am back to work, and I will be working very heavily on this map for the next few months.

Anyway, yesterday's update:
I have been working on overygrowth and roads, and everything is coming along nicely.


I cannot get the overgrowth to show on the minimap, any ideas?
hey im lookng forward to see this map finished!
about the overgrowth, you ned to turn it into statics AFAIK, you do thionk by lightmapping one very simple object of your map i think it turns the overhrowth into statics and therefor making it appear on the minimap
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Northeastern USA (2km) [WIP]

Post by Shovel »

rodrigoma wrote:about the overgrowth, you ned to turn it into statics AFAIK, you do thionk by lightmapping one very simple object of your map i think it turns the overhrowth into statics and therefor making it appear on the minimap
Not sure exactly what you mean by that, I remember it involving console commands, but I cannot find the tutorial.
Shovel009
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Northeastern USA (2km) [WIP]

Post by Amok@ndy »

rodrigoma wrote:about the overgrowth, you ned to turn it into statics AFAIK, you do thionk by lightmapping one very simple object of your map i think it turns the overhrowth into statics and therefor making it appear on the minimap
you can do that or:

Overgrowth.con

Code: Select all

Overgrowth.viewDistance 995
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.5
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Northeastern USA (2km) [WIP]

Post by sylent/shooter »

Stemplus wrote:The second screenshot reminds me of one of the missions from World in Conflict :D GJ so far :)
Do you mean the one where you protect the school buses?

Anyways I can't wait for you to get started again on this man. I'm excited to see how it'll turn out.

Killing the enemy sylently
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Northeastern USA (2km) [WIP]

Post by Rhino »

'[R-DEV wrote:Amok@ndy;1797306']you can do that or:

Overgrowth.con

Code: Select all

Overgrowth.viewDistance 995
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.5
I find upping the VD like that means that the seed is changed and as such, the trees are all in different positions, not matching there lightmaps. For the most part it you can't spot it on a minimap but in some cases, mainly where there are very few trees about, you can.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Northeastern USA (2km) [WIP]

Post by Pvt.LHeureux »

I think you will need to change some trees. If you use the Tree_Decidious_1, you will need to remove them, cause they have REALLY BAD LODs
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Northeastern USA (2km) [WIP]

Post by Amok@ndy »

[R-DEV]Rhino wrote:I find upping the VD like that means that the seed is changed and as such, the trees are all in different positions, not matching there lightmaps. For the most part it you can't spot it on a minimap but in some cases, mainly where there are very few trees about, you can.
when you change it only in the Overgrowth.con as I said nothing happens, its fine for generating Minimaps though you shouldnt GenerateOvergrowth as this will modify the tree positions
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