[Map] Red Falcon (4km) [WIP]

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Rudd
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rudd »

http://i45.tinypic.com/2rw9vu8.png

the cube/cuboidlike enterable grey buildings in the center of your town are not recommended, nor is the brown middle east building on the left with the green garage doors. They have proven to be problematic in terms of performance.
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

Stemplus wrote:Well, I wanted to do the thing that you see on the overview (runway as object, and taxiways as roads)
2D Roads, like the vBF2 helipad for example on the corner of a 4km map zfight with the terrain, like these helipads on Kashan.
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a 3D Staticmesh like the old runways, also zfigth with the terrain, although this can be somewhat reduced by digging a hole under the runway, this can only do so much and at long distances, zfights like crazy.

The new airbase system, which is a 3D road, doesn't have these problems, have significantly more detail, doesn't require lightmaps like a staticmesh airbase since it uses the terrain's lightmaps and many other advantages as listed here: http://www.realitymod.com/forum/f196-pr ... rbase.html
'[R-DEV wrote:Rhino;1682675']
  • No Z-fighting between the Airbase Model and the Terrain from both up close and far away
  • Realistic Airbase Layouts with Realistic Detail Markings such as Taxiway Lines and Runway Marking which also makes the airbase Friendly to Multiple Aircraft.
  • New detailed, realistic textures giving the new Airbase System a realistic look and feel.
  • Airbase is a 3D model, but only a few cms off the ground which is realistic
  • Aircraft which "fall off" the taxiway/runway can get back on the taxiway/runway (unlike the Qinling Airbase)
  • Fixed Wing Aircraft (Jets) are encouraged to use the proper Taxiway and Runway setup as going off the runway will mean you take damage from the terrain (this now applies to all maps)
  • No large Lightmap file required as the new Airbase System uses the Terrain's Lightmap
  • Aircraft Reloading and Repair in Appropriate Areas, not on the Runway

Stop resisting it and start looking for someone to make it, or alternatively learn how to model one yourself ;)
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]

Post by Stemplus »

I fully understand, if I could I would have a lot more custom statics, the problem is that there is noone who could do it :/ Polish Forces Team is already VERY bussy, and I don't have anyone doing the runway for me anyway. So giving me even more job wouldn't help. But ok, I will be patient :D
Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

You should post up a request in the community modding forums about making these airbases with details about them so your looking outside of the Polish forces team if there isn't anyone inside it to help you and you may get lucky and find someone who might be able to help ;)

Just a few examples:
https://www.realitymod.com/forum/f354-c ... ost1809325
https://www.realitymod.com/forum/f388-p ... erman.html

It isn't a definite solution but its worth a shot :)
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sylent/shooter
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Re: [Map] Red Falcon (4km) [WIP]

Post by sylent/shooter »

I have taken your earlier screenshot and circled which buildings Rudd is talking about removing. As he said, they are very resource intensive and reduce performance of the map.

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Killing the enemy sylently
Stemplus
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Re: [Map] Red Falcon (4km) [WIP]

Post by Stemplus »

they are the main city buildings lol :D

What do you think about this airport overview? I know that it is not perfect, but the if I make it realistic, Polish Forces developers are killing me for it, when I make it less realistic, PR developers are killing me for it Image




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Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

Well first of all, would be good if you could save the image with a different (non-transparent) background, a little hard to make out the outline on grey on grey but no worries this time around, just in future :)

I think first of all the two jet ramps are a bit odd in terms of gameplay, and the setup you have I don't think is very realistic either. Think you would be better off with one main ramp.

The heli ramp seems also quite claustrophobic with all thous hangers around the helipads, and the hangers being so close to the runway is quite a big hazard for fixed wing aircraft too.

Are you basing this off of any real airbases? I would seriously recommend doing some research into real ones and basing your airbase on parts of different ones combined.

Also if you haven't I would read this .pdf from my airbase info post as your runway markings look very squished up to me: http://realitymodfiles.com/rhino/tuts/a ... 60_05a.pdf
Also taixway markings on the runway should be like this, with them not going into the central area and not having a connecting line between the two: http://i.imgur.com/j8wrE.jpg
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]

Post by Stemplus »

Well, since everytime I try painting it, maybe you could do draw it??? Image
Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

'[R-DEV wrote:Rhino;1808537']Personally what I would do is simplify the design to this:
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Not sure why you changed the design so radically from your last, but that one I thought as a basic concept worked quite well.
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]

Post by Stemplus »

That is because main guys from Polish Forces didn't like it, they said it was a copy of your airbase and told me to delete it.

EDIT:

To be honest there is no way to make a REALISTIC airbase that wouldn't be similar to the existing ones, so I will just take the old one and give it the changes you did ;)

Final Concepts (?)

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Last edited by Stemplus on 2012-08-31 15:30, edited 4 times in total.
Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

NATO airbase, I would remove one of the jet hangers, have a clear area for reloading. Other than that while ye, being somewhat a copy of Bastion, looks good :)

MEC airbase, as said before it would be good if you defined your ramps more and the hangers are quite close to the runway, would move them away a bit, same for the control tower. Until then can't give much more feedback on it.
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]

Post by Stemplus »

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PS this topic is a picture clusterf*ck :D
Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

I'll take it your aware your makings are not realistic or do you want me to give feedback on them?

For the MEC airbase I would recommend these changes:
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First of all adding a ramp in front of the terminal for the big cargo planes to sit on, even if its only used by cargo planes which I think will be quite neat if it is, will also prevent it being used by other aircraft as runways etc. Although IMO, 4 cargo planes is a lot, I would personally only have two maximum, and I would be very tempted to not to make the plane stand area to the left of the orange line, with the orange crosses over them, as that's not really needed IMO. Also note the plane stand would need quite a bit of room above the big cargo planes for them to taxi in, just encase the ones you've drawn down are to scale, your ramp would need to be a lot bigger.

The yellow area you could perhaps use as a potential ground forces staging area, with perhaps makeshift vehicle parks/shelters to the right of it on the open ground there? or on the plane stand if you like. This is quite common in r/l when a civil airport is used as a airbase/staging post.

Next I would move the helipads up, giving aircraft in front space to taxi.

Lastly I would move the control tower nearer the action as it doesn't want to be too far away from the plane stands etc so the people inside can see what's going on ;)

Other than that and the markings, looks good :)
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Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

Yep, looks good other than the markings :)

Maybe move the helipads down slightly, don't want them right on the edge.
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Stemplus
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Re: [Map] Red Falcon (4km) [WIP]

Post by Stemplus »

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What's wrong with the markings? they are both copied r/l markings :(



PS it was a good idea to put not make it and post it here first, I'd be f*cked if I wouldn't do so :D
Rhino
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rhino »

Just to be clear I've merged the two and upped the rez.

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First of all, your plane stand should meet your terminal, as planes taxi upto the terminal then passengers get on.
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Although yours being a small airport it wouldn't have bridges and people would walk from the terminal up to the aircraft.

Next moved the planes a bit, orange plane represents the wingspan of a taxiing plane which needs to be able to get past other big planes already sitting there.

I've added proper taxiway lines in, these should be in yellow, not white and while not very neat, show pretty much how they should be.

For your helipads you have a few choices of markings that I haven't put on. The first you need to decide if this airport has "dedicated helipads", which if so the place you have for them is a bit odd so I would suggest you don't.
If you do you have a few choices.
First being the setup I had on Bastion: http://i.imgur.com/g7Jeh.jpg
Next is just a line that stops as I have pretty much done, which is what jets also have:
http://i.imgur.com/6TUz8.jpg
The next is a horizontal line to show where the chopper should stop: http://i.imgur.com/xj8ky.jpg
But I would suggest just having a normal taxiway line, with no other indicator its where the helis are, and pilots will know where to come back to reload from where they took off, and not having any "H" on the ground or anything like that :)

Lastly you should probably add some direction numbers on the runways, although not critical, didn't have them on bastion as it didn't in r/l, would be good. The rest of your runway markings I think the size/scale might be a bit off but your modeller can deal with that :)
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LITOralis.nMd
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Re: [Map] Red Falcon (4km) [WIP]

Post by LITOralis.nMd »

Not sure if worth the extra static objects, but it would be cool to have the crashed plane from Burning Sands (in top right corner of map) located somewhere short of the runways. (I.e. planes that didn't make a proper approach and crashed.)

The craziest airports I've flown into in China had burnt out crashed planes, sitting right next to the runway, with poor families living in them, and the crashed plane was the exact same make/model under same carrier with exact same paint job as the one I was flying on as we landed.

The really crazy part, I had 3 puddle jumper flights in a row, all 3 airports in China had exact same scene, crashed planes with families living in the wrecks. This was up in north China though, Shandong and Hebei.

So think of a poor family living in a jungle outpost using a crashed plane as a house, add the clothesline, some chairs, a outdoor living area, and tin roofed hut, etc., and model that.
Spyker2041
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Re: [Map] Red Falcon (4km) [WIP]

Post by Spyker2041 »

[R-COM]LITOralis.nMd wrote:I had 3 puddle jumper flights in a row
No way! You have been to Atlantis? (Rudd will get this :P )

The "crashed plane" in burning sands is actually the same static that is sitting nicely on the runway, its just front half sunk into the ground with lots of fire and debris, pretty convincing considering it is an in-tact plane model if you ask me :P
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Rudd
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Re: [Map] Red Falcon (4km) [WIP]

Post by Rudd »

No way! You have been to Atlantis? (Rudd will get this :P )
Guffaw!

Yeah its the intact cargoplane, tbh I wouldn't try turning it into a desert shack
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