[Map] Operation Cypress (2km) [Concept]

Maps created by PR community members.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Operation Cypress (2km) [Concept]

Post by Arc_Shielder »

Agree, RUS have too many maps already. And Blufor vs Blufor would be nice for a change.
zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: [Map] Operation Cypress (2km) [Concept]

Post by zombie-yellow »

CF vs USA ? :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

If this war has ever a chance of starting, it will be over in a day :mrgreen:
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rodrigoma
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Joined: 2012-03-22 21:21

Re: [Map] Operation Cypress (2km) [Concept]

Post by rodrigoma »

Arcturus_Shielder wrote:Agree, RUS have too many maps already. And Blufor vs Blufor would be nice for a change.
there never are too many maps! :grin:
But I agree with them blufor on blufor would be nice but I dont think it would fit in this map.
if it was perhaps if it was germany against france or usa I would approve more :grin:
Rudd
Retired PR Developer
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Re: [Map] Operation Cypress (2km) [Concept]

Post by Rudd »

Get the terrain imported into the editor, and then decide where to go :)
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Hawkowl
Posts: 7
Joined: 2013-01-30 00:24

Re: [Map] Operation Cypress (2km) [Concept]

Post by Hawkowl »

Wow, It's great to see that there's so much interest in the concept (for those of you who don't know, I'm the other guy) I've started work on the terrain from a different orientation than Shaun but it is still cypress. By the way, does anyone know of a better way to map than making an imaginary grid over google earth and finding elevations from there? Because that's the way I'm doing it now and it's a pain. Using L3DT standard for the terrain.
edit:
I do like the idea of blufor vs. blufor but that situation would be even more illogical than it already is with it being RU vs. CF.
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: (Map) Operation Cypress (2km) [Concept]

Post by Unhealed »

simeon5541 wrote: Now seriously . . .
PR already have really silly scenarios with maps with RUvsIDF ot
RUvsPLA,and especially GB and USMC against Chechen Rebels.
So China vs Canada why not . . . Anyway it is yours map guys
so you can put even MEC if you want . . . :-?
RUvsPLA is not silly at all. Sino-Soviet border conflict - Wikipedia, the free encyclopedia
But RUvsIDF is just nonsense. :roll:
Hawkowl
Posts: 7
Joined: 2013-01-30 00:24

Re: [Map] Operation Cypress (2km) [Concept]

Post by Hawkowl »

thanks sylent /shooter, I'll try it out
ShaunOTEast
Posts: 156
Joined: 2012-08-04 04:15

Re: [Map] Operation Cypress (2km) [Concept]

Post by ShaunOTEast »

There will also be some statics I will attempt to create, including, a shack, ski lifts, ski lift column supports, and a chalet.
Perhaps the world is not made, perhaps nothing is made, a watch, without a watchmaker.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Operation Cypress (2km) [Concept]

Post by rodrigoma »

that first tutorial by zeno is very broken, It took me many desperation and frustration to make it work, although it is quite simple after you know how to and then have things set up, If you need help ask
KaB
Retired PR Developer
Posts: 1016
Joined: 2011-12-12 12:38

Re: [Map] Operation Cypress (2km) [Concept]

Post by KaB »

I luv snow ! Can't wait to see that one.
Microwaife
Posts: 627
Joined: 2011-03-17 11:46

Re: [Map] Operation Cypress (2km) [Concept]

Post by Microwaife »

Bluefor vs Bluefor would be epic.
I also like the idea of CA vs US, since they have a rivalry always.

Nice concept too!

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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: (Map) Operation Cypress (2km) [Concept]

Post by Ason »

[R-CON]rodrigoma wrote:We already have some snow maps that aren't played at all ;/
Hey, where can i find those snow maps ? I looked in the map list for all diffrent game modes but i can't find them :/
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Operation Cypress (2km) [Concept]

Post by BroCop »

Its cause they were in a third party map pack that was released for the holidays some odd 2 years ago.
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Ason
PR:BF2 Developer
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Re: [Map] Operation Cypress (2km) [Concept]

Post by Ason »

CroCop wrote:Its cause they were in a third party map pack that was released for the holidays some odd 2 years ago.
Ah I see.
LITOralis.nMd
Retired PR Developer
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Re: [Map] Operation Cypress (2km) [Concept]

Post by LITOralis.nMd »

I like RU vs CA .

Wolverine Bacon!

The resort has 2001 feet, or as you northern heathens call it, 610 meters, of elevation, that is the exact max allowed in the BF2 engine. Interested to see how you work it out.

Quick tip I picked up, make sure your lowest point of elevation is at least 0.01 meters high. THis will avoid weird Z fighting issues in the undergrowth and other layers.

We have the unused wind power turbine static that was used in Wanda Shan, might be a nice touch.

Can we haz snowboard halfpipe?
Hawkowl
Posts: 7
Joined: 2013-01-30 00:24

Re: [Map] Operation Cypress (2km) [Concept]

Post by Hawkowl »

[R-COM]LITOralis.nMd wrote:I like RU vs CA .

Wolverine Bacon!

The resort has 2001 feet, or as you northern heathens call it, 610 meters, of elevation, that is the exact max allowed in the BF2 engine. Interested to see how you work it out.

Quick tip I picked up, make sure your lowest point of elevation is at least 0.01 meters high. THis will avoid weird Z fighting issues in the undergrowth and other layers.

We have the unused wind power turbine static that was used in Wanda Shan, might be a nice touch.

Can we haz snowboard halfpipe?
From the altitudes I'm using, the chalet is 910m above sea and the highest point is around 1440m... I was unaware that the max was 610m, that'll be tricky to fit in but I can probably just substract 830m from all the vales on the design map, which would leave the highest point at the max elevation.
Also the halfpipe that is there permanently will most likely show up in the altitudes I'm getting from google earth, so there's probably going to be one wether anyone likes it or not.
Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Operation Cypress (2km) [Concept]

Post by Rabbit »

Hawkowl wrote:From the altitudes I'm using, the chalet is 910m above sea and the highest point is around 1440m... I was unaware that the max was 610m, that'll be tricky to fit in but I can probably just substract 830m from all the vales on the design map, which would leave the highest point at the max elevation.
Also the halfpipe that is there permanently will most likely show up in the altitudes I'm getting from google earth, so there's probably going to be one wether anyone likes it or not.
Simplest way is get high a heightmap from here http://srtm.csi.cgiar.org/SELECTION/inputCoord.asp, then once its in the editor adjust the terrain height through the level settings to its max, adjusting that value will adjust all heights accordingly.
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AfSoccer "I just don't see the natural talent."
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Hawkowl
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Joined: 2013-01-30 00:24

Re: [Map] Operation Cypress (2km) [Concept]

Post by Hawkowl »

cool, thanks gx. I'll try it out.
ShaunOTEast
Posts: 156
Joined: 2012-08-04 04:15

Re: [Map] Operation Cypress (2km) [Concept]

Post by ShaunOTEast »

Alright, sorry for the long inactivity, Hawkowl and I had some tests and exams over the few weeks that we were learning and getting used to the editor, L3DT and 3DsMax. We will try to accelerate our work over the break and try to make some good progress. Wish us luck and if somebody could change the '[Concept]' to '[WIP]' that would be great :)
Perhaps the world is not made, perhaps nothing is made, a watch, without a watchmaker.
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