[Map] Alert (4km) [WIP]
-
CTRifle
- Retired PR Developer
- Posts: 1056
- Joined: 2011-01-03 14:57
Re: [Map] Alert (4km) [WIP]
Hey, what are your opinions on night vs day maps? So far Ive left it looking like close to night (not fully dark) but am thinking of making it a day map instead


-
rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: [Map] Alert (4km) [WIP]
day please, IMO night map's don't really work in PR, and its kind of a shame with yur map IMO you will probably be able to get a large VD and huge open environments. You can always make an alt layer however
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
-
ShaunOTEast
- Posts: 156
- Joined: 2012-08-04 04:15
You could make a night and day layer like on falklands or what Hawkowl and I are planning for our map. But I like the almost night idea (dusk?) Great work so far CT.
Sent from my SAMSUNG-SGH-I997R using Tapatalk 2
Sent from my SAMSUNG-SGH-I997R using Tapatalk 2
Perhaps the world is not made, perhaps nothing is made, a watch, without a watchmaker.
-
zombie-yellow
- Posts: 395
- Joined: 2012-10-26 01:07
Re: [Map] Alert (4km) [WIP]
Well... His map is set in night, but with northern light in the sky. So his map is not pitch black like Falklands, it's nearly comparable to day, but more colorful
I like it the way it is, man 
Edit : Maybe you should post a picture of it
Edit : Maybe you should post a picture of it

-
CTRifle
- Retired PR Developer
- Posts: 1056
- Joined: 2011-01-03 14:57
Re: [Map] Alert (4km) [WIP]
yes your right, I would but its not loading, its crashing my editor, still havent fixed it 
Well yes that would be nice, BUT then what would stop apc's from being OP on the map?[R-CON]rodrigoma wrote:day please, IMO night map's don't really work in PR, and its kind of a shame with yur map IMO you will probably be able to get a large VD and huge open environments. You can always make an alt layer however


-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Alert (4km) [WIP]
Trenches and bunkers with AT positions?CTRifle wrote:yes your right, I would but its not loading, its crashing my editor, still havent fixed it
Well yes that would be nice, BUT then what would stop apc's from being OP on the map?
AfSoccer "I just don't see the natural talent."

-
zombie-yellow
- Posts: 395
- Joined: 2012-10-26 01:07
Re: [Map] Alert (4km) [WIP]
Nope. There aren't any static defenses in Alert ^^gx wrote:Trenches and bunkers with AT positions?

-
CTRifle
- Retired PR Developer
- Posts: 1056
- Joined: 2011-01-03 14:57
Re: [Map] Alert (4km) [WIP]
zombie
I'll decide, it doesnt have to be 100% accurate
hmm I could add AT positions, or something else, need to think of what
hmm I could add AT positions, or something else, need to think of what


-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Alert (4km) [WIP]
Just sayin...... Hoth....
AfSoccer "I just don't see the natural talent."

-
zombie-yellow
- Posts: 395
- Joined: 2012-10-26 01:07
Re: [Map] Alert (4km) [WIP]
Not fair lol I told you weeks ago that you could add static defenses and you said "No, there aren't any in Alert ! It's not realistic !" xDCTRifle wrote:zombieI'll decide, it doesnt have to be 100% accurate
hmm I could add AT positions, or something else, need to think of what

-
titsmcgee852
- Posts: 316
- Joined: 2012-10-06 00:37
Re: [Map] Alert (4km) [WIP]
In regards to having the aurora borealis effect in the sky, it might be possible seeing as it is possible to have lightning in the sky (like in anctoville in FH2). But I'll leave someone more qualified to confirm that.
-
Stemplus
- Posts: 333
- Joined: 2011-06-25 17:31
Re: [Map] Alert (4km) [WIP]
what about changing the texture and speed of clouds to make them look like northern lights?
-
zombie-yellow
- Posts: 395
- Joined: 2012-10-26 01:07
Re: [Map] Alert (4km) [WIP]
I'll let CTRifle answer to thatStemplus wrote:what about changing the texture and speed of clouds to make them look like northern lights?

-
CTRifle
- Retired PR Developer
- Posts: 1056
- Joined: 2011-01-03 14:57
Re: [Map] Alert (4km) [WIP]
:/
still working on that, the thing is that clouds only travel in one direction, where the NL move it all sorts of directions, squiggling all over the sky kinda.
still working on that, the thing is that clouds only travel in one direction, where the NL move it all sorts of directions, squiggling all over the sky kinda.


-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Alert (4km) [WIP]
You have 2 cloud layers that can be set to move in different directions. With the speed up it could look really good.
AfSoccer "I just don't see the natural talent."

-
Nugiman
- Posts: 358
- Joined: 2008-06-25 11:42
Re: [Map] Alert (4km) [WIP]
i think your map looks very very flat. I would suggest to fill the terain with some snow, which varies on height, also to give infantry more cover in open terrain.
Its also more realistic to place certain Snowdrifts, I remember the winter map pack where the terrain was filled with ridges and scrapes.
Its also more realistic to place certain Snowdrifts, I remember the winter map pack where the terrain was filled with ridges and scrapes.
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
-
Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: [Map] Alert (4km) [WIP]
Yeah I think some snow mounds here and there would be nice for cover.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
-
CTRifle
- Retired PR Developer
- Posts: 1056
- Joined: 2011-01-03 14:57
Re: [Map] Alert (4km) [WIP]
Well its more of a dawn style lighting, but I see what you mean. As for more cover, I agree, Ill add some more holes, ridges ect





