[Map] Alert (4km) [WIP]

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CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

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
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Alert (4km) [WIP]

Post by rodrigoma »

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
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Mineral
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Location: Belgium

Re: [Map] Alert (4km) [WIP]

Post by Mineral »

evening maps are cool :)
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ShaunOTEast
Posts: 156
Joined: 2012-08-04 04:15

Post by ShaunOTEast »

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.

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zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: [Map] Alert (4km) [WIP]

Post by zombie-yellow »

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 :p

Edit : Maybe you should post a picture of it :)
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CTRifle
Retired PR Developer
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Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

yes your right, I would but its not loading, its crashing my editor, still havent fixed it :P
[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
Well yes that would be nice, BUT then what would stop apc's from being OP on the map?
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Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Alert (4km) [WIP]

Post by Rabbit »

CTRifle wrote:yes your right, I would but its not loading, its crashing my editor, still havent fixed it :P



Well yes that would be nice, BUT then what would stop apc's from being OP on the map?
Trenches and bunkers with AT positions?
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AfSoccer "I just don't see the natural talent."
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zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: [Map] Alert (4km) [WIP]

Post by zombie-yellow »

gx wrote:Trenches and bunkers with AT positions?
Nope. There aren't any static defenses in Alert ^^
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CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

zombie :P I'll decide, it doesnt have to be 100% accurate

hmm I could add AT positions, or something else, need to think of what
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Rabbit
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Re: [Map] Alert (4km) [WIP]

Post by Rabbit »

Just sayin...... Hoth....
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AfSoccer "I just don't see the natural talent."
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zombie-yellow
Posts: 395
Joined: 2012-10-26 01:07

Re: [Map] Alert (4km) [WIP]

Post by zombie-yellow »

CTRifle wrote:zombie :P I'll decide, it doesnt have to be 100% accurate

hmm I could add AT positions, or something else, need to think of what
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 !" xD
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titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: [Map] Alert (4km) [WIP]

Post by titsmcgee852 »

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]

Post by Stemplus »

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]

Post by zombie-yellow »

Stemplus wrote:what about changing the texture and speed of clouds to make them look like northern lights?
I'll let CTRifle answer to that ;-)
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CTRifle
Retired PR Developer
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Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

:/

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.
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Rabbit
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Re: [Map] Alert (4km) [WIP]

Post by Rabbit »

You have 2 cloud layers that can be set to move in different directions. With the speed up it could look really good.
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AfSoccer "I just don't see the natural talent."
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Nugiman
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Joined: 2008-06-25 11:42

Re: [Map] Alert (4km) [WIP]

Post by Nugiman »

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.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Alert (4km) [WIP]

Post by Pvt.LHeureux »

Yeah I think some snow mounds here and there would be nice for cover.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Steeps
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Post by Steeps »

Yeah please no more night maps. Whenever I play Normandy night map it hurts my eyes trying to fight enemies. I saw that map kill a full server the other day.
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CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

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
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