[Map] Alert (4km) [WIP]

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ShaunOTEast
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Joined: 2012-08-04 04:15

Post by ShaunOTEast »

Steeps5 wrote: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.
Whaaat, Normandy night is the best Normandy layer. Turn your brightness up bro.
Perhaps the world is not made, perhaps nothing is made, a watch, without a watchmaker.
Pvt.LHeureux
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Re: [Map] Alert (4km) [WIP]

Post by Pvt.LHeureux »

Steeps5 wrote: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.
I think it's the fact that the map currently just "sucks", really badly balanced and the layout is all fucked, it will be changed.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
CTRifle
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Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

Updated first post!!

Changes
-Made it day instead of night (might do that after)
-Moved a flag around
-Looks much cleaner

Something (thanks to Rudd :D ) that I was thinking is to remove the actual ocean north of the land, and make the whole thing covered in ice instead, as it is winter, the only prob is that it makes the map extremely large and no cover on the ice, any thoughts?
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Rabbit
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Re: [Map] Alert (4km) [WIP]

Post by Rabbit »

CTRifle wrote:Updated first post!!

Changes
-Made it day instead of night (might do that after)
-Moved a flag around
-Looks much cleaner

Something (thanks to Rudd :D ) that I was thinking is to remove the actual ocean north of the land, and make the whole thing covered in ice instead, as it is winter, the only prob is that it makes the map extremely large and no cover on the ice, any thoughts?
Well, pros and cons. water or ice its going to be flat, at least on ice you could add snow drifts for cover. Not to mention vehicles will move faster than in water.

Would be cool if you still used a ship and made it look like it cut into the ice. But its probably a little over the top.
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AfSoccer "I just don't see the natural talent."
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CTRifle
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Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

Hellz naw, thats what I want to do, make it look liek they broke the ice, I might need a static for that but we'll see.. Also good point that it doesnt matter if its water vs ice.. didnt think of that
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Rudd
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Re: [Map] Alert (4km) [WIP]

Post by Rudd »

Something (thanks to Rudd ) that I was thinking is to remove the actual ocean north of the land, and make the whole thing covered in ice instead, as it is winter, the only prob is that it makes the map extremely large and no cover on the ice, any thoughts?
keep ocean, ocean is good :P ocean means you can delete some colourmaps etc since they won't be seen and you can resize the lightmaps for those terrain sectors - i.e. helps optimise :) use the ice idea to set scenes and break up your terrain a bit with a bit of different lowdetailtextures, colours etc., but use the ocean to make the map more optimised imo :)
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CTRifle
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Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

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haha true, was an idea, and it would be a bit of a waste to make half the map like that
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Mineral
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Re: [Map] Alert (4km) [WIP]

Post by Mineral »

I looked at the minimap and just had this idea of not making the entire water ice, just a small part, like this:

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and then indeed implement the idea of a icebreaker boat. The location is just an idea, you can do it in the other coast areas too. It would allow for the vehicles to cross nice an easy and some nice fighting over the ship. The ice would be made of some nice static with a good specular map. Nothing too fancy and low polycount. Also something I noticed, why do the hills south look so much different from the ones more north?
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CTRifle
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Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

I used more ridge style terrain more to the north, and then just bumpy mountains at the south. Also Ill utilise that idea :)
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Zemciugas
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Re: [Map] Alert (4km) [WIP]

Post by Zemciugas »

How about adding a oil rig near the coast? Something like this one, made out of many bits and pieces? Also maybe a surfaced submarine to fight over? Could use the one from Bf2:SF.

Could have 2 additional objectives to fight over, have the canadians be able to spawn on main land and in the oil rig and have the russians take over the oil rig for an extra trans heli and some boats maybe? Would provide some really interesting close quarters fighting. And add some ice at the another flag location and put the sub with a small camp around it to have a nice fighting spot?
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Arc_Shielder
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Re: [Map] Alert (4km) [WIP]

Post by Arc_Shielder »

Interesting CQB when taking over an oil rig?

Highly doubt it. Unless the VD is reduced significantly.
Last edited by Arc_Shielder on 2013-02-25 14:53, edited 1 time in total.
lucky.BOY
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Re: [Map] Alert (4km) [WIP]

Post by lucky.BOY »

Arcturus_Shielder wrote:Interesting CQB when taking over an oil rig?

Highly doubt it. Unless the VD is reduced significantly.
Depends on amount of solid cover on the oil rig, i would say.

Like this idea better than fighting over a submarine, since the submarine isnt enterable at all. Maybe An Oil rig on a frozen part of the sea? :D

Anywho dont see why the map would benefit from parts of the sea being frozen, if anything you want to restrict apcs, not give them vast flat areas they can sit on and take infantry from far away. If you wan to have these, you should do them with normal terrain, maybe only using statics to get those sharp edges when they get to water.

As a side note, you might want to make water kill people, if that is possible. Something that should probably be done on Falklands as well.
Rabbit
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Re: [Map] Alert (4km) [WIP]

Post by Rabbit »

Eh, to many objects IMO. If anything just get a hold of CodeRedFox and see if you can get his static ship he was using EYL. and make that what is stuck in the ice.

https://www.realitymod.com/forum/member ... re807.html

Going off what mineral was going for...

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Last edited by Rabbit on 2013-02-25 18:48, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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zombie-yellow
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Re: [Map] Alert (4km) [WIP]

Post by zombie-yellow »

Well... There isn't any oil rigs in CFS Alert :p And IMO, having frozen ocean between the bits of land would make the Russians go straight for CFS Alert and camp there while a lone squad captures all the points (again, just my opinion !)

For the Russian Main, I've asked CTRifle if it would be possible to retexture the LHD (the Essex or the carrier if you want) in darker grey and add a Russian flag to make it look like a Russian ship. It would be kind of accurate because Russian Navy has ordered a couple of LHD for her fleet (while not the exact same as the Essex, it's still a LHD) and it could be a place holder.

I've always thought that Russians needed something a little bit more appropriate to invade a country than a oil tanker :mrgreen:

And also, would it be possible to add icebergs in the sea ? :)
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Rabbit
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Re: [Map] Alert (4km) [WIP]

Post by Rabbit »

zombie-yellow wrote:
And also, would it be possible to add icebergs in the sea ? :)
It was done with terrain in one of the levels in the winter map pack, so yes.
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AfSoccer "I just don't see the natural talent."
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Rudd
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Re: [Map] Alert (4km) [WIP]

Post by Rudd »

gx wrote:It was done with terrain in one of the levels in the winter map pack, so yes.
and they morphed like insanity

I'd recommend using rock statics that have been retextured

in fact, the cliff statics on their side, retextured would probably look relatively convincing too!

it would be relatively easy to do and you'll be using a _snow suffix I assume anyway
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CTRifle
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Re: [Map] Alert (4km) [WIP]

Post by CTRifle »

yes, already have retextured a bunch of the rocks to snow, havent done the cliffs yet, but will be using them
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Rabbit
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Re: [Map] Alert (4km) [WIP]

Post by Rabbit »

[R-DEV]Rudd wrote:and they morphed like insanity

I'd recommend using rock statics that have been retextured

in fact, the cliff statics on their side, retextured would probably look relatively convincing too!

it would be relatively easy to do and you'll be using a _snow suffix I assume anyway
Indeed, but if his level has high enough fps he can add

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terrainCuller.baseCellSize 512
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AfSoccer "I just don't see the natural talent."
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Zemciugas
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Re: [Map] Alert (4km) [WIP]

Post by Zemciugas »

Another random idea. At the "Another Flag" location there could be a downed plane, since the plane is quite big you could have cargo containers, maybe vehicles and all sorts of debris around it in a wide radius with small fires to simulate cover, the plane itself can be entered from both ends and it's a An124 iirc, with a simple reskin could be painted into Russian Air Force skin. Lets say it was on its way to drop paras at the CF camp and got shot down or crash landed :P
Last edited by Zemciugas on 2013-02-27 14:46, edited 2 times in total.
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zombie-yellow
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Re: [Map] Alert (4km) [WIP]

Post by zombie-yellow »

Zemciugas wrote:Another random idea. At the "Another Flag" location there could be a downed plane, since the plane is quite big you could have cargo containers, maybe vehicles and all sorts of debris around it in a wide radius with small fires to simulate cover, the plane itself can be entered from both ends and it's a An124 iirc, with a simple reskin could be painted into Russian Air Force skin. Lets say it was on its way to drop paras at the CF camp and got shot down or crash landed :P
I'm working on a C-130 Hercules static :p CTRifle is urging me to finish it so he can put it in his map lol But, nonetheless, having a Russian plane crashed would be accurate too IMO. It's down to the creator choice, now :)
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