[Map] Umm Qasr (4km) [WIP]

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Phoenixo_Idaho
Posts: 380
Joined: 2010-03-02 21:37

Re: [Map] Umm Qasr (4km)

Post by Phoenixo_Idaho »

Nice work !

your map is a great alternative to Burning Sand. Will you set a event for a beta-test of this map in a near future ? :razz:
Phoenixo_Idaho ; Medic & Mortars Specialist
KaB
Retired PR Developer
Posts: 1016
Joined: 2011-12-12 12:38

Re: [Map] Umm Qasr (4km)

Post by KaB »

I have to say this map looks pretty sweet ! Keep up the good work !
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: [Map] Umm Qasr (4km)

Post by waldov »

Man i forgot about this map it looks great! very high quality and interesting design keep it up.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: [Map] Umm Qasr (4km)

Post by Pronck »

Excellent work Zer0!
K_Rivers
Posts: 946
Joined: 2011-01-14 14:05

Post by K_Rivers »

Great work, it's looking good
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Rhino: "says the noob who couldn't hold still even thou Jafar wanted a threesome"
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km)

Post by pr|Zer0 »

Phoenixo_Idaho wrote:Nice work !

your map is a great alternative to Burning Sand. Will you set a event for a beta-test of this map in a near future ? :razz:
Sure it will be...dunno about the "soon" bit... atm im doing LM in 3ds max. I must say that the pivot point in this map is the insurgency layer...im really curious how ins will run on a 4km map.

Can a mod change the title to WIP?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

http://imageshack.us/a/img546/8936/gpxp.jpg

I assume this is the same map :)

I was just considering from a gameplay perspective what your compound setup will do tbh.

Think of it like a castle, you have your castle walls, castle gate, and the castle keep itself. The walls need to be assailed, or the gatehouse taken before a fight over the keep happens. IRL medieval soldiers would often abandon the walls if they were sucessfully breached and take shelter in teh keep to wait out the enemy or mount a final stand, gamers don't have that mentality, they'll probably die on the walls...but this means you don't get to fight in that lovely palace static.

So anyway, long story short, I suggest replacing the big stone walls with brickwalls + add in a couple of sneaky enterences with easy to jump over sections or with the brickwall+hole static, but keep the gatehouse, or use the vbf2 static seen at al basrah's mosque with teh arch. This will mean that 1) the fight will focus on the fun statics, 2) the palace becomes a better base of fire for whoever holds it.

Additionally, i would add more grass and possibly a pond to teh left side of the tarmac area inside the walled compound, that large amount of tarmac is too large a killing zone and looks quite boring. Get some gardens in there :)
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Actually, those walls were placed to shelter the whoever is inside, from being raped by long range armor fire(insurgency comes in my mind first of all)
Last edited by pr|Zer0 on 2013-06-19 16:25, edited 1 time in total.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

There you go, mr. Rudd :P
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

very nice :)
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

-edited-
Last edited by pr|Zer0 on 2013-06-23 12:17, edited 1 time in total.
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camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: [Map] Umm Qasr (4km) [WIP]

Post by camo »

is there somewhere we can download? looks exciting
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: [Map] Umm Qasr (4km) [WIP]

Post by waldov »

Ill be up for that!
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

If I van get a link I can look at it tomorrow and of it seems good to go see about prta POSSIBLY doing one.
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AfSoccer "I just don't see the natural talent."
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

I will upload it today.
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: [Map] Umm Qasr (4km) [WIP]

Post by sweedensniiperr »

Oh boy the SF mansion in PR..
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Small update: uploading will be delayed for a day or so: have problems with combat area (becomes active while on air vehicles for some reason) and for another misterious reason, insurgency gamemode is unavailable...meh.
Sry for delay
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

pr|Zer0 wrote:Small update: uploading will be delayed for a day or so: have problems with combat area (becomes active while on air vehicles for some reason) and for another misterious reason, insurgency gamemode is unavailable...meh.
Sry for delay
Post your gpo with the layer it is acting up on, and post your level info for some help.
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AfSoccer "I just don't see the natural talent."
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Solved all issues but combat area bollocks. Any air vehicle will get you killed for being outside combat area, even prbot :cussing:
Tested only on aas32 layer, aka ALT:

Code: Select all

run ../../../Init_alt.con
rem ********** Object Spawner **********
blah blah blah objects
endIf

CombatAreaManager.use 1
CombatAreaManager.damage 10.000000
CombatAreaManager.timeAllowedOutside 20.000000
CombatArea.create CombatArea_12_aas_32
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.team 0
CombatArea.vehicles 4
CombatArea.layer 4

CombatArea.create CombatArea_0_aas_32
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.addAreaPoint -2079.911865/-2104.105957
CombatArea.addAreaPoint -2097.525146/2123.182129
CombatArea.addAreaPoint 2124.981934/2121.453369
CombatArea.addAreaPoint 2075.296875/-2076.452637
CombatArea.team 0
CombatArea.vehicles 0
CombatArea.layer 4

CombatArea.create CombatArea_4_aas_32
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.addAreaPoint -2174.011230/-1469.836426
CombatArea.addAreaPoint -548.834595/-1514.116211
CombatArea.addAreaPoint -424.865601/-2170.801514
CombatArea.addAreaPoint -2166.866455/-2192.604492
CombatArea.team 2
CombatArea.vehicles 4
CombatArea.layer 4
CombatArea.Inverted 1

CombatArea.create CombatArea_8_aas_32
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.addAreaPoint 2202.703125/2214.473145
CombatArea.addAreaPoint 2207.546387/1136.240723
CombatArea.addAreaPoint 440.674072/1648.011230
CombatArea.addAreaPoint 253.118896/2267.815430
CombatArea.team 1
CombatArea.vehicles 4
CombatArea.layer 4
CombatArea.Inverted 1


init_alt.con

Code: Select all

em ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 700
gameLogic.setBeforeSpawnCamera 1821/53/-633 -120/3/0


rem -------------------------------------------------------------

run ../../Factions/faction_init.con 1 "mec"
run ../../Factions/faction_init.con 2 "gb_ziptie"


rem -------------------------------------------------------------
Now: 1 combat area, placed outside map to limit land vehicles (the one with vehicles 0)
1 combat area on mec main and another one on Uk main, both limiting all vehicles and both are inverted(one with CombatArea.team 1 is around team 2 main and viceversa ).
No matter in which team I am, im getting killed while Im on air vehicle...any air vehicle.
Its very late and Im tired...what am I missing?
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