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 ?
[Map] Umm Qasr (4km) [WIP]
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Phoenixo_Idaho
- Posts: 380
- Joined: 2010-03-02 21:37
Re: [Map] Umm Qasr (4km)
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 ?
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 ?
Phoenixo_Idaho ; Medic & Mortars Specialist
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KaB
- Retired PR Developer
- Posts: 1016
- Joined: 2011-12-12 12:38
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: [Map] Umm Qasr (4km)
Man i forgot about this map it looks great! very high quality and interesting design keep it up.
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pr|Zer0
- Posts: 300
- Joined: 2008-06-30 12:10
Re: [Map] Umm Qasr (4km)
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.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 ?![]()
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]
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
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]
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
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
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pr|Zer0
- Posts: 300
- Joined: 2008-06-30 12:10
Re: [Map] Umm Qasr (4km) [WIP]
-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]
is there somewhere we can download? looks exciting
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Umm Qasr (4km) [WIP]
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.
AfSoccer "I just don't see the natural talent."

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pr|Zer0
- Posts: 300
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sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
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pr|Zer0
- Posts: 300
- Joined: 2008-06-30 12:10
Re: [Map] Umm Qasr (4km) [WIP]
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
Sry for delay

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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Umm Qasr (4km) [WIP]
Post your gpo with the layer it is acting up on, and post your level info for some help.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
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]
Solved all issues but combat area bollocks. Any air vehicle will get you killed for being outside combat area, even prbot 
Tested only on aas32 layer, aka ALT:
init_alt.con
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?
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
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 -------------------------------------------------------------
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?







