[Map] Sharqi Peninsula 2 (4km) [Scrapped]

Maps created by PR community members.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Rabbit »

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Houses/farms on the northern approach start at the golf course and go all the way up to the airfield. Pics later of that, however its going well.

Also been putting in resort type of things to keep building spacing good.

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AfSoccer "I just don't see the natural talent."
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=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by =-=kittykiller »

i agree ditch the port it doesnt seem right and we re bored of them go for a smal beach with some changng shacks and beach bars made out of some wooden statics dont do the port.

You know what would be cool would be a really high tower as a kind of viewing point.
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Curry »

Southern part looks great. Keep it up!

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

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Pvt.LHeureux »

The tennis place is freaking awesome.


Is the bridge for vehicles? If it's meant to be a pedestrian overpass over the highway, it might be quite big, otherwise if it's for vehicles, then it's okay, but I don't really see how the vehicles could turn on such a small place, or it's the scale that makes it look small :razz:

Don't think there is a static, but it might be more appropriate to have something like that if it's for pedestrian :


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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by HughJass »

looks pretty neat, I like the suburbs!
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by The_Turkish_Moose »

Looking good! Hopefully gets put into the game!
Determinist
Posts: 49
Joined: 2013-06-30 23:00

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Determinist »

Holy balls, looks awesome.
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''.כי אדוני אלוהיכם ההולך עמכם להלחם לכם עם אויבכם להושיע אתכם ,ונאמר אמן''
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by camo »

nice work
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by The_Turkish_Moose »

Tennis court? Asian Palace? Where are these objects in the editor?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Rabbit »

Palace is in staticobjects>xpak_objects>middle_east

Tennis court I made in the bf2 editor with textures and roads.
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AfSoccer "I just don't see the natural talent."
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by The_Turkish_Moose »

Wow gx, looks really great
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Rabbit »

Decided to play around with this the last couple days just for fun, currently 550 ish objects, you can't see the new barrels that are in it however.

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AfSoccer "I just don't see the natural talent."
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=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by =-=kittykiller »

stick this static on a water map with loads of cargo ships, 25 RHIBS and a sea king and some SKIFFS

ARF vs. UN lets go NOAW
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Rudd »

that rig looks interesting, could you also post some references you've used to help us judge how realistic it is?

my worry is that the number of 'lego' type constructions you've put on there could cause some FPS issues, hopefully not too bad since it'll be in the ocean by itself though. the sheer number of objects requesting draw calls etc could be a significant issue.

you've certainly used some statics very imaginatively though which is impressive

my experience in other games like Joint Operations where these kind of constructions were used is that there is a high rate of accidental holes etc to the sea floor, be very careful.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Rabbit »

[R-DEV]Rudd wrote:that rig looks interesting, could you also post some references you've used to help us judge how realistic it is?

my worry is that the number of 'lego' type constructions you've put on there could cause some FPS issues, hopefully not too bad since it'll be in the ocean by itself though. the sheer number of objects requesting draw calls etc could be a significant issue.

you've certainly used some statics very imaginatively though which is impressive

my experience in other games like Joint Operations where these kind of constructions were used is that there is a high rate of accidental holes etc to the sea floor, be very careful.
Yeah, I know if you get to many above, below and around you they start flickering visible to invisible. I only have 1 area of concern for that at the moment. One thing that would help that I have though about asking around for would be this section modeled with a flat top and flat bottom, It would probably cut near 100- 200 objects off if I had it.

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Refs

http://wilksinfo.files.wordpress.com/20 ... l-rig1.jpg

http://www.oilrigjobscenter.org/img/marine-500.jpg

http://marineinsight.com/wp-content/upl ... 431926.jpg
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AfSoccer "I just don't see the natural talent."
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Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Zemciugas »

I to think this rig would be better off in its own map. Could add some cargo ships like kitty mentioned as a ARF held territory of cargo ships and rig as multiple last flags. Could have USMC make use of little birds and speedboats, would be epic and a nice change of pace from all the land maps.
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Nugiman
Posts: 358
Joined: 2008-06-25 11:42

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Nugiman »

Zemciugas wrote:I to think this rig would be better off in its own map. Could add some cargo ships like kitty mentioned as a ARF held territory of cargo ships and rig as multiple last flags. Could have USMC make use of little birds and speedboats, would be epic and a nice change of pace from all the land maps.
actually there was such a 'pirate' scenario map in development a few years ago, but sadly the mapper stopped doing it
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by LITOralis.nMd »

Nugiman wrote:actually there was such a 'pirate' scenario map in development a few years ago, but sadly the mapper stopped doing it
That was the Eyl Somalia map, which would have revolutionized BF2 mapping.

https://www.realitymod.com/forum/f318-2 ... d-map.html
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Arc_Shielder »

If anyone have his contact it would be nice to request that cargoship static.
Adalaxy
Posts: 103
Joined: 2013-03-05 00:09

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Post by Adalaxy »

Aww man a Naval assault an a larger interconnect oil rig platform would be awesome!

as for the Map its great !
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