[Map] Madain Invasion (2km) [WIP]

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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: [Map] Madain Invasion (2km) [WIP]

Post by waldov »

The_Turkish_Moose wrote:Ok I'll do that tomorrow Rudd, cheers

Fortified Apartments
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North Madain
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With that type of terrain the Insurgents might actually have a good chance.
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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: [Map] Madain Invasion (2km) [WIP]

Post by Insanitypays »

The_Turkish_Moose wrote:Rabbit - That seems like a good idea; one layer with early sunrise and the other with late sunset 02
Echo331 - Rather than using side walks, I'm creating a very dirty and trash riddled city. I left it till last so that I was sure that all the objects were in the right place. Here are some screenshots of what I've been doing now...
That makes sense- I made that comment because I feel a lot of these maps don't have a smooth transition between terrain and buildings- the screens show the ground as very flat looking, ignoring many of the imperfections you'd see in a destroyed urban area. I think Rudd pretty much explained that with his comment. I'd assume there would be a lot of dirty puddles scattered around as well, I don't know if that's something you could do, but in a city with run down utilities you'd probably see that kind of thing- urban areas can get pretty disgusting.

This city also looks like a perfect opportunity to create a MEC Insurgency map. The US has withdrawn from Iraq and the MEC would likely be (at it's core) a union between Iran and Iraq (which would make a bit more sense now that Iraq is run by the Shia)- the New faction would have to stabilize it's region against insurgent groups opposing the new state. Granted, it's very fictional, but it sounds like it has a greater deal of authenticity than a standard western vs eastern conflict.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Kerryburgerking
Posts: 407
Joined: 2011-11-01 10:42

Re: [Map] Madain Invasion (2km) [WIP]

Post by Kerryburgerking »

Echo331 wrote:That makes sense- I made that comment because I feel a lot of these maps don't have a smooth transition between terrain and buildings- the screens show the ground as very flat looking, ignoring many of the imperfections you'd see in a destroyed urban area. I think Rudd pretty much explained that with his comment. I'd assume there would be a lot of dirty puddles scattered around as well, I don't know if that's something you could do, but in a city with run down utilities you'd probably see that kind of thing- urban areas can get pretty disgusting.

This city also looks like a perfect opportunity to create a MEC Insurgency map. The US has withdrawn from Iraq and the MEC would likely be (at it's core) a union between Iran and Iraq (which would make a bit more sense now that Iraq is run by the Shia)- the New faction would have to stabilize it's region against insurgent groups opposing the new state. Granted, it's very fictional, but it sounds like it has a greater deal of authenticity than a standard western vs eastern conflict.
Two words: Dien Duong
Insanitypays
PR:BF2 Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Insanitypays »

Kerryburgerking wrote:Two words: Dien Duong
I don't get it...

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Echo, sounds like a great idea. I could do two a few layers if ins
- one for the MEC
- one for the US
- Perhaps one for GB

And I'm not to sure about puddles, but I'll give it a go

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Kerryburgerking
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Kerryburgerking »

Echo331 wrote:I don't get it...
Dien Duong had a conventional faction as the insurgents (NVA) and US as BLUFOR. US almost never won on Dien Doung because of they didn't have the upper hand of being a more advanced faction.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Madain Invasion (2km) [WIP]

Post by BroCop »

The_Turkish_Moose wrote:Echo, sounds like a great idea. I could do two a few layers if ins
- one for the MEC
- one for the US
- Perhaps one for GB
Wont work. Multiple factions work only if you use factions with the same voice files (or the very least plausible voice such as in the case of Militia - Russia). Otherwise you'd end up with MEC using US voices or vice versa.
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Insanitypays
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Insanitypays »

CroCop wrote:Wont work. Multiple factions work only if you use factions with the same voice files (or the very least plausible voice such as in the case of Militia - Russia). Otherwise you'd end up with MEC using US voices or vice versa.
I think it's possible if there are separate layers for the map- I think that only applies when you have more than two factions on a single layer of a map

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Madain Invasion (2km) [WIP]

Post by sylent/shooter »

Trust me.. it won't work. It applies to layers. You can't have different factions that use different voices even if they are on different layers.

Maps can only load up audio files once IIRC.

EDIT: I don't want to seem like "that guy" but you have a fair amount of work to do before this is PR ready. You have to go around and put in a lot more detail into the city, and even the surrounding landscape. Even if it's surrounded by a desert. Also, you have some sculpting issues with terrain that really need to be fixed.

Your biggest problem right now is that it feels empty. Also, play around with your fog settings a bit more. Right now and in the current examples it either feels "too open" or like there is a wall that if you walk far enough you'll eventually hit.

Good luck, and remember if you need any help us mappers are here to help each other out.

Killing the enemy sylently
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Madain Invasion (2km) [WIP]

Post by lucky.BOY »

Crocop is right.

I would like to see this as a MEC vs ME insurgents as a map, deffinatelly worth a shot. It would also make it stand out from the ever bigger pool of Middle eastern maps. Although, it would mean no US on the map in any layer. So the mapper needs to chose what he wants, really.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Madain Invasion (2km) [WIP]

Post by Pvt.LHeureux »

Kerryburgerking wrote:Dien Duong had a conventional faction as the insurgents (NVA) and US as BLUFOR. US almost never won on Dien Doung because of they didn't have the upper hand of being a more advanced faction.
No you don't get it :-P

Here, we're talking about having MEC vs INS, not US vs MEC as insurgents :smile:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
The_Turkish_Moose
Posts: 307
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Ok, I'll just stick to US or GB teams

And shooter, I'll work on the changes you suggested. The only reason I'm trying to get the map finished as quickly as possible is because this is part of my college course work. Sounds bizarre but it really is. However, I will not submit a half finished map. So before I do submit, I want the green light from a group of PR experts who have tested my map them selves
Insanitypays
PR:BF2 Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Insanitypays »

Pvt.LHeureux wrote:No you don't get it :-P

Here, we're talking about having MEC vs INS, not US vs MEC as insurgents :smile:
Yea- I may have overlooked the possibility for what I said to be misinterpreted.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Madain Invasion (2km) [WIP]

Post by sylent/shooter »

Fair enough Turkish.... I've been working on my map for currently.... 3 something years xD Every update to the game I want something to change and I'm currently in University for my 2nd year. So don't be afraid to take your time.

Killing the enemy sylently
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Ok, so I want to set up a layer so I can test my map. I've been following Rhinos tutorial in the forums and when I create a new layer, it doesn't let me choose what type of gamemode (e.g conquest/ supply line) or what size (16,32,64)

Is there something not working or is this normal?
Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Madain Invasion (2km) [WIP]

Post by Rabbit »

The_Turkish_Moose wrote:Ok, so I want to set up a layer so I can test my map. I've been following Rhinos tutorial in the forums and when I create a new layer, it doesn't let me choose what type of gamemode (e.g conquest/ supply line) or what size (16,32,64)

Is there something not working or is this normal?
Did you do step 7. when you edit the LayerInit.con?
https://www.realitymod.com/forum/f189-m ... dding.html
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AfSoccer "I just don't see the natural talent."
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The_Turkish_Moose
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

No I haven't, but when I went into bf2editor/mods, there was no PR_EDIT folder. Only one for BF2 and Xpack

Should I manually create one? Would that work?

Oh wait, it worked!
Last edited by The_Turkish_Moose on 2013-12-15 17:27, edited 1 time in total.
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Mineral
Retired PR Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Mineral »

https://www.realitymod.com/forum/f189-m ... dding.html

Doesn't matter what you call it specifically. Most use 'pr_edit' but yeah, you kinda always need a version of PR where you can play around with and build your 'own mod'. Where everything is unpacked for the editor and where you can load it up and test out new maps and things you mod. specially with 1.0 and the file verification.
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The_Turkish_Moose
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Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Ok, mineral. I've been editing with v.0.98
Will that cause a problem when trying to play it on v1.0?

Also, when ever I run the map in a local server, I CTD with these errors...

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Any idea how to fix this problem
Rudd
Retired PR Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Rudd »

something is nicking too much memory

if you don't know what's causing it then load up the map minus 1 part of it's init.con

e.g. remove the lines to do with overgrowth, then try to load

if it doesn't CTD, then something is wrong with the overgrowth

repeat until the map loads, then look closer at what was making it crash
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