With that type of terrain the Insurgents might actually have a good chance.The_Turkish_Moose wrote:Ok I'll do that tomorrow Rudd, cheers
Fortified Apartments
North Madain
[Map] Madain Invasion (2km) [WIP]
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: [Map] Madain Invasion (2km) [WIP]
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: [Map] Madain Invasion (2km) [WIP]
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.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...
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 The US has withdrawn from Iraq and the MEC would likely be (at it's core) a union between Iran and Iraq (which would make a bit more sense now that Iraq is run by the Shia)- the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.
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Kerryburgerking
- Posts: 407
- Joined: 2011-11-01 10:42
Re: [Map] Madain Invasion (2km) [WIP]
Two words: Dien DuongEcho331 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.
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: [Map] Madain Invasion (2km) [WIP]
I don't get it...Kerryburgerking wrote:Two words: Dien Duong
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The_Turkish_Moose
- Posts: 307
- Joined: 2013-03-16 14:40
Re: [Map] Madain Invasion (2km) [WIP]
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

- 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
- Posts: 407
- Joined: 2011-11-01 10:42
Re: [Map] Madain Invasion (2km) [WIP]
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.Echo331 wrote:I don't get it...
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Madain Invasion (2km) [WIP]
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.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

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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: [Map] Madain Invasion (2km) [WIP]
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 mapCroCop 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.
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Map] Madain Invasion (2km) [WIP]
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.
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
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Madain Invasion (2km) [WIP]
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.
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.
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: [Map] Madain Invasion (2km) [WIP]
No you don't get itKerryburgerking 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.
Here, we're talking about having MEC vs INS, not US vs MEC as insurgents

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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The_Turkish_Moose
- Posts: 307
- Joined: 2013-03-16 14:40
Re: [Map] Madain Invasion (2km) [WIP]
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
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
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: [Map] Madain Invasion (2km) [WIP]
Yea- I may have overlooked the possibility for what I said to be misinterpreted.Pvt.LHeureux wrote:No you don't get it
Here, we're talking about having MEC vs INS, not US vs MEC as insurgents![]()
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Map] Madain Invasion (2km) [WIP]
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
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The_Turkish_Moose
- Posts: 307
- Joined: 2013-03-16 14:40
Re: [Map] Madain Invasion (2km) [WIP]
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?
Is there something not working or is this normal?
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Map] Madain Invasion (2km) [WIP]
Did you do step 7. when you edit the LayerInit.con?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?
https://www.realitymod.com/forum/f189-m ... dding.html
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] Madain Invasion (2km) [WIP]
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!
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.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Map] Madain Invasion (2km) [WIP]
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.
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
- Posts: 307
- Joined: 2013-03-16 14:40
Re: [Map] Madain Invasion (2km) [WIP]
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...


Any idea how to fix this problem
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...


Any idea how to fix this problem
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Madain Invasion (2km) [WIP]
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
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





