[Map] Bamyan (4km) [Released]

Maps created by PR community members.
Post Reply
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

re: [Map] Bamyan (4km)[WIP]

Post by Rudd »

Another question, I remember something about adding a line of text to some file if you are working with 4km maps. Is that still required?
Yea, add it to the tmp.con or just nick one from another 4k map.

Dont add to the terrain.con or you'll constantly overwright it
Last edited by Rudd on 2014-01-11 05:16, edited 1 time in total.
Image
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

re: [Map] Bamyan (4km)[WIP]

Post by Rabbit »

[R-DEV]Rudd wrote:Another question, I remember something about adding a line of text to some file if you are working with 4km maps. Is that still required?
Not a requirement but is this what you mean?

Code: Select all

terrainCuller.baseCellSize 256
Image

AfSoccer "I just don't see the natural talent."
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

Rabbit wrote:Not a requirement but is this what you mean?

Code: Select all

terrainCuller.baseCellSize 256
Should I add that to the tmp aswell?


I'm having the same problems as Turkish with tiles of the terrain disappearing from a distance but I already got

Code: Select all

terrainCuller.setUseStitchedLods 0
in the tmp which was the solution Mineral gave Turkish, is there something else I can try?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

re: [Map] Bamyan (4km)[WIP]

Post by Rabbit »

Mrslobodan wrote:Should I add that to the tmp aswell?
All that does is reduces/ removes morphing terrain, although it can be very hard on a lot of peoples computers.
Mrslobodan wrote: I'm having the same problems as Turkish with tiles of the terrain disappearing from a distance but I already got

Code: Select all

terrainCuller.setUseStitchedLods 0
in the tmp which was the solution Mineral gave Turkish, is there something else I can try?


Post some screen shots of it,However that line should fix it.
Image

AfSoccer "I just don't see the natural talent."
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

I added both of the lines to the tmp but no luck :(
Image
(ignore shadows, used grozny lightmaps to be able to load the map)
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

re: [Map] Bamyan (4km)[WIP]

Post by Rabbit »

Take the tmp from bijar canyons and place it into your map folder, to make sure there was no problem with the tmp being created.
Image

AfSoccer "I just don't see the natural talent."
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

yes it worked, thanks Rabbit :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

re: [Map] Bamyan (4km)[WIP]

Post by Rudd »

terrainCuller.baseCellSize 256
note, this is associated with a FPS drop; only use if absolutely necessary
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

[R-DEV]Rudd wrote:note, this is associated with a FPS drop; only use if absolutely necessary
The map looks fine without it so no need for it :)

Concept:
Here are some pictures of the map. This is the kind of environment I had in mind.
Hills with alot of bushes and stones to hide behind. Some small village in a valley somewhere but mostly single houses and shacks here and there.
US Army vs Taliban
US Assets:
humvees
Trans heli
CAS (perhaps jets on one layer and apaches on another)'
Taliban Assets:
Jeeps and cars (low amount of technicals)

I would like some opinions on this kind of map. The kind of vehicles is just a concept so mostly how do you think gameplay would be in an environment like this?
Image
Image
Image
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

re: [Map] Bamyan (4km)[WIP]

Post by Rabbit »

Well, I say make at lease one layer where its just like a normal deployment and not a huge operation.

US Army

2 MK19 hmmwvs
6 regular hmmwvs
2 crow hmmwvs
2 logis
2 f-16s or 1 or 2 Apaches.

Taliban

suicide cars
regular civi cars
MG cars.

I also have a video/ pictures of our new CLOSED COP, which was against really all regulations, heh.
Image

AfSoccer "I just don't see the natural talent."
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

Rabbit wrote:Well, I say make at lease one layer where its just like a normal deployment and not a huge operation.

US Army

2 MK19 hmmwvs
6 regular hmmwvs
2 crow hmmwvs
2 logis
2 f-16s or 1 or 2 Apaches.

Taliban

suicide cars
regular civi cars
MG cars.

I also have a video/ pictures of our new CLOSED COP, which was against really all regulations, heh.
By normal deployment do you mean mostly light ground vehicles and no cas, or is it the vehicle setup you wrote?
COP = common operational picture?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

re: [Map] Bamyan (4km)[WIP]

Post by Rabbit »

Mrslobodan wrote:By normal deployment do you mean mostly light ground vehicles and no cas, or is it the vehicle setup you wrote?
COP = common operational picture?
What I wrote. Countries tend to color coordinate colors based on danger areas, anytime we would go in red/ black or after an event, we would roll with cas.

COP= Combat Outpost.
Image

AfSoccer "I just don't see the natural talent."
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

Rabbit wrote:COP= Combat Outpost.
You got a link to them? :D
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

re: [Map] Bamyan (4km)[WIP]

Post by Pvt.LHeureux »

Damn Mrslobodan, that's really good! How long have you been working on this on the side of Grozny?
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
ElshanF
Posts: 357
Joined: 2008-07-22 12:34

Post by ElshanF »

Map looks awesome man !
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

Thanks guys, been working on this for 2-3 days :)
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

re: [Map] Bamyan (4km)[WIP]

Post by LITOralis.nMd »

You first posted the Grozny thread on 24 January, 2013.
In one year you've gotten to the point you can spit out new terrain maps in 3 days work.

I hope you can finish Grozny before you dive head first into this new map.

This Taki map has potential, but consider this question before you go forward: 'How you will differentiate it from Operation Archer in regards to gameplay? When you can answer that question to your satisfaction, you'll be ready to make a unique map for the game. And hopefully the new statics will be done by then.

On a important note, you should change the name of the map now. It's quite possible 'Takistan' is a registered trademark or is copyrighted by the original creator(s) of the map in some manner. This is due to the fact that it is indeed a fictional location, which means all commercial content , such as "fan fiction novels" need to have legal authorization to use the names of fictional locations and characters in this fictional universe.

So, pick a new fictional name. Name your new baby, and own it.
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

re: [Map] Bamyan (4km)[WIP]

Post by Ason »

[R-COM]LITOralis.nMd wrote:You first posted the Grozny thread on 24 January, 2013.
In one year you've gotten to the point you can spit out new terrain maps in 3 days work.

I hope you can finish Grozny before you dive head first into this new map.

This Taki map has potential, but consider this question before you go forward: 'How you will differentiate it from Operation Archer in regards to gameplay? When you can answer that question to your satisfaction, you'll be ready to make a unique map for the game. And hopefully the new statics will be done by then.

On a important note, you should change the name of the map now. It's quite possible 'Takistan' is a registered trademark or is copyrighted by the original creator(s) of the map in some manner. This is due to the fact that it is indeed a fictional location, which means all commercial content , such as "fan fiction novels" need to have legal authorization to use the names of fictional locations and characters in this fictional universe.

So, pick a new fictional name. Name your new baby, and own it.
Damn, have I wasted that much of my time on this? xd
but consider this question before you go forward: 'How you will differentiate it from Operation Archer in regards to gameplay?
Good question. What I don't like about Op. Archer will be fixed in my map :P
-More and higher mountains
-rocks on mountains
-bushes on mountains
-4km map
-jets and ah

I hope these things will make a bit of difference between the two. But I will finish Grozny first of course, and like you say hopefully the afghan statics will be available when Grozny is done :)

Could someone change the map name to "Operation Razor"? (temp name) Or if you know a better name change it to that :) And also [WIP] instead of [concept]
Last edited by Ason on 2014-01-12 02:34, edited 2 times in total.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

re: [Map] Bamyan (4km)[WIP]

Post by Rabbit »

Mrslobodan wrote: Could someone change the map name to "Operation Razor"? (temp name) Or if you know a better name change it to that :) And also [WIP] instead of [concept]
How about a real life location, Shok Valley comes into mind for me, doesn't have to be based on it, but you could still use the name which I think sounds dangerous, which it was.
Image

AfSoccer "I just don't see the natural talent."
Image
Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

re: [Map] Bamyan (4km)[WIP]

Post by Element-X_IV »

Looks very interesting, got a minimap?

I can see combat on this being similar to that of archer's, just add more villages, compounds and afghan houses around, maybe some caves too. Keep the assets light so Taliban doesn't get their asses kicked with Blufor optics and armor, even something like light CAS, helicopter transports + humvees but no APCs or any armor would be interesting too, I don't think any PR maps have that kind of combination yet, so it could be interesting to try out.

Keep it up, hope you finish Grozny as well though. :P
Post Reply

Return to “Community Maps”