[Map] Operation Wonderland (4km) [WIP]

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

[Map] Operation Wonderland (4km) [WIP]

Post by The_Turkish_Moose »

More information to come...

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...It's play time!
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Map] Operation Wonderland (4km) [WIP]

Post by Mineral »

I can see a mosque, playground, american steakhouse old fortress and a mixture of west and jungle overgrowth.

I guess the map has no real-life based location? :D

Tbh, why I too like new map concepts and all, it's much more beneficial to just focus on one map. I know the finishing line is a hard part to do but this way we might all get to enjoy your work instead of just seeing a few threads with a few screenshots. PR doesn't have 10 more years of life in it so if you want to see your work played you should really focus on one and finish it completely :)

Also,tweak the fog setting. It doesn't look like mist but also obscures the view with this white-ish overlay which makes everything look grey.
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Operation Wonderland (4km) [WIP]

Post by The_Turkish_Moose »

I can see a mosque, playground, american steakhouse old fortress and a mixture of west and jungle overgrowth.
Its an amusement park with different themed locations like Disney has frontier land, fantasy land, adventure land e.c.t.
I guess the map has no real-life based location?
Fictional location in American based around a theme park

I should finish my other maps first, I know I should - I have three maps I'm working on now and do not plan to start any more maps until they are finished!
Spec
Retired PR Developer
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Joined: 2007-09-01 22:42

Re: [Map] Operation Wonderland (4km) [WIP]

Post by Spec »

Well, that's new. 4km? All theme park?
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Operation Wonderland (4km) [WIP]

Post by The_Turkish_Moose »

Well, that's new. 4km? All theme park?
Haha impossible

The map itself is 4km but the theme park site is currently just under 1km - around size as Disneyland (excluding the car parks e.c.t)

Of course, I've had to be creative when it comes to the limited number of rides so there will be a lot of shops and restaurants in Wonderland
CTRifle
Retired PR Developer
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Joined: 2011-01-03 14:57

Re: [Map] Operation Wonderland (4km) [WIP]

Post by CTRifle »

Like mineral said, get the first one done first! I wanna see it ingame :D but cool scenario either way
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bren
Posts: 735
Joined: 2013-08-01 05:46

Re: [Map] Operation Wonderland (4km) [WIP]

Post by bren »

TURK!! Very nice..
Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: [Map] Operation Wonderland (4km) [WIP]

Post by Insanitypays »

Map looks really great- good work so far. It brings questions to mind though
like why are we fighting over wonderland

and why wonderland- wonderland makes me think of Alice.

why not wallyworld
or something creepier
like funland

or six frags

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [Map] Operation Wonderland (4km) [WIP]

Post by Rhino »

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

Re: [Map] Operation Wonderland (4km) [WIP]

Post by The_Turkish_Moose »

why are we fighting over wonderland
This American theme park is occupied by foreign forces. It is intended to be a key strategic position in a fictional invasion against the US
and why wonderland- wonderland makes me think of Alice.
No reason what so ever
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Operation Wonderland (4km) [WIP]

Post by The_Turkish_Moose »

I have a couple of questions that need answering
1 - Is it possible to change the amount that trees sway
2 - How much of a performance impact does undergrowth have?
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Operation Wonderland (4km) [WIP]

Post by pr|Zer0 »

wow...you have 2 running projects...good luck with that.
in the editor, you have a field called object sway - it has a value between 0(disabled) and 1(enabled-full sway). try to play around with 0.5 etc
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Operation Wonderland (4km) [WIP]

Post by The_Turkish_Moose »

in the editor, you have a field called object sway - it has a value between 0(disabled) and 1(enabled-full sway). try to play around with 0.5 etc
Thanks Zero
wow...you have 2 running projects...good luck with that.
Even if I only finish one map, or none what so ever, I don't mind - I enjoy creating the maps themeselves. Whether it gets played or not does not, matters in no way to me. I like to create stuff!

I do hope to release one map however as people seem to really want to play them!
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