[Map] Bamyan (4km) [Released]

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Amok@ndy
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Post by Amok@ndy »

You just need to remove the painted area from the OG layer
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James2464
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re: [Map] Bamyan (4km)[WIP]

Post by James2464 »

Looks awesome!


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

Post by Bethovencore »

Daaaaamn, this is beautiful! Great freaking work! :razz:
Be gone, foul demon!
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Ason
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re: [Map] Bamyan (4km)[WIP]

Post by Ason »

I'm glad you like it, here are some new pics :)
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Last edited by Ason on 2015-01-25 20:06, edited 1 time in total.
AfterDune
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re: [Map] Bamyan (4km)[WIP]

Post by AfterDune »

Looks pretty nice :)
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WarEagle751
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re: [Map] Bamyan (4km)[WIP]

Post by WarEagle751 »

Sweet, I've been hoping for a map in this location to be put in PR! It has that mountainous feel and it has a10's on this map. Plus, I've also been wanting more maps with US vs. Taliban as well! :D

It reminds me of a situation like this. You're trapped in the mountains with heavy gunfire from the Taliban and have called in air support. You have to keep on suppressing them until the A10's come in and rip them to pieces. :lol:


U.S Soldiers Intense Mountain Helmet Cam Firefight With A10 Support Afghanistan.

US Soldiers in intense long range firefight against Taliban in Afghanistan. The battle contains small arms fire, sniper rifles, machine guns and an A10 Support. The footage was caught by several Helmet Cams from the members of Cobra2 sniper team at COP Honaker-Miracle. OEF 12-13. Much respect goes out to these guys.
Last edited by WarEagle751 on 2015-01-13 04:25, edited 7 times in total.
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Ason
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re: [Map] Bamyan (4km)[WIP]

Post by Ason »

WarEagle751 wrote:Sweet, I've been hoping for a map in this location to be put in PR! It has that mountainous feel and it has a10's on this map. Plus, I've also been wanting more maps with US vs. Taliban as well! :D

It reminds me of a situation like this. You're trapped in the mountains with heavy gunfire from the Taliban and have called in air support. You have to keep on suppressing them until the A10's come in and rip them to pieces. :lol:
Yeah this was also what I had in mind from the beginning, but I'm not sure I will use those factions anymore. I just think the scopes are too powerful to make it any fun for the talibans.. It's like having a team of snipers vs civilians imo.

My new plan is to make it Syrian army vs FSA, making it either
FSA vs Taliban or Hamas vs FSA until the Syrian Army is done (I hope they are still working on it)
The hescoes could be a gift from the Iraqi Army, or left behind from an earlier US invasion :)

Opfor vs Opfor could also simulate some kind of civil war like Afghan Army vs Taliban, Kurds vs Isis or the factions that are in Arma Takistan map, until the Syrian army is done.

Btw does someone know if Hamas have a crewman kit?
Last edited by Ason on 2015-01-13 09:01, edited 2 times in total.
WhiteRhino
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re: [Map] Bamyan (4km)[WIP]

Post by WhiteRhino »

Ason wrote:Yeah this was also what I had in mind from the beginning, but I'm not sure I will use those factions anymore. I just think the scopes are too powerful to make it any fun for the talibans.. It's like having a team of snipers vs civilians imo.

My new plan is to make it Syrian army vs FSA, making it either
FSA vs Taliban or Hamas vs FSA until the Syrian Army is done (I hope they are still working on it)
The hescoes could be a gift from the Iraqi Army, or left behind from an earlier US invasion :)

Opfor vs Opfor could also simulate some kind of civil war like Afghan Army vs Taliban, Kurds vs Isis or the factions that are in Arma Takistan map, until the Syrian army is done.

Btw does someone know if Hamas have a crewman kit?
That's a really good news if you change the faction for something more balanced, because on this kind of map (with a lot of open area), that's really boring/fustrating to be raped because blufor are shooting you at long range only. Without talking about the A10...
camo
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re: [Map] Bamyan (4km)[WIP]

Post by camo »

Ason why not set it in the soviet-afghan war?
Check this thread out and contact comradehx to see if he's still doing anything about it.
https://www.realitymod.com/forum/f66-pr ... 1980s.html
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Ason
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re: [Map] Bamyan (4km)[WIP]

Post by Ason »

[quote=""'[R-DEV"]Amok@ndy;2048769']Use an OG type that you don't use on that map. Then place on the map and convert it to statics and then select all of the same type and replace them with the objects you like[/quote]

If I convert them to static and save the map, will my OG "return" to OG (not selectable/not static objects) the next time I load the map? Because I don't want the trees and stuff to turn into statics forever after that point.

[quote="camo_jnr_jnr""]Ason why not set it in the soviet-afghan war?
Check this thread out and contact comradehx to see if he's still doing anything about it.
https://www.realitymod.com/forum/f66-pr ... 1980s.html[/quote]

Yeah that would be cool although I guess the Syrian faction will be done before Soviet, but I might do it if the chance presents itself :) Only problem is I would have to replace all hescoes, which is pretty much work:/
K4on
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re: [Map] Bamyan (4km)[WIP]

Post by K4on »

It is really a shame that you don't focus on finishing your other awesome map first. At the end you will have to face the same work process as well, so it doesn't make sense IMO to just start with another project.

Seriously, if you don't want to see all your work ending up in nothing, pull yourself together and finish Assault on Grozny properly man.

Was really looking forward to this.
Makes my heart bleeding to see those projects getting abandoned :-(
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Ason
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re: [Map] Bamyan (4km)[WIP]

Post by Ason »

[R-DEV]K4on wrote:It is really a shame that you don't focus on finishing your other awesome map first. At the end you will have to face the same work process as well, so it doesn't make sense IMO to just start with another project.

Seriously, if you don't want to see all your work ending up in nothing, pull yourself together and finish Assault on Grozny properly man.

Was really looking forward to this.
Makes my heart bleeding to see those projects getting abandoned :-(
Yeah, believe me I also think it's a shame.. But the thing is, it's such "big map" with all the statics and I'm not even sure how much I need to remove to get it to an acceptable level..

CTrifle told me he might be able to help me group the pavements togheter, so that might motivate me to speed it up, although there seemed to be only about 10 fps difference when I removed the pavements, I'm guessing the same thing would have to be made for all the walls which are about the same amount as the pavements and even then I might have to remove objects.

But yeah, I haven't totally forgot about Grozny, maybe I'll pick it up again in a few months or something.

The reason I start over is because now I can avoid all the mistakes I did earlier, like puttin 16000 objects on the map, being more careful what textures they use and most important if I need to make changes, I won't have to spend 1-2 weeks lightmappin it. It's a real pain in the *** to have to relightmap Grozny and then resize all those files.. On this map I'm planning to have about 5000 Objects max.
camo
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re: [Map] Bamyan (4km)[WIP]

Post by camo »

yeah i agree with k4on on this, get one done. Also as much as it pains me to say, i've done shock ridge, played it to death, no excitement for this map compared to grozny (not to say i'm not excited for this). Grozny is new and it was awesome playing it in the test a few months back, one of the best urban combat maps i've played on. I even sneaked a few clips of gronzy into my little trailer for the PRT a few weeks back.
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Ason
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re: [Map] Bamyan (4km)[WIP]

Post by Ason »

Ok, I think I just made a huge mistake.... I lightmapped the terrain and accidentally saved the map...Now all my OG are static objects. Is there some way to reverse this to make it OG again?
Rabbit
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re: [Map] Bamyan (4km)[WIP]

Post by Rabbit »

it does that after you lightmap, if you close and restart its fine.
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AfSoccer "I just don't see the natural talent."
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Ason
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re: [Map] Bamyan (4km)[WIP]

Post by Ason »

[R-DEV]Rabbit wrote:it does that after you lightmap, if you close and restart its fine.
yeah but I accidentally saved the map right after I lightmapped it, so now when I restart and load the map, my OG are still Static Objects...

Code: Select all

Object deciduous_bush_v1 was in an invalid layer. Moved to default.
Object deciduous_bush_v1 was in an invalid layer. Moved to default.
Object deciduous_bush_v1 was in an invalid layer. Moved to default.
Object bush_branches was in an invalid layer. Moved to default.
Object deciduous_bush_v1 was in an invalid layer. Moved to default.
Object deciduous_bush_v1 was in an invalid layer. Moved to default.
Object deciduous_bush_v1 was in an invalid layer. Moved to default.
Object bush_branches was in an invalid layer. Moved to default.
Object deciduous_bush_1 was in an invalid layer. Moved to default.
Object deciduous_bush_1 was in an invalid layer. Moved to default.
So now I have 14000 Statics instead of 1500.
Please someone tell me there is an easy fix...
Rhino
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re: [Map] Bamyan (4km)[WIP]

Post by Rhino »

Ason wrote:Please someone tell me there is an easy fix...
Revert to a recent backup?

If you are the kinda person who doesn't back up, you first should learn to backup to avoid problems like this in the future, and if your lucky, all the new overgrowth objects will be saved at the end of your staticobjects.con, after all of your originally placed statics, then its just a matter of selecting them all and deleting them in a text editor.
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Ason
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re: [Map] Bamyan (4km)[WIP]

Post by Ason »

[R-DEV]Rhino wrote:Revert to a recent backup?

If you are the kinda person who doesn't back up, you first should learn to backup to avoid problems like this in the future, and if your lucky, all the new overgrowth objects will be saved at the end of your staticobjects.con, after all of your originally placed statics, then its just a matter of selecting them all and deleting them in a text editor.
Yeah, my backup was a few hours old, anyway I noticed my OG was still there so I will just delete all the statics and replace the ones I didn't place with the OG tool...I had to replace the bad rocks anyway so I guess this was bound to happen either way.
AfterDune
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Post by AfterDune »

Otherwise select the OG static, then select all of this type, then delete. Repeat for every OG static. Tedious job, but should get it done eventually.
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