bad static placement... look at referance pics and you will see that its not even closely similarmax nice wrote:I removed every roads. Because a lot of road had a bug
I need to update my screen.
Edit:
[Map] Musa Qala (2km) [WIP]
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Zeno
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Re: [Map] Musa Qala (4km) [WIP]
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
- Max_
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Re: [Map] Musa Qala (4km) [WIP]
Major update on the city:


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AfterDune
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- Max_
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Re: [Map] Musa Qala (4km) [WIP]
yes, I try to make the real tower my 3D max keep crash...


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Dougalachi
- Posts: 346
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Re: [Map] Musa Qala (4km) [WIP]
Some other mapper did something similar with the Muttrah mosque a while ago and was told by Rhino (I think) that it was a bad idea because a person has to load up the whole model, even if only the minaret/tower is visible.
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BroCop
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Re: [Map] Musa Qala (4km) [WIP]
It is a bad idea considering the fact that you will load an entirely new texture pallet for a static thats only 10% visible hence increasing loading times for such a minor feature

- Max_
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Re: [Map] Musa Qala (4km) [WIP]
So now I have placed "xp1_tower" in the middle
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Element-X_IV
- Posts: 134
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Re: [Map] Musa Qala (4km) [WIP]
Looking better now max.
You could improve your static placement a bit more by seperating buildings or spacing them out a bit, if you want them to be beside each other, it should be in a way where they match.
Hard for me to explain, but just use walls and stuff, good example would be Fallujah, it's a beautiful map to learn static placement from. (for me atleast)
Good luck on your map, looks good.
You could improve your static placement a bit more by seperating buildings or spacing them out a bit, if you want them to be beside each other, it should be in a way where they match.
Hard for me to explain, but just use walls and stuff, good example would be Fallujah, it's a beautiful map to learn static placement from. (for me atleast)
Good luck on your map, looks good.
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usmcguy
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Re: [Map] Musa Qala (4km) [WIP]
Looking good man, but are you going to dirty up that Mosque a bit?
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Ironcomatose
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Re: [Map] Musa Qala (4km) [WIP]
OMG! I didnt know this was happening! I about creamed my pants when i saw this. This is where i was deployed. I wish i had known so you could have made a replica of where i was
I have thousands of pictures and some video so let me know if you need anything. (FYI Musa Qala is a district so this map represents only a small part)
EDIT: BTW that minaret has been rebuilt and is now pink
Seriously. Im going to find the pic and post it
EDIT 2: There it is as of 2010




EDIT: BTW that minaret has been rebuilt and is now pink
EDIT 2: There it is as of 2010




Last edited by Ironcomatose on 2011-01-05 17:07, edited 2 times in total.
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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SeanRamey
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Re: [Map] Musa Qala (4km) [WIP]
Holy Freakin Cows of Awesomeness!!!
This map is lookin amazing!
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PatrickLA_CA
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Re: [Map] Musa Qala (4km) [WIP]
If there is gonna be an Apache in the final version, then I like it 
In-game: Cobra-PR
- Max_
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Re: [Map] Musa Qala (4km) [WIP]
Lets bump this!
But I'm still working on this, the reason I stopped working on it was when I saw the new Arfghan Statics a few years ago, but I really want to finish this project.
The ANA faction was just a test, I might bring it for Community Faction, but we need a second map first.
Minimap:

Video:
I need to remake a lot of stuff first, mainly the Overgroth, but I need to focus on the compounds layout.
EDIT: Can we change the title for 2Km instead of 4Km
But I'm still working on this, the reason I stopped working on it was when I saw the new Arfghan Statics a few years ago, but I really want to finish this project.
The ANA faction was just a test, I might bring it for Community Faction, but we need a second map first.
Minimap:

Video:
I need to remake a lot of stuff first, mainly the Overgroth, but I need to focus on the compounds layout.
EDIT: Can we change the title for 2Km instead of 4Km
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Amok@ndy
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- Max_
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Re: [Map] Musa Qala (2km) [WIP]
Here's a minimap update.


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Zeno
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Re: [Map] Musa Qala (2km) [WIP]
Whats up with the west river?
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
- Max_
- Retired PR Developer
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- Joined: 2009-08-13 23:51
Re: [Map] Musa Qala (2km) [WIP]
I'm redoing the rivers, because I changed the water elevation recently.
- Max_
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Re: [Map] Musa Qala (2km) [WIP]
Minimap Update,


- Ason
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Re: [Map] Musa Qala (2km) [WIP]
really nice man, keep it up! How many statics and OG objects do you have atm?
- Max_
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Re: [Map] Musa Qala (2km) [WIP]
Objects: ~10300
Overgrowth: ~4075


I use these fields as a guide for the moment, I will remove some them to make some open field, and I will weld them together using Mineral's tutorial for turning Static/OG as one Static Object.
I might also decrease OG density if it become a problem.
Overgrowth: ~4075


I use these fields as a guide for the moment, I will remove some them to make some open field, and I will weld them together using Mineral's tutorial for turning Static/OG as one Static Object.
I might also decrease OG density if it become a problem.
Last edited by Max_ on 2015-05-05 01:13, edited 1 time in total.
Reason: had 1300 instead of 10300 objects...
Reason: had 1300 instead of 10300 objects...





