(wip) Hateruma (4km)

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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

Okay, the packer didnt pack the .dat files so I did it manually. Also fixed and number of other issues.
Currently playable but there is no Ch_para faction completed yet so spawn as US. Looking for general layout feedback.
https://www.dropbox.com/s/b31vlbwz9xdpo ... ma.7z?dl=0
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

Replaced editor shots with ingame. Still lookin for general layout feedback.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
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Re: (wip) Hateruma (4km)

Post by Rabbit »

Looking for someone who is really good with colormaps for this map. I'd like to tpaint it, but overlay the fields onto it and use that as a minimap version then rerun it and use the only bf2 paint as ingame.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

RIP. Map has hit a point where it just can load in editor anymore with staticobjects.con
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AfSoccer "I just don't see the natural talent."
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Hokunin
Retired PR Developer
Posts: 606
Joined: 2009-11-02 09:23

Re: (wip) Hateruma (4km)

Post by Hokunin »

You mean like its over, thats it? Abandoned forever?
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Rabbit
Posts: 7818
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Re: (wip) Hateruma (4km)

Post by Rabbit »

Hokunin wrote:You mean like its over, thats it? Abandoned forever?
No, but not until I start getting things like the hedgerows to cut down on static numbers to make it stable enough to keep working on.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

resolved editor issues.
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AfSoccer "I just don't see the natural talent."
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Sir.Helpman
Posts: 9
Joined: 2019-04-19 01:05

Re: (wip) Hateruma (4km)

Post by Sir.Helpman »

Nice work
:-D
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

scrapping and starting over, as is tradition.
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AfSoccer "I just don't see the natural talent."
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

updated with pictures of wip remade version
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AfSoccer "I just don't see the natural talent."
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Max_
Retired PR Developer
Posts: 636
Joined: 2009-08-13 23:51

Re: (wip) Hateruma (4km)

Post by Max_ »

Looks great.

What are those trees?
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

Max_ wrote:Looks great.

What are those trees?
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New jungle clusters. Outlawz needs to fix the lods I guess.
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AfSoccer "I just don't see the natural talent."
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Outlawz7
Retired PR Developer
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Joined: 2007-02-17 14:59

Re: (wip) Hateruma (4km)

Post by Outlawz7 »

Max_ wrote: What are those trees?
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Play4Free jungle trees
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

wip minimap Image

currently hate the field colors so not sure what I will do about that.

Also need a point of interest in that giant chunk of jungle between airstrips but not sure what to do.
Last edited by Rabbit on 2020-12-21 21:28, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: (wip) Hateruma (4km)

Post by InfantryGamer42 »

Rabbit wrote: Also need a point of interest in that giant chunk of jungle between airstrips but not sure what to do.
Maybe make secret command bunker used to C2 defense of island? Rest of map looks good. Maybe two airstrips next to each other looks weird (you could make one big like on Masirah and make different main).
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

InfantryGamer42 wrote:Maybe make secret command bunker used to C2 defense of island?
maybe, but gamey
InfantryGamer42 wrote:(you could make one big like on Masirah and make different main).
Masirah showed that to be a bad idea.
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AfSoccer "I just don't see the natural talent."
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InfantryGamer42
Posts: 495
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Re: (wip) Hateruma (4km)

Post by InfantryGamer42 »

Rabbit wrote: Masirah showed that to be a bad idea.
Problem of Masirah and airfield is fact that we talk about desert map whit large viewrange. As this is jungle map, it should work much better. You can then add extra bunkers insaid that forest used to hide jets, command post and other elements of functional military airfield used in same time used for civilian needs of island. You could also go in direction of Swedish concept of airbase (link below) which would be interesting to see in game and it would fit nice into map.

https://en.m.wikipedia.org/wiki/Bas_90
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: (wip) Hateruma (4km)

Post by Frontliner »

Rabbit wrote:Also need a point of interest in that giant chunk of jungle between airstrips but not sure what to do.
Radar station in an elevated spot?

Lake with one or two villages surrounding it? With a river running South/South-West from it, several waterfalls towards the S Beach?
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: (wip) Hateruma (4km)

Post by Rabbit »

Frontliner wrote:Radar station in an elevated spot?

Lake with one or two villages surrounding it? With a river running South/South-West from it, several waterfalls towards the S Beach?
Tried a down hill rocky river and its just not working well for 4km terrain.
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AfSoccer "I just don't see the natural talent."
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UncleSmek
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Joined: 2008-09-02 05:07

Re: (wip) Hateruma (4km)

Post by UncleSmek »

Looks super good!
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