[Map] Emirate Isle [scrapped]

Maps created by PR community members.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

[Map] Emirate Isle [scrapped]

Post by GeZe »

Emirate Isle

Download:
http://files.filefront.com//;6371400;;/
http://rapidshare.com/files/7825998/emi ... e.rar.html
(approx. 8mb)

Briefing:
The British have invaded Emirate Isle, a small resort island in the middle of the Persian Gulf. Their hope is to use the island as an advanced helicopter repair and refuel base for their impeding invasion of Iran. But the MEC defenders will not give up without a fight. If they succeed in repelling the attackers, the planned UK invasion of Iran will be ruined, and the war will be tipped towards MEC's favour. Neither side can afford to lose this battle.

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Read the README.txt file to see how to install.
Last edited by GeZe on 2006-12-17 09:00, edited 1 time in total.
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

Have you done all the lightmaps this time?
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

No.

I can only do them if I get a new computer.

(though everything else is fixed, except the things listed in the README file)

EDIT:
And why the hell did that have to be the first comment? Sigh. Oh well.
Last edited by GeZe on 2006-12-17 08:51, edited 1 time in total.
blnz
Posts: 84
Joined: 2006-11-20 16:23

Post by blnz »

From the overview this map looks very great!
Hope that I can enter at least 25% of the buildings :)

I see that you have two hosts up, but if you need another just write!

Downloading now!
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Some History:
This map was started in the days of PR .25, around April I think. It was inspired by a small section of the map "Sundown on Mosul", a map which was never released.

There is a secret underground tunnel. If you find it, don't tell anyone, just PM me if you want to tell me you found it.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Sreenshots: (with all low settings, sorry, that's just how I run the game)
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Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

Looks Interesting...Downloading
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Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

Heh I've found the "secret" a long time ago.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Don't tell though! If you do I will find you.

Also, this is finally a map which the shotgun would own at. I was just playing around in it and could just imagine blasting people left and right.

Also, the two jeeps that each sides starts off with in the beginning have a one hour respawn time, so don't worry about it being whored and exploited.

Note, if you want to set up a local game for yourself, you should install the AAS file as instructed, then go create local. After that go in the console and write "sv.numplayersneededtostart 1" and the game should start. All kit request stuff works.
blud
Posts: 1246
Joined: 2006-09-04 22:22

Post by blud »

Is this the final version of the map?
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Well, basically yes. Unless something major pops up though.

Also, servers adjust the tickets according to how long you want your game to be.
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

You should get someone with a better PC to run the lightmaps for you cause it does affect gameplay.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

How does it affect game play? I actually like it all bright and such.

But, does this mean you are volunteering your computer?
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

GeZe wrote:How does it affect game play? I actually like it all bright and such.
Well it's hard to hide in a shadow that's not there :)
GeZe wrote:But, does this mean you are volunteering your computer?
NO WAY! I've tried running lightmaps on my PC before and uh........ I'm not gonna do it again.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Ah, okay. Well, hopefully we can get a server running this next weekend, so we can have a test day. .:iGi:.U.G.H said he would try to see if it worked.
.:iGi:.U.G.H.
Posts: 850
Joined: 2006-04-20 09:49

Post by .:iGi:.U.G.H. »

I'll try it now...
Last edited by .:iGi:.U.G.H. on 2006-12-18 11:12, edited 1 time in total.
We are recruiting high skill players for PR - http://www.imgoingin.co.uk/forums
.:iGi:.U.G.H.
Posts: 850
Joined: 2006-04-20 09:49

Post by .:iGi:.U.G.H. »

Just tried it on our server, still doesn't work with BF2CC.
We are recruiting high skill players for PR - http://www.imgoingin.co.uk/forums
DJJ-Terror
Posts: 671
Joined: 2006-06-14 21:51

Post by DJJ-Terror »

if you want i can run lightmaps for you, just post all on GH ftp and give me link.
Who want to get things done will find a way and who dosen't will find an excuse.

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klan DOJAJA
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

For someone with a good PC I don't think it would take that long to gen. the lightmaps, although there's much of statics the map itself is small (will get much bigger with the lightmaps ready though)
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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

.:iGi:.U.G.H. wrote:Just tried it on our server, still doesn't work with BF2CC.
http://www.bf2cc.com/forums/viewtopic.php?p=23726

****, it is a bf2cc problem, it doesn't like my .desc file I guess

If any devs have any info on how to make the bf2cc work (any secret tricks), please share, I will try to fix it on the weekend

NOTE: the map works fine on normal server stuff, just bf2cc is retarded
'[R-CON wrote:DJJ-Terror']if you want i can run lightmaps for you, just post all on GH ftp and give me link.
Okay, thanks! But first I want to get all the objects right, first do some play testing, so they don't have to be redone after.

EDIT:
Downloads 0 (This week: 0)
lol, thanks for the interest guys!
Last edited by GeZe on 2006-12-19 02:00, edited 1 time in total.
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