Alternativley, show me a photo of emirate isle as a real place and make me stfu!
[Map] Emirate Isle [scrapped]
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duckhunt
- Retired PR Developer
- Posts: 3314
- Joined: 2005-08-28 18:20
youve put alot of effort in, its look nice. But what I see in those screenshots is a small island with loads of skyscrapers crammed onto it. please dont take my words too harshly, but us being a reality mod, mappers aim to recreate the feeling and layout of real places. It adds to the immersion for games. imo, what you have done is not realistic. Check reference photos, google earth, etc and use the skills you learned from this to make an even better realistic map next time. Im not saying your work is ****, because its not, but its not the sort of map that would fit into a 'reality mod'
Alternativley, show me a photo of emirate isle as a real place and make me stfu!
Alternativley, show me a photo of emirate isle as a real place and make me stfu!
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Guerra norte
- Posts: 1666
- Joined: 2006-07-19 17:37
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Guerra norte
- Posts: 1666
- Joined: 2006-07-19 17:37
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TheDarkOverlord
- Posts: 134
- Joined: 2006-05-07 13:19
I agree with duckhunt, the map looks nice, but does not look very realistic and does not have much room for tacitcal movement.
Maybe you could expand the island a bit on the west side. Add some more palm trees, make the north area bigger, and make a large, sandy beach along the west side. Maybe remove the north hotel and make it part of the beach.
The terrain used for the beach currently looks too muddy, make it sand and blend it in a bit with the grass, maybe with another texture in between.
Also, if there is space, make the slums start neutral and make another small island (with few/no buildings) to the North with a British CP on it, and some boats at the South/North Beach and British Island CP.
Also, IMO if it is a resort island, you should change the slums CP to a market.
Maybe you could expand the island a bit on the west side. Add some more palm trees, make the north area bigger, and make a large, sandy beach along the west side. Maybe remove the north hotel and make it part of the beach.
The terrain used for the beach currently looks too muddy, make it sand and blend it in a bit with the grass, maybe with another texture in between.
Also, if there is space, make the slums start neutral and make another small island (with few/no buildings) to the North with a British CP on it, and some boats at the South/North Beach and British Island CP.
Also, IMO if it is a resort island, you should change the slums CP to a market.

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GeZe
- Retired PR Developer
- Posts: 3450
- Joined: 2006-02-09 22:09
Ah, but this is where you are wrong my friend. This map is in fact as large as Jabal, you just don’t see it.'[R-DEV wrote:duckhunt']also i just think the map doesnt look like it allows room for any tactical movement and could be a bit of a fragfest.
its just my opinion i dont speak for other devs of course...
You have to think of maps as a network of pathways and areas (this is what affects game play), the only difference between my map and Jabal, is that Jabal’s pathways are longer, and the areas are bigger, but the amount is the same. Actually, there are probably more pathways in Emirate Isle then there are in Jabal.
See, your just working on a smaller scale, but the tactical element is the same. Instead of defending a large base, you’re defending an entrance to a building.
In fact, Emirate Isle is more appropriate and realistic when you consider the amount of people capable of playing PR in one round.
PS. As for the slums, they're staying. The island is in the middle of a development turning it into the resort town. The construction site also used to be slums, but it is being developed now.
Last edited by GeZe on 2006-12-21 00:58, edited 1 time in total.
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GeZe
- Retired PR Developer
- Posts: 3450
- Joined: 2006-02-09 22:09
Doing a quick search for city island will bring:'[R-DEV wrote:duckhunt']
Alternativley, show me a photo of emirate isle as a real place and make me stfu!![]()





no, no, no, you haven't been reading. test before, THEN do lightmaps, becuase the tests could show that object need to be moved, and then the lightmaps would have to be done again.'Guerra norte' wrote:Well how about if someone set up a server with the map for a testday or two(after lightmaps ofcourse) to see how it plays out?
Last edited by GeZe on 2006-12-20 01:43, edited 1 time in total.
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DJJ-Terror
- Posts: 671
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GeZe
- Retired PR Developer
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- Joined: 2006-02-09 22:09
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GeZe
- Retired PR Developer
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- Joined: 2006-02-09 22:09
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
ye a pilot xtract map to work well can only have a few amount of players on it. Otherwise it would be impossible, unless they had a exstream bit of luck to brake though, around the enemy as both teams skill will be more or less, equal. This is not the case in real life as we all know that the Brits/US troops have alot more, professional training than the insurgent off the street gets.'[PIT wrote:BludShoT']Personally I don't see how extraction can play well in 32 vs 32, on any map.
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Pantera
- Posts: 11059
- Joined: 2006-02-16 11:27
Child play...lol.'[PIT wrote:BludShoT']It would be cool to play xtract where you have the insurgents played by fairly dumb bots. Then you could have like 30 of them but they'd be dumb, and then 8 UK or US troops would have to get through the bots hehe.
I can get through a bunch of bots armed with only a pistol. will be too easy.

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GeZe
- Retired PR Developer
- Posts: 3450
- Joined: 2006-02-09 22:09
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GeZe
- Retired PR Developer
- Posts: 3450
- Joined: 2006-02-09 22:09
What do you guys think of Hfetts suggestions? I think I will change it so in AAS v2, you can the middle flags in any order.Hfett wrote:GeZe, Emirate is a prety decend map for infantary on smaller servers(i usualy play on a server with 10x10)
Will not get into it being realistic or not because i realy enjoyed the small corners, i forsee great firefights, you just need to make some small changes
First i think it will work better with AAS v2 since you will be able to pick wich flag to attack first, maybe it would be nice to make the city flags being able to be captured at any order and the main base being the last flag(taht you can only cap after geting all the flags
I liked also the abillity to go on the roof of almost every building
Maybe having the graplin hook on the SF kit would make things better
I was able to find the secret passage:
***EDIT REMOVED SECRET INFORMATION***
Also there is this bug
http://img204.imageshack.us/img204/995/emirate2wu4.jpg
Raise the tiquet ratio 50 is to little
I liked the 64 version of the map, lots of places to battle and might be good even with 40 people (with AAS v2)
And also make it British against Insurgents
But dont put the Policeman class it will mess the map with the teargas
you could also do a 64 version with Breaktrough gametype, where insurgents start with the whole island and they have hunters
I would like to see your map on 0.5 hope that someone does the lightmaps for you![]()
Should I add the grappling hook? I could see no harm from it.
Oh, and coming out of the secret passage is supposed to be hard, though once you get it, it becomes easy (just mash the spacebar)
What about the insurgents? I think it makes more sense to keep it MEC, for the story and with the fact that in .5 we will already have 2 maps with insurgent vs. uk, al basarah and street (and probebly more) And also, I think that insurgents having no limit on the SVDs could be a problem.
And yeah, I also think this map would work with 40 people. I think I'll do the 16 players version as the current, AAS v1 type (ei, cap one flag at a time), then do the 32+64 player as with the AAS v2, cap the middle flags out of order type.
EDIT: Oh yeah, I'll raise the ticket ratio. I just forgot to do it earlier
Last edited by GeZe on 2006-12-28 20:39, edited 1 time in total.


