[Map] Bi Ming [released]

Maps created by PR community members.
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Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

Ah finally Rank you old bugger we get to see this map you have been banging on about for ages. Nice work alpha. Now.. unless you have a sign for a skydiving school, or a crater with a dead soldier in it from a mis-drop, or perhaps a sign with "HALO-Drop expected" in chinese i will never forgive you :)
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Haha! yeah, I'll do my best! :mrgreen:
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

As far as I know, you can't place dead bodies on maps.
Dr Rank
PR:BF2 Developer
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Joined: 2006-11-11 15:05

Post by Dr Rank »

Hehe! Be great if there was! BTW, forgot to mention, BIG thanks to duckhunt for all his help and advice! You're a legend mate. Can't wait to play Helmand and the new Basrah, they look AMAZING!!! :-D
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luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

WOW

just, WOW
i LOVED the collapsed terrain, it adds a lot to the immersion and reality AND variety of the common scenarios of bf2
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Hail_831
Posts: 128
Joined: 2006-05-23 01:09

Post by Hail_831 »

I was not a big fan of the bf2 maps converted to night but this looks very nice. Can wait to try it out. :)
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Um, oh yeah, can you tell me what texture and mesh you use for that grass?

And now, come to think of it, your map does look freakishly like China, much more than the vBF2 maps except for Dalian. Did you use reference pics? Because the static placements are very good.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

awesome...but what i really want to see is the overall map...can you give us a screeny of the minimap? i used to have an old thread called the war room where we could disucss map tactics and planning maybe place it in there!

peace...

grass might be a little too high i the forest..I use similar grass and really play with the height so that you can just see over it...

looks good...looking forward to it..
DJJ-Terror
Posts: 671
Joined: 2006-06-14 21:51

Post by DJJ-Terror »

this looks way too dark on mine monitor.. :(
Who want to get things done will find a way and who dosen't will find an excuse.

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klan DOJAJA
luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

what u expected from a night map? lol
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DJJ-Terror
Posts: 671
Joined: 2006-06-14 21:51

Post by DJJ-Terror »

fun?
Who want to get things done will find a way and who dosen't will find an excuse.

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klan DOJAJA
Bob.Dob
Posts: 196
Joined: 2006-09-02 15:31

Post by Bob.Dob »

Looking very good! :)

Glad to see some quality night maps back in dev.
http://operationreality.org - ArmA, FH2 and PR campaigns
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Cheers lads!
'[R-CON wrote:DJJ-Terror']this looks way too dark on mine monitor.. :(
Yeah, it looks really dark on my brother's (Squidy) monitor, so I'll be doing a load of tests on that one as well to make sure I get the light balance right. Hopefully get the nv googles too! I just can't wait to see all the tracers flying around in the dark! 8)
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

im not at all against these night maps...but i have always thought that perhaps "twilight" maps are more appropriate for our engine... our darkness sucks lets face it but just having a dark map is totally doable and will give us a similar type of sneaky gameplay..
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-DEV wrote:IronTaxi']im not at all against these night maps...but i have always thought that perhaps "twilight" maps are more appropriate for our engine... our darkness sucks lets face it but just having a dark map is totally doable and will give us a similar type of sneaky gameplay..
I bet there are many ways to make night maps much darker ;)
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00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

Map looks nice so far. I would agree with making it a twilight map so that there is some darkness, but not complete darkness and it would allow for players to still be sneaky.

I especially like the downward sloping buildings as if there was a mudslide/sinkhole/or earthquake at some point or another.

If not for 0.5, then maybe 0.6. We need some more good woodland maps.
"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

what i was trying gracefully to say is that you dont need to go totally dark... if you do make it an official night map we have those endless shadow issues.. so why not make it a twilight map..still some shadowing and not complete zero visibility...

moonshadows and stuff would be ubber cool...(nice thing to, you dont need as much undergrowth detail on a night map as its hard to see anyway..not to mention it should run smooth as a babys bum
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Post by Hitperson »

yeah woodland maps are needed what ever happend to steel thunder??
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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

A Few New Screens

Post by Dr Rank »

Thought I'd post a few new ones 8) Apologies to Rhino, I'd said I'd upload a copy for you to have a look at but just haven't got round to it yet! I want to make a few more changes before I let anyone have a proper look round it (cos some areas are just plain embarassing still! :o ops :)

Munitions Dump

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Communications Outpost

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I do have a problem with the bunker cammo nets which go gray when you move away from them. Oh, and the Landrover (gb_jeep_landrover, not tried it with the support one) makes the map freeze and crash at a random point whether you are in it or not :(

Anyways, enjoy! :-D

Dr Rank
Last edited by Dr Rank on 2007-02-14 18:24, edited 1 time in total.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

looking gd! and ye, matt is trying to fix thous overgrwoth lod problems but he keeps on thinking they are fixed, when infact they aint hehe.

dunno why the landy would crash your map, have you locked them?
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