[Map] Chuncheng Outskirts [scrapped]

Maps created by PR community members.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

[Map] Chuncheng Outskirts [scrapped]

Post by V3N0N_br »

As I said on another topic, I froze work at Ramadi for a while so I could get this map made. Gonna introduce it now.
It's based on a real location (although couldn't get much reference pics except for google earth), but I added a few things probably aren't there.

Fictionnaly of course, after losing the building bunker in Hangyong, PLA moves it's warheads to an improvised storage bunker near the Chuncheng city, where the weaponry would wait for proper transportation.
British intel finds out about the weapon storage site, and decides to launch an attack aiming for taking over the weapons before they may be transported and used. On the retreat to this city, chinese forces estabilished checkpoints and many barriers to slow down the british offensive.
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Lightmaps are just partly generated, and the map is not very big, although I don't plan adding many vehicles. It's gonna be more infantry based.

screenshots:
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

That map is very promising.

Keep us updated.
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

yea man sweet
eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

Nice work on that map. Keep it up and I think we'll have a Basrah beater ;)
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

'[R-MOD wrote:eddie']Nice work on that map. Keep it up and I think we'll have a Basrah beater ;)
lmao :D :D :D
it's like 1/8 the size of al basra hahaha
And each map has it's particularity.
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

v3non, you should really finsih something dude! I know its hard, but just see those little thingsds theough to the end and get it polished up. If you did tyhat you could have like 3 complete maps now lol. Good luck/
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

I'm gonna finish ramadi, unless I get stuck in the subway and die suffocated. That's for sure. Just gotta finish this first for a tournment here in Brazil :P
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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

looks very nice
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

looks cool. main issue i can see is that truck has no lightmaps so its going to really, really glow when everything else is going to be dark...

also i wouldn't use that "sea grass" texture for your grass, theres loads of gd grass textures you can use and dont make it too high otherwise ppl will think they are concealed by the grass at distances when infact they are not.
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Wipeout
Posts: 847
Joined: 2006-03-02 01:15

Post by Wipeout »

Absolutely promising. Good luck and keep up the good work.
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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

small but very well crafted. im interested.
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00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

The bunker position really looks nice. If they are really suppose to be moving their warheads, then I would suggest that the US should start on the North side of the river, then come across the river and take the city(shouldn't be that many flags though), and then move South towards the woods where the tunnels and bunkers are housing the warheads/bombs.
"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

Nice map... with nukes !
Look really good, except that the bunker look too much like a big round rock (almost a stone igloo !), and rock like that don't look good...
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Thx for all coments guys

@ Rhino
Is there any way to get lightmap files for that truck then?
Or I'll just have to move'em away?

@ SoldierofFortune

unfortunatelly I've already built the bunker on the south... But I do realize what you meant. The point is the bunker wasn't supposed to store the warheads since it's close to a city, but China had no choice (in the storyline hehe)

@Raniak
Hm, good point. I'm gonna try adding a few more rocks around it so it looks more like a mountain then?
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

might be possible to remake the samples, but i dunno much about that, matt also thinks that you can do lightmaps in 3dsmax without the samples but when i had a go it looked like you still needed the samples.
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Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

Don't use flags and make this a scenario only map. :)

US has to destroy all the warheads. First they have to blow up AA to allow a heavy lift cargo plane to come in with vehicles and C4 blocks. Then they have to blow the tunnel's generator, then the tunnel door and lastly the warheads. Alternatively the Chinese have to keep them out and try to retake and repair the AA and generator in order to remove the US spawn at the cargo plane and lock down the tunnel.


It's worth a shot!
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Well that's a complex layout but would mostly look nice... Although you wouldn't have the cargo plane in the map cause there's just no room for it hehe... Maybe just securing the road where the transport would use to take the nukes somewhere else, then securing the bunker itself.
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

well if you ge the model into 3dmax you can just make the light samples with the 3ds exporter...

uhm..i have never imported anything from bf2 (exported though) let me know if you need some help with that..
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Damn it, you posted the nuke images before I did! I could always remove it... lol.
Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Post by Hfett »

Nice work venon =)
www.joinsquadbrasil.com.br
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