[Map] Black Hawk Down / Ramiel [Released]
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
HEY...i got this working finally...
great work has alot of potential.....BUT
What could be improved
-No roads, need them badly
-out of bounds needs to have something there or dont make it out of bounds..(ie needs alot more detailing of the surrounding areas wether by geography or statics etc..
-undergrowth/overgrowth is looking really short and weird...not sure what is happening there...
-more key areas which have strategical signifigance... open squares with defencible areas ...mosques should have a surrounding compound and associated buildings IMO...
need for more terrain work in the city but it nice that you made elevation changes as most people dont even do that... look around in your neighbourhood and see what kind of terrain features there are and copy those..for example...ditches..often forgotten by novice mappers..or canals and drain areas running through the city...
i was actually thinking you could pop in a septic pool somewhere fenced off... and why not add a garbage dump to one side of the city? industrial area? factory area? water plant and pumps/treament center? clinic? etc... think you get what im saying..
you have the will.. start personalizing the city a bit and we will see how it goes..
great work has alot of potential.....BUT
What could be improved
-No roads, need them badly
-out of bounds needs to have something there or dont make it out of bounds..(ie needs alot more detailing of the surrounding areas wether by geography or statics etc..
-undergrowth/overgrowth is looking really short and weird...not sure what is happening there...
-more key areas which have strategical signifigance... open squares with defencible areas ...mosques should have a surrounding compound and associated buildings IMO...
need for more terrain work in the city but it nice that you made elevation changes as most people dont even do that... look around in your neighbourhood and see what kind of terrain features there are and copy those..for example...ditches..often forgotten by novice mappers..or canals and drain areas running through the city...
i was actually thinking you could pop in a septic pool somewhere fenced off... and why not add a garbage dump to one side of the city? industrial area? factory area? water plant and pumps/treament center? clinic? etc... think you get what im saying..
you have the will.. start personalizing the city a bit and we will see how it goes..
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
Quick question, mind if I ask how you got it working? might help those for whom it is still not working for...[R-DEV]IronTaxi wrote:HEY...i got this working finally...
great work has alot of potential.....BUT
What could be improved
-No roads, need them badly
-out of bounds needs to have something there or dont make it out of bounds..(ie needs alot more detailing of the surrounding areas wether by geography or statics etc..
-undergrowth/overgrowth is looking really short and weird...not sure what is happening there...
-more key areas which have strategical signifigance... open squares with defencible areas ...mosques should have a surrounding compound and associated buildings IMO...
need for more terrain work in the city but it nice that you made elevation changes as most people dont even do that... look around in your neighbourhood and see what kind of terrain features there are and copy those..for example...ditches..often forgotten by novice mappers..or canals and drain areas running through the city...
i was actually thinking you could pop in a septic pool somewhere fenced off... and why not add a garbage dump to one side of the city? industrial area? factory area? water plant and pumps/treament center? clinic? etc... think you get what im saying..
you have the will.. start personalizing the city a bit and we will see how it goes..
Roads: I got them working, but im having trouble with them. Inside the city, when the road goes over the heaps on the side, it goes under them or sticks out and looks really bad. Ill work on this...
For out of bounds, would it look alright if it just faded out of city and turned into roads leading to hut villages in the distance? (once I get roads working, I think that could look really nice)
Undergrowth and overgrowth = do you have the texture and mesh you use for grass taxi? Maybe that is what the problem is... theres so many to choose from
I love the idea of open squares and such. I will get on making areas more unique. That was my original plan, I just wanted to get the basic city down first, then I can take stuff out, put stuff in, etc.
I love these ideas. You know what, I think I might wait longer before releasing another version... I have the comments, and I can always get it out to those who want it on the "down low"i was actually thinking you could pop in a septic pool somewhere fenced off... and why not add a garbage dump to one side of the city? industrial area? factory area? water plant and pumps/treament center? clinic? etc... think you get what im saying..
I think what I need now is the time and patience to get the city fully up and running
Things to do(aside from just mentioned):
Ambient sounds, tried, got a bit lost, will try again
Triggers (birds,etc)
Roads
Everything listed above and more.
Thanks Iron Taxi! and everyone else!
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TayloR016
- Posts: 383
- Joined: 2007-03-11 13:55
Haven't commented on this yet
Its lookin like a superb map and its only in its alpha, i was hoping the city would be a bit wider but the area i'm talking about is on a slope but apart from that its looking great and the improvements your gonna make sounds likes its gonna get even better. At the back of the map with all the flat land you could do what you have done with the sides of the map making it a hilly terrain instead of it being flat and plain.
If you hit me at 40 miles and hour theres an 80% chance i'll die, hit me at 30 miles an hour and theres an 80% chance ill live. Ricky Gervais: "Isn't that just incouraging gambling?"
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
i can't tell you how hard it it to find the crash sites while on the gound (i play w/o minimap) great job 
And to think the next release will be even batter...
Oh, and if you make the road from airport to city, will the bushes be gone? imo, they look a bit strange going all the way from airport to city
And to think the next release will be even batter...
Oh, and if you make the road from airport to city, will the bushes be gone? imo, they look a bit strange going all the way from airport to city

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TayloR016
- Posts: 383
- Joined: 2007-03-11 13:55
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
I just took them ALL out, we'll see how it looks once I start it up to test later... I think I fixed the support trucks and I KNOW i fixed the helipads glitching through...Rambo Hunter wrote:i can't tell you how hard it it to find the crash sites while on the gound (i play w/o minimap) great job
And to think the next release will be even batter...
Oh, and if you make the road from airport to city, will the bushes be gone? imo, they look a bit strange going all the way from airport to city
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
AGHhhh!...
Every problem except one thing, that makes everything else not look great, is fixed!
Grass now renders just fine and the road on in look fine too.
HOWEVER, NOTHING renders to its fullest setting until you are very close.
1. Buildings change to higher poly count as you cross the street.
2. Land textures dont appear to be different until you are right by them. (I added a large trash heap with objects jutting out, should be fun for rpgs and as a little area/outpost to defend) but at that trash heap, the trash texture doesnt render until you are right on it...
3. Small stalls and such dont even APPEAR until you are fairly close to them. This is mostly noticeable when in a chopper, but im SURE itd happen on the ground...
Are these all related to ONE setting!? The map look really nice, I added more barricades, tidied up the entrance and stuff, but man... this whole stuff not rendering thing is killing me!!
Every problem except one thing, that makes everything else not look great, is fixed!
Grass now renders just fine and the road on in look fine too.
HOWEVER, NOTHING renders to its fullest setting until you are very close.
1. Buildings change to higher poly count as you cross the street.
2. Land textures dont appear to be different until you are right by them. (I added a large trash heap with objects jutting out, should be fun for rpgs and as a little area/outpost to defend) but at that trash heap, the trash texture doesnt render until you are right on it...
3. Small stalls and such dont even APPEAR until you are fairly close to them. This is mostly noticeable when in a chopper, but im SURE itd happen on the ground...
Are these all related to ONE setting!? The map look really nice, I added more barricades, tidied up the entrance and stuff, but man... this whole stuff not rendering thing is killing me!!
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
http://files.filefront.com/Mogmp3/;8450108;/fileinfo.html
I'm liking this much more than my original choice of load music. I found the song on a license free music website, so thats not a problem. Might tweak it some, I'm not too fond of the ending, but just figured I'd put it up here for people who like downloading things.
I'm liking this much more than my original choice of load music. I found the song on a license free music website, so thats not a problem. Might tweak it some, I'm not too fond of the ending, but just figured I'd put it up here for people who like downloading things.
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[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
firt time i downloaded and played this and i must say, quite a nice job. really. good job.
couple things i noticed as i was flying/driving around.
1) on ins, you have a checkpoint on the left side of the flag that looks like it's on top of a mountain, yet spawns you in at the insurgent uncap flag. But then you have vehicles in A4 which are pretty much unaccesable unless you drive down there (atleast that's what it looks like from the map)
2) Maybe this has already been posted.. maybe not, but distance rendering. i remember seeing something about the giant hotel building with it's light shading that needs work on.. (dark far away, then really light upclose). Also, i was flying along at about 20ft in the LB, and when i was looking at the ground, the grass you have along the sides of the road, were appearing out of nowhere. It wasnt appearing at like 100 meters away, it was happening i would say as i was flying. like i could look out the cockpit and see the grass rendering before my eyes, at a very close range. Again, maybe something already talked about, or beyond your control, but very weird indeed. (i'll try and get a SS)
3) US Checkpoint... seems really..... vacant. If it's going to be a US checkpoint, i would think it would be a little more fortified? the tents give the representation that there are places of work/sleep, and i'm not sure that the US would have a checkpoint with no barb-wire fencing/guard towers around the perimeter. Maybe something to look into? but you probably already caught it.
Other than that, looks really good. I'm just kinda wondering if you had anything in mind for that large open desert space above the water (E5/6 - H5/6, that whole 2 rows of space). Did you have it mind it was another way that the US could fly in from? or just undeveloped at the time?
Like i said, great map, i just had fun flying around acting like i was droping detla's off on the street with the LB's, or crashlanding in the city (which by the way, is really well laid out). I'd be driving along and go to make a right/left turn, and find myself stuck with those flaming barricades and asking myself "O ****.... i can just imagine a firefight now".
Keep up the good work, cant wait to play it. (get a test server up to, i'm dieing to play this with other people)
couple things i noticed as i was flying/driving around.
1) on ins, you have a checkpoint on the left side of the flag that looks like it's on top of a mountain, yet spawns you in at the insurgent uncap flag. But then you have vehicles in A4 which are pretty much unaccesable unless you drive down there (atleast that's what it looks like from the map)
2) Maybe this has already been posted.. maybe not, but distance rendering. i remember seeing something about the giant hotel building with it's light shading that needs work on.. (dark far away, then really light upclose). Also, i was flying along at about 20ft in the LB, and when i was looking at the ground, the grass you have along the sides of the road, were appearing out of nowhere. It wasnt appearing at like 100 meters away, it was happening i would say as i was flying. like i could look out the cockpit and see the grass rendering before my eyes, at a very close range. Again, maybe something already talked about, or beyond your control, but very weird indeed. (i'll try and get a SS)
3) US Checkpoint... seems really..... vacant. If it's going to be a US checkpoint, i would think it would be a little more fortified? the tents give the representation that there are places of work/sleep, and i'm not sure that the US would have a checkpoint with no barb-wire fencing/guard towers around the perimeter. Maybe something to look into? but you probably already caught it.
Other than that, looks really good. I'm just kinda wondering if you had anything in mind for that large open desert space above the water (E5/6 - H5/6, that whole 2 rows of space). Did you have it mind it was another way that the US could fly in from? or just undeveloped at the time?
Like i said, great map, i just had fun flying around acting like i was droping detla's off on the street with the LB's, or crashlanding in the city (which by the way, is really well laid out). I'd be driving along and go to make a right/left turn, and find myself stuck with those flaming barricades and asking myself "O ****.... i can just imagine a firefight now".
Keep up the good work, cant wait to play it. (get a test server up to, i'm dieing to play this with other people)

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.:iGi:.BLACKWIRE
- Posts: 425
- Joined: 2007-04-26 12:57
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
: ) point two has been solved. At this release I was confused myself as to how to fix it. BUT, someone told me and It is solved. Also, accompanying this is the terrain textures ALSO render out farther now. The bushes on the main drive to city are gone and just the long rendering grass is there.'[uBp wrote:Irish;474415']firt time i downloaded and played this and i must say, quite a nice job. really. good job.
couple things i noticed as i was flying/driving around.
1) on ins, you have a checkpoint on the left side of the flag that looks like it's on top of a mountain, yet spawns you in at the insurgent uncap flag. But then you have vehicles in A4 which are pretty much unaccesable unless you drive down there (atleast that's what it looks like from the map)
2) Maybe this has already been posted.. maybe not, but distance rendering. i remember seeing something about the giant hotel building with it's light shading that needs work on.. (dark far away, then really light upclose). Also, i was flying along at about 20ft in the LB, and when i was looking at the ground, the grass you have along the sides of the road, were appearing out of nowhere. It wasnt appearing at like 100 meters away, it was happening i would say as i was flying. like i could look out the cockpit and see the grass rendering before my eyes, at a very close range. Again, maybe something already talked about, or beyond your control, but very weird indeed. (i'll try and get a SS)
3) US Checkpoint... seems really..... vacant. If it's going to be a US checkpoint, i would think it would be a little more fortified? the tents give the representation that there are places of work/sleep, and i'm not sure that the US would have a checkpoint with no barb-wire fencing/guard towers around the perimeter. Maybe something to look into? but you probably already caught it.
Other than that, looks really good. I'm just kinda wondering if you had anything in mind for that large open desert space above the water (E5/6 - H5/6, that whole 2 rows of space). Did you have it mind it was another way that the US could fly in from? or just undeveloped at the time?
Like i said, great map, i just had fun flying around acting like i was droping detla's off on the street with the LB's, or crashlanding in the city (which by the way, is really well laid out). I'd be driving along and go to make a right/left turn, and find myself stuck with those flaming barricades and asking myself "O ****.... i can just imagine a firefight now".
Keep up the good work, cant wait to play it. (get a test server up to, i'm dieing to play this with other people)
Point 1. Umm, Yeah, initially it was two places to spawn, but I was worried that if the four technicals in that mountain area spawn were gone, people spawning there would get annoyed. However, immediately after loking at this, i thought, you know what? if someone doesnt look to see if there are any technicals here and they spawn here... tough. You know? Im gonna get that added back in. (basically, when I took out the second INS main spawn choice, it... kind of took the average place of the two and placed it somewhere in the middle...?)
3. US Checkpoint has recently received some special attention, however it was more in the surrounding area. But, now that you mention it, it could use a bit more life.
4. (E5/6 - H5/6) --- I'll have to look here. i was thinking about extending a bit more, but not too much since its the outskirts... I will probably have the combat zone end there, then have a road leading out to a small village (outside the combat zone perhaps) to sort of slowly end the map...
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
The water up north. After looking at it for two seconds, I decided I will eventually get around to building the two rows of city out that way and then have it trail off from there. i will put a spawn car in that area so as to give Wolcotts crash one more direction to defend from.(E5/6 - H5/6)
More to come. Starting it up to test it now...
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[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
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OkitaMakoto
- Retired PR Developer
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- Joined: 2006-05-25 20:57
The one on filefront is a week or so old and does NOT have the updates Im mentioning. Im waiting till I get a bit more done before I get it out.'[uBp wrote:Irish;474495']sounds like a plan.
i might just have the old version wrt the rendering stuff. is the one that's on filefront the most updated?
Im trying to get that spawn thing at INS base fixed... it doesnt want to work...lol



