Road to Kyongan'Ni Bv1.3

General discussion of the Project Reality: BF2 modification.
Peter-SAS
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Post by Peter-SAS »

Martini wrote:NikovK,


Great map man, been playing it all day. Its a blast with 8 people, just can't wait till be get like 40 people on there!!!!

Anyway good job. 8-)
yes m8 was good fun. Lol was up until 5 last night

Can't wait the play this with a full house. The estate must be defended at all costs, and due to its position up high, i think that will be very hard to take.

Its a lovely mix of countryside and built up area's. Which vanilla maps lack. The town itself is lovely, and you will have to watch you back. Nice little touches there, like the 'destroyable' doors to buildings :lol:
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eggman
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Post by eggman »

My favorite part about the town is the ability to jump from roof to roof. And some of the detailing on the roofs really does seem "reaslistic" in terms of fortifications and where they are placed.

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NikovK
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Post by NikovK »

I'm doing some work on it just this morning. I've added more woodland in a few key places for balance and to give cover to spawn points. I've added a stealth bunker (going to have to see how it looks) and will probably add a few bits of fortification at the bridgeheads for the tactical defender's side. Also added more plywood over windows and two MGs to the town.

I'm really glad you think the roof fortifications are realistic. I'm a diehard roof-monkey, and creatively using the rooftops makes for fresh gamespace.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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Peter-SAS
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Post by Peter-SAS »

solodude23 wrote:So, can the draw distance on grass be extended at least a bit without doing anything to performance? I played maps for another mod before that had grass draw distance WAY out. To the point where it looked like it was there as far as you could see almost. However my bbiggest dislike about this, is how theres dense shrubbery/grass in areas, which is completly useless to you as the eney dosn't even see it.

For examlple, multiplee times as we were holding the hill, the enemy would attack from the trees to the Northwest, where there is a decent amount of grass and such, but its completly useless from the hill, because we cannot see it...at all. Hell, pretty much anyway they woul come up and think they had cover, they were wrong. From up on the hill it looks like the ground is bald everywhere.
yep only just realised that last night. Was crawling in the grass and didn't have a clue how they saw us. Once we took it and defended from the top, it was all to clear.
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NikovK
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Post by NikovK »

The problem arises in the balance between density (and thus visual appeal) and distance. The denser the grass, the better you can hide (think Jungle Fever) but the farther the draw distance, the more grass is displayed and the more your performance suffers (again, Jungle Fever). Some concerns have already been raised to the map's visual performance on low-mid systems. I would really hate to exclude any players for the sake of grassy cover, but I'll seek a compromise on this situation.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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dawdler
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Post by dawdler »

NikovK wrote:The problem arises in the balance between density (and thus visual appeal) and distance. The denser the grass, the better you can hide (think Jungle Fever) but the farther the draw distance, the more grass is displayed and the more your performance suffers (again, Jungle Fever). Some concerns have already been raised to the map's visual performance on low-mid systems. I would really hate to exclude any players for the sake of grassy cover, but I'll seek a compromise on this situation.
A map where grass is "full" (all the way to the fog) really needs to be infantry only and (rather obviously) with a short viewdistance of around 80. Otherwise grass is pretty worthless. Static cover is infinitly better to focus on.
Cerberus
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Post by Cerberus »

Nikovk, it'd be nice to have some static machine guns protecting that PLA base located on the hill
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Saobh
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Post by Saobh »

I dont know what you had in mind, but it seems like on both sides the last flags are well incamped and defendable. which is great (SUPERB even ;) )
this will surely bring some nice sieges.

But one problem will arise, the spawn points are random on the US or chinese flags you could as well spawn on top of the hills or at multiple points down of it.

and this risks taking the siege felling in it as players will be spawning a bit averywhere getting spawn killed or appreaing in the back of the siege team (wich in this case is not very logical)

but if its ment that way, ok. But when at first I saw those 2 mighty hills i said to myself "god the sweat battles to take that its going to be !!!"

so in my mind a choice of the spawn points for the same flag like the main US base has in Karkand, would give this base of last resort felling that I fell you be great in this map.

for the rest, well my system is a low one so it gets jitery in the village and sometimes just going around in the open (a bit less under and overgrowth wouldn't hurt) and i found a tree 1 foot above groud east of the village ( a couple of meters from the middle of the wall.

Otherwise great map, the anti armor emplacements are very well thought.

havn't ben able to test this, but the village seems set for a nice battle between the 2 sides, but having the flag in the middle probably means that you spawn a bit anywhere in it. Could be intersting to have in fact 2 flags, 1 in each side of the river thus having a very bloody battle in the middle.

well thats my 2 cents.

Great work !
beta
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Post by beta »

havn't ben able to test this, but the village seems set for a nice battle between the 2 sides, but having the flag in the middle probably means that you spawn a bit anywhere in it. Could be intersting to have in fact 2 flags, 1 in each side of the river thus having a very bloody battle in the middle.
Well, the village flag is cappable but NOT spawnable. You can take it, but you cannot spawn on it.
But one problem will arise, the spawn points are random on the US or chinese flags you could as well spawn on top of the hills or at multiple points down of it.
I think this was intentional, so that the spawn killing will be as reduced as possible, so making spawn points in the bases instead of the hills will kind of wreck the whole system ...
Saobh
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Post by Saobh »

beta wrote:Well, the village flag is cappable but NOT spawnable. You can take it, but you cannot spawn on it.
Even better then ;)
beta wrote:I think this was intentional, so that the spawn killing will be as reduced as possible, so making spawn points in the bases instead of the hills will kind of wreck the whole system ...
er ya, but dont you already spawn at the bases ? in a random way so if the hills are in a situation of siege, you still have a good chance of spawning at the base (or at the armor column) where the other team will very probably be wainting for you.
or have I missed something here.
Stormrider27
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Post by Stormrider27 »

Um I don't mean to sound dumb , but the links arn't taking me to a download for this map.Could you point me the right way?

thanks
fuzzhead
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Post by fuzzhead »

Stormrider27 wrote:Um I don't mean to sound dumb , but the links arn't taking me to a download for this map.Could you point me the right way?

thanks
just click on this link: http://www.savefile.com/files/2669318

then click on the yellow download button.

then click on download this file now.
NikovK
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Post by NikovK »

Cerberus wrote:Nikovk, it'd be nice to have some static machine guns protecting that PLA base located on the hill
There's four hills, two with PLA bases. Please be a little more specific.

I imagine you guys would like me to add more earthworks on the Chinese HQ objective.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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NikovK
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Post by NikovK »

Saobh wrote:Even better then ;)


er ya, but dont you already spawn at the bases ? in a random way so if the hills are in a situation of siege, you still have a good chance of spawning at the base (or at the armor column) where the other team will very probably be wainting for you.
or have I missed something here.
While the enemy could spawn-camp you at a base's respawn points, they would have to be far outside of the capture area to do this. Also being so far away from their own spawn points it would be very risky to stop reinforcements like that.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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Stormrider27
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Joined: 2006-02-06 17:05

Post by Stormrider27 »

Thanks for the link fuzz , guess Iwas shoozin at the kb first time I saw it.
Downloaded it , upon extracting the file got this "! C:\Documents and Settings\Gamer\Desktop\[savefile]060209003955_Road_To_Kyongan_Ni-1.zip: CRC failed in Road_To_Kyongan_Ni\client.zip. The file is corrupt " :cry:
tried a download 4 or 5 time.

Tried to repair the archive using the tool in Winar no go, got these results.

! C:\Documents and Settings\Gamer\Desktop\[savefile]060209003955_Road_To_Kyongan_Ni-1\Road_To_Kyongan_Ni\rebuilt.[savefile]060209003955_Road_To_Kyongan_Ni-1.zip: CRC failed in Road_To_Kyongan_Ni\client.zip. The file is corrupt
! C:\Documents and Settings\Gamer\Desktop\[savefile]060209003955_Road_To_Kyongan_Ni-1\Road_To_Kyongan_Ni\rebuilt.[savefile]060209003955_Road_To_Kyongan_Ni-1.zip: CRC failed in Lightmaps\Objects\LightmapAtlas0.dds. The file is corrupt
! C:\Documents and Settings\Gamer\Desktop\[savefile]060209003955_Road_To_Kyongan_Ni-1\Road_To_Kyongan_Ni\rebuilt.[savefile]060209003955_Road_To_Kyongan_Ni-1.zip: CRC failed in terraindata.raw. The file is corrupt

Here's what WinRar's tech site has on the error

"I get an error like "CRC failed in file name. The file is corrupt"!


File data are corrupt. Archive may be damaged after creation. In this case it is sometimes possible to repair it if it has the recovery record.

It also could have been broken while creating, due to hardware failures (usually caused by an over-clocked CPU or unreliable memory).

In the latter case the recovery record will not help. The only way to detect if the repair will help is to try to apply the repair command to the archive and test the results."

Every other map I've gotten has worked fine.

If anyone knows of an alternate download site I'll give that a try.

Ideas ?

Thanks
Last edited by Stormrider27 on 2006-02-13 14:35, edited 1 time in total.
maccis
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Joined: 2005-10-31 20:26

Post by maccis »

Played the map this weekend. Great map, i enjoyed it throughly.
NikovK
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Post by NikovK »

Sorry Stormrider. For what its w...

Wait.

client.zip shouldn't be extracted. Its packaged by the editor and the game itself will unzip it. All you need to do is put the client.zip, server.zip, and Info folder inside \prmm_2\levels\Road_to_Kyongan_Ni , but it seems you or WinRar are trying to unzip the game's archives.

This is where the files need to be and what needs to be.

bf2\
.mods\
..PRMM_2\
...Levels\
....Road_to_Kyongan_Ni\
.....Client.zip
.....Server.zip
......Info\

I don't know how to describe it too well, I can send a screenshot, I guess. In any case, the next version should be out soon. Sooner than EA's next patch. HAH!
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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Stormrider27
Posts: 40
Joined: 2006-02-06 17:05

Post by Stormrider27 »

Thanks a lot NikovK

When I copy/paste the " Road_To_Kyongan_Ni " folder found inside the download zip to level's alls I get is an emptpy folder, contents won't trasfer.
So far only the Server.zip and Info folder will copy/paste to the" Road_To_Kyongan_Ni " level's folder. For some reason the Client.zip will not move out of the [savefile]060209003955_Road_To_Kyongan_Ni .zip file which I downloaded.
Wonder why, I moved the files as per direction and did not attempt to unzip.
Last edited by Stormrider27 on 2006-02-13 20:14, edited 1 time in total.
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