[Map] Karbala [Released]

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Maxfragg
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Joined: 2007-01-02 22:10

Post by Maxfragg »

nice, espesially that you use many SF statics which are underused in my eyes (Warlord palace, mosque tower ...)
=Romagnolo=
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Joined: 2006-12-29 14:52

Post by =Romagnolo= »

Maxfragg wrote:nice, espesially that you use many SF statics which are underused in my eyes (Warlord palace, mosque tower ...)
Yes, but probally beacuse of them this wonderful map will not be in furutre PR releases....
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
~KILL~Pirate
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Post by ~KILL~Pirate »

Maxfragg wrote:nice, espesially that you use many SF statics which are underused in my eyes (Warlord palace, mosque tower ...)
Actually Maxfragg, I have only used two SF statics... The Warlord Palace and The Mosque Tower. I removed all SF statics in order to keep them to a minimum, hopefully using less than five if not less for the entire map because they dont use lightmapping.

=Romagnolo= wrote:Yes, but probally beacuse of them this wonderful map will not be in furutre PR releases....
Hfett is using the Warlord Palace and Mosque Tower in his Gaza map, so I dont think that this wll stop the possibility of being released in the future for PR.
Last edited by ~KILL~Pirate on 2008-01-29 20:56, edited 1 time in total.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Post by =Romagnolo= »

Really ? I tought that using SF stuff was not allowed.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
~KILL~Pirate
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Post by ~KILL~Pirate »

The main city of Karbala is finished for now, except for tweaking once I test this part of town...


Birds Eye's

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Street Pics

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Underground Bunker at Construction (Cache and Weapons)

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Entrance at Warlord Palace

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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

SF stuff is half allowed, but only for PR, not for other mods.
Most of the houses in bashra are SF versions, since they have clipping in the blakonies, which their counterparts from bf2v don't.
(PR also uses the insurgents, the quad, the plane moddel, the airporttower static, and a lot more stuf of SF)
looks very nice
Ragni<RangersPL>
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Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

Maxfragg wrote:SF stuff is half allowed, but only for PR, not for other mods.
What about ARMORED FURY and EUROFORCE content? Is it allowed to use those things in PR as well?
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
~KILL~Pirate
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Post by ~KILL~Pirate »

Thanks guys... Working on Industrial Area...

Industry

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View From Ground

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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

looks very cool, what assests (vehicals) do you have in mind?
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=Romagnolo=
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Post by =Romagnolo= »

My suggestion about the industry area:

Don't make it so high compared with the rest of the terrian. Maybe a little higher, but not so much. That green thing in this picture:

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Put some of it spread over the desert area between the city and the industry area.

Use real pictures of real industry areas as reference to make one very realistic in the game.

here are some pictures that I found for you:

Industry:

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Desert:

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[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
~KILL~Pirate
Retired PR Developer
Posts: 610
Joined: 2008-01-04 18:35

Post by ~KILL~Pirate »

HughJass wrote:looks very cool, what assests (vehicals) do you have in mind?
Well because of the many accessible rooftops, Sniper and RPG advantage points for Insurgency and vast area of map, there will be two Apaches, 1 Blackhawk, approx. five Humvees and three APC's. I packed up the map last night to test the city etc... and i have to say it was awesome flying around the city in an Apache blasting the rooftops and streets. At the same time, hiding on a rooftop as an insurgent waiting to RPG an Apache, Blackhawk or Humvee kicks *** too. So basicly, two Apaches patrolling city for snipers and Rpg's is a must....

Romagnolo, I did originaly have the industrial area a bit lower, but it just seemed that it didnt provide any tactical advantage compared to rest of map. I raised it up a bit to provide more of a height advantage and tactical edge to whichever side controls this area. There will be an outskirts village that spreads out just beside the industrial area overlooking city with lots of cache locations along with industrial caches, so this area is very important for many reasons, both cache and tactical elevation. I am trying to simulate a platform area as in your second pic and also keeping the industry area realistic as in your first pic, but at the same time keep enough open space in the area for vehicles and battle space. As far as your idea of spreading out the green oil pumps throughout the dessert, thats a big 10-4 bro.... thanks for your input and the pics man and I deffinetely take your opinions and all into consideration for this map...
~KILL~Pirate
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Post by ~KILL~Pirate »

Time To Battle Scar The City a Bit...

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Have a Great Weekend Everybody....
~KILL~Pirate
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Post by ~KILL~Pirate »

Jonny wrote:Can I have a link to download this map so I can try it on a dedicated server for you?

I will also be able to get 20 or more people looking for glitches or bugs if it works.

Im sure we could get a video of some actual combat while we are at it.

It doesn't have to be the finished map, we could look for bugs as you finish seperate areas so it will be a really well tested map by the time you are ready to release it.

This half-finished version would be kept between the EEF clan and yourself, of course, we will make sure the link is not released until you are ready to release it.

Do you guys have a website etc... Just need to make sure of a few things, but otherwise I dont see a problem in this. I havent lightmapped or envmaped anything so it would deffintaly be a raw map. I will be in touch johnny as soon as it is ready etc.. to for you guys to test..


Outskirt Village

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Karbala TV Station

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Behind TV Station and Edge of Outskirt Village. The Village Area will be Covered in Same Grass as Here as Well...

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Bridge Views of Tv House and City Views from Bridge

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[uBp]Irish
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Post by [uBp]Irish »

the sky looks a little iffy.
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OkitaMakoto
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Post by OkitaMakoto »

[R-DEV]IronTaxi wrote:...and remember less is more...space is good...not everywhere has something...

...dont be afraid to underdecorate as well...
Listen to your sensei. This man knows what he's talking about. Trust me, he tells me the exact things every time I show him my progress :) He pounds it into my head.

He speaks the truth, the less you have and the more open fenced areas, hills, compounds, etc. the nicer it will look in the end. Anyone can placed buildings in a line, the trick is beating that desire out of your head and making more unique areas.

I need to listen to my own advice... :)

That being said, I like it. The use of walls reminds me of EJOD for some reason. Get some open/unique areas in there and it'll all come together! Good luck!
darkNight
Posts: 202
Joined: 2007-10-25 20:53

Post by darkNight »

The city is good. But the industry and the TV station looks unrealistic... they don't have such big industries!! Watch those pics from Romagnolo, that's the reality! You should change the ground texture! Add some more details around the city and don't forget those bushes ;)
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الجمهورية العراقية الجهاد في سبيل لجهاد فيل أَكْبَر proud to be a Middle-East urban combat player
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~KILL~Pirate
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Post by ~KILL~Pirate »

[quote=""'[R-CON"]OkitaMakoto;600119']Listen to your sensei. This man knows what he's talking about. Trust me, he tells me the exact things every time I show him my progress :) He pounds it into my head.

He speaks the truth, the less you have and the more open fenced areas, hills, compounds, etc. the nicer it will look in the end. Anyone can placed buildings in a line, the trick is beating that desire out of your head and making more unique areas.

I need to listen to my own advice... :)

That being said, I like it. The use of walls reminds me of EJOD for some reason. Get some open/unique areas in there and it'll all come together! Good luck![/quote]

Thanks Okita, I am deffinately taking sensei Rhino's advice on this and leaving open spaces to equal out the CQB of the city atmosphere and also make some unique areas too...

[quote="darkNight""]The city is good. But the industry and the TV station looks unrealistic... they don't have such big industries!! Watch those pics from Romagnolo, that's the reality! ;) [/quote]


Hmmm..Iraq doesnt have such big industries... I hate to break the news to ya bro, but Iraq has some of the biggest oil industries in the world...
This oil industry pic looks pretty big to me and is the same layout as mine... oil industry with a mountain range beside it... look at my layout, pretty much the same, industry with mountain range beside it....how is this unrealistic????

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darkNight wrote: You should change the ground texture! ;)
Huh... change the ground texture... The ground texture I am using is rock/sand ground texture, that is iraqi ground. Take a look at this pic of a villag just outside an oil facility... the same ground texture that I am using....

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As far as the tv house, it is a realistic building for many purposes in Iraq... tv broadcasting, oil ministry offices.... This building has many tactical advantages for both sides, mainly it has a landable roof with an entrance to the bulding from the top for USMC attack/flanking strategies. Not to mention lots of places for the caches and many stairs and hallways for some great battle/control potential. The village alone has about 8 or 9 locations for caches and industry has about 6 or 7 cache possibilities. I am trying to make this make with a good mix of CQB and open space or caches and battles and you have to walk a fine line between realistic and fun/playability in doing so with the statics for BF2 you are given....
[uBp]Irish
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Post by [uBp]Irish »

wow evil doggies.
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