ye the POE2 team have done a real nice job on thous maps, biggest problem from doing it from a PR perspective is that to do it well you need to crate a bunch of new statics which takes quite abit of time.visone wrote:I understand what Ablack means and I know from talking to him about this before that POE2 has managed to inject that 'dirty war torn feel' into a number of there maps. Although to be perfectly honest with you I'm not sure how or what it is that completes it. Anyway here are some good examples Red Dawn and Pripyat is also anyway I hope that helps explain a little.
Ps I'm sorry for the POE2 links but they they do show what we mean and we all know PR is the best realism mod.![]()
[Map] Al Anbar Province [scrapped]
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
-
Sadist_Cain
- Posts: 1208
- Joined: 2007-08-22 14:47
Personally I preferred the map with the sidewalks
Anyhow tis still looking awesome and we're in desperate need for a bit of Urban
(not forgetting fallujah)
Can't wait to go for a stroll about your town
I see Ablacks point with the War torn feel. I like the fact that there's a car dumped here and there and I understand the mappers point of view with lag coming from objects and such., Interested to see how it'll all turn out in the end.
Looking at those PoE screenies, no doubt if anyone has the time & knowhow that creating new statics and such to help create a bit more atmosphere like that would be well worth it
should be a pretty furious map
I can see those road being a deathtrap
That would encourage some different and interesting tactics between the two sides imo.
Night Urban would be something good that we havn't had before
If you're still pondering about it go for that as your next project 
Anyhow tis still looking awesome and we're in desperate need for a bit of Urban
Can't wait to go for a stroll about your town
I see Ablacks point with the War torn feel. I like the fact that there's a car dumped here and there and I understand the mappers point of view with lag coming from objects and such., Interested to see how it'll all turn out in the end.
Looking at those PoE screenies, no doubt if anyone has the time & knowhow that creating new statics and such to help create a bit more atmosphere like that would be well worth it
should be a pretty furious map
If you had the right level of darkness and streetlights then it could be that it'd be better on the well lit streets with NVGs off but perhaps in some of the darker back alleys + houses and such NVGs would be a must.jayceon515 wrote:Thanks guys now I know what you're talking aboutI don't know exactly how it looked like but I'll definitely try to find out.
I'm choosing a different sky right now to make it feel unique. Was thinking about a night map with lots of static lights in the town but I'm not sure about the performance and the insurgents would be at huge disadvantage since they don't get NV.
That would encourage some different and interesting tactics between the two sides imo.
Night Urban would be something good that we havn't had before
Last edited by Sadist_Cain on 2008-02-05 11:02, edited 1 time in total.

-
jayceon515
- Posts: 436
- Joined: 2007-07-24 14:19
It looks better now without sidewalks especially with more overgrowth that give the map the right feel.
I've also decided not to make it nightmap (tried night skies from BF2 SF with appropriate lightning and I have to say that the Sharqi sky looks best) due to performance and balance issues + I really don't like Bi Ming as well as many other players (probably the least popular PR map that ever was).
And trust me I would love to make it as war torn as it gets but with current statics this is not possible beside that try reading the story line on the first page
I've also decided not to make it nightmap (tried night skies from BF2 SF with appropriate lightning and I have to say that the Sharqi sky looks best) due to performance and balance issues + I really don't like Bi Ming as well as many other players (probably the least popular PR map that ever was).
And trust me I would love to make it as war torn as it gets but with current statics this is not possible beside that try reading the story line on the first page
-
Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
-
paco
- Posts: 218
- Joined: 2007-04-02 18:46
I think a street or two that cut through the grid diagonally would make movement more interesting. Think of how Broadway goes through Manhattan, but in a smaller scale. The little section of houses, that isn't aligned straight with the rest of the blocks, is already making it look so much better.
I really hope you finish this. Looks like fun.
I really hope you finish this. Looks like fun.
-
Cheeseman
- Retired PR Developer
- Posts: 1291
- Joined: 2006-11-12 06:23
I'm willing to model a few building statics. Just inform me of what's specifically needed and I'll model it.[R-DEV]Rhino wrote:ye the POE2 team have done a real nice job on thous maps, biggest problem from doing it from a PR perspective is that to do it well you need to crate a bunch of new statics which takes quite abit of time.
-
jayceon515
- Posts: 436
- Joined: 2007-07-24 14:19
I've been busy recently with RL stuff but now I'm working on the map again. There are quite a few changes since last update. Next update is coming very soon.

Thanks for the offer. Right now I don't need anything specific but i could sure use your help in the future[R-CON]Cheeseman wrote:I'm willing to model a few building statics. Just inform me of what's specifically needed and I'll model it.
-
jayceon515
- Posts: 436
- Joined: 2007-07-24 14:19
A little update to keep this thread alive.
I've been working mostly on a realistic overall feel. Added intersections and made streets a bit more "dirty", added static fire to vehicle wrecks on the roads and added a few taller buildings (4 to be exact:lol



I also made a little warehouse area just south of the town

Had some problems with battle recorder so i can't post any ingame shots.
I've been working mostly on a realistic overall feel. Added intersections and made streets a bit more "dirty", added static fire to vehicle wrecks on the roads and added a few taller buildings (4 to be exact:lol



I also made a little warehouse area just south of the town

Had some problems with battle recorder so i can't post any ingame shots.
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
-
jayceon515
- Posts: 436
- Joined: 2007-07-24 14:19
I borrowed the idea from 0.5 Basrah. Especially with the part with that little office static on the side of the warehouse but rest is very different. Interior is full of containers where the caches can be safely hidden.
I agree that tunnel entrances look odd but I had no idea how to make it look better using some sort of gate.
I agree that tunnel entrances look odd but I had no idea how to make it look better using some sort of gate.
-
THE_BIG_ADDY
- Posts: 53
- Joined: 2007-03-03 12:56
-
Dr Rank
- PR:BF2 Developer
- Posts: 2765
- Joined: 2006-11-11 15:05
Nice! So you've decided to use the Al Basrah sky texture eh? Are you sure you not being disrepectful, I mean they are both similar maps? 
Hehe, just having a bit of fun
The new sky texture suits it, although the old one did look pretty good too. The city is really starting to take shape, good work, keep it up! 
Hehe, just having a bit of fun
Last edited by Dr Rank on 2008-02-23 09:54, edited 1 time in total.
-
HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55







