[Map] Korengal Valley [released]

Maps created by PR community members.
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Post by Scot »

bloody hell, caves?? didnt find them!
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Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

Hmph, the caves seem a little out of the way, they are nice but if the map is AAS I don't see anyone going in them unless the is a flag in them. Would also be nice if there was a cave system going across the mountain.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Post by CodeRedFox »

Waaah_Wah wrote:Congratz with the promotion to a DEV ;)
Thank you. Hope to bring my talents to the party.
krekc wrote:Good job on the caves, maybe drop a few rugs on the ground inside them or light a wee fire? make them looked lived in? could only find 2 lots of caves as well are there more?
Raniak wrote:Hmph, the caves seem a little out of the way, they are nice but if the map is AAS I don't see anyone going in them unless the is a flag in them. Would also be nice if there was a cave system going across the mountain.
Yeah, the caves are in a beta stage, wasent even sure they would work :-D

The cave will play a bigger part as soon as I can confirm you can spawn with in them. Also I tried the Whole mountain cave approach, doesn't work very well!
Polka
Posts: 6245
Joined: 2007-07-08 14:18

Post by Polka »

Nice map, great work Fox :D
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Post by DeltaFart »

man I haven't played it yet, but Id love to try it out
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Post by crazy11 »

Congrats on getting DEV and I love the map.
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You miss 100% of the shots you don't take.- Wayne Gretzky
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Post by CodeRedFox »

The daily fix update :

Gameplay :
+ All CP have been fixed (Flags removed, times and order)
+ CP Group Guidelines updated
+ JDAM removed pre PR guild lines
+ All AA's replaced with RPG's
+ All Spawned weapons now lay flat on ground :-?
+ Vehicles spawn time fix pre PR guild lines
+ Bunkers added to both Mainbase and Outpost

Map / Visuals :
Floating objects found and fixed
UK Outpost updated to a UK look
UK Outpost no longer a Flag, spawned as a bunker
Check and fixed most of the crops heights (this may take a bit longer)
All building are temp'd until further notice.

If anyone has advice on roads let me know, I'm having the hardest time getting them lay flat.

*Also to all the modders that have ask or requested that I add this map to there sub-mod. I'm glad your liking my work, but until I can get one map out I feel like I should stay with the basic first. If and when this map becomes apart of PR I will gladly talk to you about the idea of making Sub Mod version and/or a whole new map just for you!
Last edited by CodeRedFox on 2008-05-04 02:44, edited 2 times in total.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Post by CodeRedFox »

Jonny wrote:I think the main should be surrounded by hesco too, it may be just the same as the other maps but it makes it feel secure.
Originally it was but on such a small map it didnt looks right. Plus I replaced the old base with this one which looks allot like UK bases in North Afghanistan.
Jonny wrote: Hedgerows:
Its not a PR thing, you just need a bush with a collision mesh
Which would require me to re-build/recreate the PR mesh. I'll take a look at some options.
Jonny wrote: Caves:
Is there any way you could put a cave system beneath one of the larger mountain settlements?
Thats an idea, I'll put it in the idea pile

Also I think ether you graphics are set really low or you have a video card issues

Roads :
http://i242.photobucket.com/albums/f.../screen085.jpg
http://i242.photobucket.com/albums/f.../screen083.jpg
http://i242.photobucket.com/albums/f.../screen087.jpg
You dont have any roads here. Bad install?

And a few other screen shots you posted have odd parts messed up.
Last edited by CodeRedFox on 2008-05-04 17:24, edited 2 times in total.
paco
Posts: 218
Joined: 2007-04-02 18:46

Post by paco »

If your cave static had a massive solid top section, couldn't you then make a gap in the mountain and let the cave fill the gap? That way the caves would seem to go through the mountain and lead to the other side. The top section of the cave is just so the entrance ends up lower on the side of the mountain.

Maybe you tried this already and I'm missing something. I don't do modelling or mapping.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Post by CodeRedFox »

That does work, but I've seen massive objects turn on and off when they get to a certain size.

The object will dissaper when it get close to the edge of the viewers screen then you see the players running around inside :-p
Last edited by CodeRedFox on 2008-05-04 20:37, edited 1 time in total.
Hans Martin Slayer
Retired PR Developer
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Joined: 2007-01-21 02:20

Post by Hans Martin Slayer »

congrats on the promotion buddie! really looking forward to your work man.
If anyone has advice on roads let me know, I'm having the hardest time getting them lay flat.
only thing i can suggest is to use the smooth tool. disabling the raise function and using a very small brush strenght might help you there.
also hit the create final road button to snap em onto the ground, but i'm sure you know that anyways..

apart from that it's looking very sweet so far, great job!

just a little thing, i agree with some other comments that the mountains look a little too greenish. changing even more parts of the mountains overgrowth to look more like desert-style (some dead trees, as well as the 'tree branches') might be a worth to play a bit around with?

just my taste of course. :)
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Post by Zimmer »

A congratulation is in its place then for [R-Dev] promotion looking forward to see your work.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
CodeRedFox
Retired PR Developer
Posts: 5919
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Post by CodeRedFox »

FYI to those that might want to use the poppies fields that came with my last download. Just be aware they dont work right, lighting problems and random crashes.

ON a side note, good news, spawning with in the cave works just fine!
Last edited by CodeRedFox on 2008-05-05 06:32, edited 2 times in total.
paco
Posts: 218
Joined: 2007-04-02 18:46

Post by paco »

If your cave had a tall solid top section, would you be able to make a gap in the mountain and then fill it with the cave? That way the caves would be a way through to the other side. The tall top section is just so the entrance ends up lower on the mountain side. The outer cave texture would have to match the mountain, I think.

I don't know anything about making custom statics. Just brainstorming with my pizza here.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Post by CodeRedFox »

Your idea does in fact work, its just a HUGE static which can cause clipping issues. My original beta cave I made didnt this, but have a bunch of issues :-(

But from what I have read most caves in Afghanistan don't go through the mountains.

Its a great concept, ,maybe the next map.
Last edited by CodeRedFox on 2008-05-05 21:46, edited 1 time in total.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Post by CodeRedFox »

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Announcement :

First let me thank you all for the testing and comments, really...you've all added something to make this map better and playable.

The map will now go into closed testing within the R-Con and R-Dev teams. No further changes will be made that can be show to the community without having to pass through the R-DEV team.

All older version have been taken down and will have to be found on the black market :-D

Again thank you all and hopefully heres to a 0.8 release

[R-DEV]coderedfox
=Romagnolo=
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Post by =Romagnolo= »

Awesome :D
[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."
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