[Map] Steel Thunder (4km) [WIP]
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
[Map] Steel Thunder (4km) [WIP]
Settings:
Germany (US Marines/ US Army/ GB Forces placeholder) vs Russia (Chinese Place Holder)
AAS v3
Description:
A fairly new establishment in Belarus, that relied on its water plant for electricity and water, suffers from large water level drops and is quickly abandoned. This area now servers as a major interest and strategic point for both factions, as it is the best way to get across the river, and on to each others territory.
Map is 4x4
Loadout:
tanks/apcs/possibly a heli
Screens:
in game minimap
http://imgur.com/KGUBw.jpg
"shack village"
http://imgur.com/MpBgL.jpg
"tunnel village"
http://imgur.com/LjxTD.jpg
over view of "east farm"
http://imgur.com/ZBjmI.jpg
"central village"
http://imgur.com/DWKrD.jpg
"costal village"
http://imgur.com/90M2U.jpg
village near russian main
http://imgur.com/O5lJ6.jpg
"ru main"
http://imgur.com/HF1cK.jpg
got bored
http://imgur.com/cMxgu.jpg
not pictured: "abandoned mine", "us main", "old village", "farm village", "north farm"
Minimap:
http://i37.tinypic.com/903ej7.jpg
(large image)
Its what i got so far...tell me what to change
Germany (US Marines/ US Army/ GB Forces placeholder) vs Russia (Chinese Place Holder)
AAS v3
Description:
A fairly new establishment in Belarus, that relied on its water plant for electricity and water, suffers from large water level drops and is quickly abandoned. This area now servers as a major interest and strategic point for both factions, as it is the best way to get across the river, and on to each others territory.
Map is 4x4
Loadout:
tanks/apcs/possibly a heli
Screens:
in game minimap
http://imgur.com/KGUBw.jpg
"shack village"
http://imgur.com/MpBgL.jpg
"tunnel village"
http://imgur.com/LjxTD.jpg
over view of "east farm"
http://imgur.com/ZBjmI.jpg
"central village"
http://imgur.com/DWKrD.jpg
"costal village"
http://imgur.com/90M2U.jpg
village near russian main
http://imgur.com/O5lJ6.jpg
"ru main"
http://imgur.com/HF1cK.jpg
got bored
http://imgur.com/cMxgu.jpg
not pictured: "abandoned mine", "us main", "old village", "farm village", "north farm"
Minimap:
http://i37.tinypic.com/903ej7.jpg
(large image)
Its what i got so far...tell me what to change
Last edited by HughJass on 2010-07-08 22:12, edited 17 times in total.
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~XHW~Flamestorm
- Posts: 273
- Joined: 2008-01-17 20:00
Re: [MAP] Steel Thundere [WIP]
Hughjassy Gallery, Hughjassy Image Gallery - FileFront.com
wtf what is this good work btw
wtf what is this good work btw
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: [MAP] Steel Thundere [WIP]
Looks interesting, keep it up!
Though, perhaps you should use the british army as placeholder, the L85 comes a bit closer to the G36 than the M4 imo.
Though, perhaps you should use the british army as placeholder, the L85 comes a bit closer to the G36 than the M4 imo.
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [MAP] Steel Thundere [WIP]
Why not? I just wanted to put army because they woun't have that much maps.Spec_Operator wrote:Looks interesting, keep it up!
Though, perhaps you should use the british army as placeholder, the L85 comes a bit closer to the G36 than the M4 imo.
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Morgan
- Posts: 826
- Joined: 2007-08-27 10:06
Re: [MAP] Steel Thunder [WIP]
The pictures are looking amazing
good effort.
Just one thing I noticed on the mini map, don't 3a/b seem easier to defend than 2a/b? I'd need to actually have a look around the map but by the looks of things the Ruskies are gonna have a nice easy time picking off any advances. Again, I'm not sure and I'm probably wrong but the map looks a bit lop sided.
Looking very nice though.
Just one thing I noticed on the mini map, don't 3a/b seem easier to defend than 2a/b? I'd need to actually have a look around the map but by the looks of things the Ruskies are gonna have a nice easy time picking off any advances. Again, I'm not sure and I'm probably wrong but the map looks a bit lop sided.
Looking very nice though.
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marcoelnk
- Retired PR Developer
- Posts: 1581
- Joined: 2007-03-03 11:30
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Panzerfire
- Posts: 1717
- Joined: 2008-03-19 01:37
Re: [MAP] Steel Thunder [WIP]
Map looks very cool. Let's see how much you can improve this WIP 
I'll be looking forward to the final version.
I'll be looking forward to the final version.
USMCMIDN: KILL EVERYTHING!
gx: KILL! KILL! KILL 'EM ALL!!
[R-DEV]Dunehunter: Great attitude for hearts and minds
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: [MAP] Steel Thunder [WIP]
Like i said, "perhaps" because of the rifles, that could change the gameplay. Which doesnt have to be a bad thing.Why not?
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
Re: [MAP] Steel Thunder [WIP]
looks great. And for the placeholder leave US Army, they fitted the map well in 0.5, and if the Russians not done put Chinese back on.
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Leo
- Posts: 2082
- Joined: 2006-11-29 00:40
Re: [MAP] Steel Thunder [WIP]
Won't both Germany and Russia be Team 2?
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LekyIRL
- Posts: 1345
- Joined: 2007-06-23 16:34
Re: [MAP] Steel Thunder [WIP]
They've made it so anyone can fight anyone.
[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
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marcoelnk
- Retired PR Developer
- Posts: 1581
- Joined: 2007-03-03 11:30
Re: [MAP] Steel Thunder [WIP]
this barn on the farm village...is that the one from the subfolder house_dest? if so remove it cause it will crash your map 

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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [MAP] Steel Thunder [WIP]
isnt that one red? and no its not from dest. Besides it looks uglymarcoelnk wrote:this barn on the farm village...is that the one from the subfolder house_dest? if so remove it cause it will crash your map![]()
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Steel Thunder [WIP]
Having problems with the maps overgrowth, I have no idea how to get so much trees in a map and make it not lag, or not get LOD problems. Irontaxi, HOW DID YOU DOEZ IT?
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marcoelnk
- Retired PR Developer
- Posts: 1581
- Joined: 2007-03-03 11:30
Re: [Map] Steel Thunder [WIP]
LOD problems => go to compile and generate overgrowth atlas.
Lag => open fools road in the editor and see how he did it.
italso might be that your undergrowth is too dense or high
Lag => open fools road in the editor and see how he did it.
italso might be that your undergrowth is too dense or high

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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Steel Thunder [WIP]
im already analizing fools, and the compile thing did not work.marcoelnk wrote:LOD problems => go to compile and generate overgrowth atlas.
Lag => open fools road in the editor and see how he did it.
italso might be that your undergrowth is too dense or high
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marcoelnk
- Retired PR Developer
- Posts: 1581
- Joined: 2007-03-03 11:30
Re: [Map] Steel Thunder [WIP]
wat is your LOD problem exactly? you always post your problems that superficial that noone can help you...

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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Steel Thunder [WIP]
yeah lol im sorry but i've explained it to some guys personally that I forget to post about what it is exactly in the forums. No worries tough, ill be using other trees to differ it from your map.marcoelnk wrote:wat is your LOD problem exactly? you always post your problems that superficial that noone can help you...
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marcoelnk
- Retired PR Developer
- Posts: 1581
- Joined: 2007-03-03 11:30


