[Map] Silent Eagle (4km) [RELEASED]

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marcoelnk
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[Map] Silent Eagle (4km) [RELEASED]

Post by marcoelnk »

Check the DEV journal for screens and infos about this map ({Faction]Bundeswehr Progress Update


Here I go again with some screens of my 2nd map finally :)

Ill make it quick :

map concept :

4x4 km; RUS vs GER ; Vehicle based ; Forest/grass fields/large military areas

-ger spawns in cargoplane(spawn will only last for about 3 min) and has to take and repair a destroyed and abandoned airport

- Once reapaired and taken ,planes and choppers (tanks aswell probably) will spawn soon

- Russia spawns on fix and better defended flags (airport,rocketsilo,spacerocket launch platform)

- The main fight will then concentrate on the middle of the map with a small villige there

- the northern and southern parts of the map are mostly covered by deep forests

- the middle of the map is a wide open grassfields so that choppers and planes can be effective against groundtargets

- a small lumbermill camp is still to come
Last edited by marcoelnk on 2009-01-16 21:50, edited 2 times in total.
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~XHW~Flamestorm
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Re: [Map] Airborne [WIP]

Post by ~XHW~Flamestorm »

looks pretty.what would the german force community do without you
Z-trooper
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Re: [Map] Airborne [WIP]

Post by Z-trooper »

One of the most innovative maps I have seen around here for a long long time.
Those town statics, where are they from?
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"Without geometry, life is pointless"
Bad1n
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Re: [Map] Airborne [WIP]

Post by Bad1n »

looks very nice!
LtSoucy
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Re: [Map] Airborne [WIP]

Post by LtSoucy »

Looks great, cant wait to play this map, sky looks sweet.
Those town statics, where are they from?
Battle Group Frontlines Mod(part of BSS)
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Rhino
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Re: [Map] Airborne [WIP]

Post by Rhino »

LtSoucy wrote:Battle Group Frontlines Mod(part of BSS)
no they are from us, we gave them to BGF. they are a little unfinished how ever, matt.b went AWOL before he got them 100%, they are on Fools road at the village thou no one notices :p

some of the map looks very nice, I say some cos some bits look really really cheesey and bad, i mean the nuke rocket thing from BF2:SF in the middle of now where, then also having the PR missile silo static in anouther place in your map, lolz :p
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Rambo Hunter
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Re: [Map] Airborne [WIP]

Post by Rambo Hunter »

the only thing I see wrong is that you might want a custom texture for the crashed plane, because it currently has the Japanese rising sun on it...
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com_kieffer
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Re: [Map] Airborne [WIP]

Post by com_kieffer »

i love it, cant wait to see it in game
marcoelnk
Retired PR Developer
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Re: [Map] Airborne [WIP]

Post by marcoelnk »

[R-DEV]Rhino wrote:no they are from us, we gave them to BGF. they are a little unfinished how ever, matt.b went AWOL before he got them 100%, they are on Fools road at the village thou no one notices :p

some of the map looks very nice, I say some cos some bits look really really cheesey and bad, i mean the nuke rocket thing from BF2:SF in the middle of now where, then also having the PR missile silo static in anouther place in your map, lolz :p
I see what you mean and ive thought about that aswell but you cant see the stuff around the rocket in the editor...they simply disappear in a certain distance. I also thought about combining the rocketsilo and the nukerocket or whatever that is...but i dont think thats realistic cause the blast of the big rocket would easily damage the rocketsilo and would require a much larger concrete area which would affect the gameplay (flagorder) negative.
Ill see what i can do though as i actually agree with you...a specific suggestion would be nice aswell ;)



@ Rambo : Would be historical wrong of course as the map is based somewhere in russia but i dont think thats so important...its an abandoned airport due to whatever circumstances :)
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Rhino
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Re: [Map] Airborne [WIP]

Post by Rhino »

renderer.minculldistance 2000
staticmeshrenderer.nolods 1
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marcoelnk
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Re: [Map] Airborne [WIP]

Post by marcoelnk »

[R-DEV]Rhino wrote:renderer.minculldistance 2000
staticmeshrenderer.nolods 1
do you mean 20000 ?
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steve_06-07
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Re: [Map] Airborne [WIP]

Post by steve_06-07 »

The map is good but I noticed that there's an old Japanese Zero in the first picture, not saying that's wrong, but perhaps you could rust up the Rising Sun symbol so it isn't recognizable.
Rhino
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Re: [Map] Airborne [WIP]

Post by Rhino »

marcoelnk wrote:do you mean 20000 ?
the default view of the editor is 1000 meters, 2000m is more than enough...
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marcoelnk
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Re: [Map] Airborne [WIP]

Post by marcoelnk »

i did what you said but it wont show me hardly any objects on the minmap so i just created a horrible drawing in paint to let you know the current flagsettings

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Rhino
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Re: [Map] Airborne [WIP]

Post by Rhino »

no i was talking about taking screen with all objects culling, how do you think i take such nice pic of muttrah? for minimap do this: https://www.realitymod.com/forum/f189-m ... nimap.html

as for your think, first off a static plane in the sky that players spawn in then jump out = ultra gay. If you want to do it in a good way make a C-130 model. Thou OPK is working on a C160 model which the Germans use.

But that brings me onto my next point, why would you have a para spawn if the Germans have a established air base? or is that the over grown air base that they need to cap but as a objective and nothing will spawn there? if thats the case then having only 1 objective strait after jumping out of the plane = bad. Too easy for the germans to get pushed back to the plane as there only spawn then if that happened there would be very little chance of the germans getting it back. Much like muttrah 1 with the docks, if the MEC capped it, it was almost impossible to get it back since the area was such a small area to defend, only so many ways to get into there etc. the russians would just shoot the germans falling from the sky, think of airport. Make a recommended number of 3 flags in 1 group for there first cap, min of 2, wide spread flags which means if the gemrans did cap them all, they would have to spread there defences thin across them. It may be possible for a good rus team to hold them off but not easy if the germans concentrate on one flag, and if they fail switch to anouther flag to attack. then from there do it with groups of 1 or 2.

If you are detrimend on going with the idea of a para drop spawn then make sure you talk to me about it first as there is only a few good ways of doing it but having a static cargo plane in the sky is not one of them.
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marcoelnk
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Re: [Map] Airborne [WIP]

Post by marcoelnk »

i agree with most of it...
but can you please reformulate your flagidea? do you suggest the germans being able to attack 1 flag or 2-3 flags at the beginning?

concerning the cargospawn :

spawn will only last for about 2-3 min at the beginning and will then selfdestruct.so i dont think its gay cause it will be in the corner of the map very high up anyway.
what i had in mind about taking the abandoned airport was that ger has to take it and repair the destroyed airstrip (that was the reason for my question how to do that :) )
...this way jets and choppers could "refuel and rearm" (will simply spawn after some time).
I agree that this whole initial situation could be avoided but it adds some variation and
" cool specop-fastropzness" which so many miss in PR :D and it would add a new strategical situation to PR as for now airmaps simply contain 2 fix airbases side by side which i think is more unrealistic.

:)
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LtSoucy
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Re: [Map] Airborne [WIP]

Post by LtSoucy »

Well if its in Russia, you can leave the plane. Russia and japan did fight vs each other in WW2. And make this counter attack, that way Russia cant force Germany right off map.

@Rhino:Who knew that, we really only see them in BGF
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marcoelnk
Retired PR Developer
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Re: [Map] Airborne [WIP]

Post by marcoelnk »

LtSoucy wrote:Well if its in Russia, you can leave the plane. Russia and japan did fight vs each other in WW2. And make this counter attack, that way Russia cant force Germany right off map.

@Rhino:Who knew that, we really only see them in BGF
good idea...lets wait for the new gamemode to come out aswell...perhaps that might fit :)
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LtSoucy
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Re: [Map] Airborne [WIP]

Post by LtSoucy »

sweet, this map looks like it can fit AASv2 and Counter-Attack well.
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space
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Re: [Map] Airborne [WIP]

Post by space »

Looks really nice though I think you should lose the rocket completely. I was going to use a similar idea on my map, but decided it was too **** - also most launch facilities would have nothing around them for a very large perimeter.
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