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

Maps created by PR community members.
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jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Re: [Map] Airborne [WIP]

Post by jayceon515 »

I'm not a fan of woodland maps but I must admit this looks really good and innovative.
The Op Clean Sweep sky fits perfectly and it gives the map that creepy "S.T.A.L.K.E.R." feel.
The fact that this is a 1024x4 size map and it's going to have a lot of under/overgrowth concerns me a bit since it could lag quite a bit. But that also depends on view distance.
What I really like is the village part. Looks really well done a has that creepy Chernobyl feel to it that makes the overall atmosphere very effective.
AFAIK those houses used there are destructable and I hope you do realize what kind of problems they can cause.

However what I don't like is that vBF2:SF static you are using. It's really off, same goes for the WW2 plane wreck. You could use the F15 wreck instead or maybe even something else if you find that inappropriate.

And where the hell did you get the rocket silo static from Op Barracuda (not sure about it)? Me wants too :D
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Airborne [WIP]

Post by =Romagnolo= »

WOW, f*ckingtastic !
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
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(yes, it was about me)
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Airborne [WIP]

Post by LtSoucy »

Ya and the F15 wreck could be an objective to kill(If someone makes it so it can) It would also give Germany another reason to go into the area.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Airborne [WIP]

Post by HughJass »

nice man! looks good. tough like someone said the flag, and statics are questionable.

i like the village a lot though, very nice.
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bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Re: [Map] Airborne [WIP]

Post by bosco_ »

If you go for the whole rocket thing, I'd suggest you take the complete 'base' too, like it's seen on the map Surge.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Airborne [WIP]

Post by Rhino »

marcoelnk wrote: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.

:)
Like I said, talk to me about it since to do it well relys on a lot of factors. Having a air drop for the first 2mins of a map is not very cool, you might as well have the players start off on the ground tbh.
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Airborne [WIP]

Post by Maxfragg »

great map, but let me guess, you've played CoD4 in the last time ?

for the balancing, what about making the parajumping just and "intro" and when the germans have taken the airport, they can't loose it anymore (like it was in bf42 on omaha and iwo jma
Anxiety
Posts: 174
Joined: 2007-08-16 09:20

Re: [Map] Airborne [WIP]

Post by Anxiety »

I have an idea about how to make a good airbourne map . . I relise rhino that you are really against the idea becuase planes don't hover over one place ( and i completly agree)

Could we make a random rally spawn in a differant every 20 minutes, and make it last there for 2 minutes prehaps? but with that .. have a fixed main base, I think it would help attacking teams attack.. and allow defending teams to have a good fixed position that can be taken form behide ..

just an idea..
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Airborne [WIP]

Post by Rhino »

Anxiety wrote:I have an idea about how to make a good airbourne map . . I relise rhino that you are really against the idea becuase planes don't hover over one place ( and i completly agree)

Could we make a random rally spawn in a differant every 20 minutes, and make it last there for 2 minutes prehaps? but with that .. have a fixed main base, I think it would help attacking teams attack.. and allow defending teams to have a good fixed position that can be taken form behide ..

just an idea..
there is a much better way than doing it like that...
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jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Re: [Map] Airborne [WIP]

Post by jerkzilla »

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.
They didn't actually fight in Russia. The Russians made a push in Manchuria, which is in China and at the time occupied by Japs. Also, all the action was on the East-most part of Asia, which is very, very, very far away from Germany. Of course I am fully aware of the fact that you've agreed to replacing the Zero with an F-15, it's just me being a pedantic *******.
And the map does indeed look wonderful.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Airborne [WIP]

Post by Rhino »

jerkzilla wrote:They didn't actually fight in Russia. The Russians made a push in Manchuria, which is in China and at the time occupied by Japs. Also, all the action was on the East-most part of Asia, which is very, very, very far away from Germany. Of course I am fully aware of the fact that you've agreed to replacing the Zero with an F-15, it's just me being a pedantic *******.
And the map does indeed look wonderful.
ye, hence why I have crashed zeros in OGT ;)

but ye, the zero should not be in this map, this map is probably based in eastern Russia anyways.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Airborne [WIP]

Post by marcoelnk »

Here you go...or should i stick to the japan plane?
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jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Re: [Map] Airborne [WIP]

Post by jayceon515 »

LOL someone actually listened to my idea :mrgreen: I love the forest area around it.
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Map] Airborne [WIP]

Post by hall0 »

No dont use the Jap plane. Have realy no idea how a jap plane comes to this place
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Airborne [WIP]

Post by Maxfragg »

the F-15 is really better
hawKKK
Posts: 87
Joined: 2008-05-21 20:37

Re: [Map] Airborne [WIP]

Post by hawKKK »

jayceon515 wrote:I love the forest area around it.

:thumbsup:
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Airborne [WIP]

Post by LtSoucy »

F-15 looks better. i would love a dragging line behind it it show like it just crashed trying to bomb nuke site, and then add some fire maybe.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Airborne [WIP]

Post by marcoelnk »

LtSoucy wrote:F-15 looks better. i would love a dragging line behind it it show like it just crashed trying to bomb nuke site, and then add some fire maybe.
i see what you mean...but it doesnt fit the overgrown airport as it has probably beend abandoned for a few years so a burning wreck with a dragging line behind it would be unrealistic...there is a sort of craterline though :)
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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Map] Airborne [WIP]

Post by space »

Ive got a similar wreck on my map - I placed some vegetation as statics near it, but angled them as if they had been hit by the aircraft - The effect is quite good if you dont over do it. You can also use the dead tree static for this, but personally i didnt as I dont like the look of that particular static. Also try painting the terrain around it a darker colour - my wreck is burning so Ive painted it almost black.
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Airborne [WIP]

Post by marcoelnk »

spacemanc wrote:Ive got a similar wreck on my map - I placed some vegetation as statics near it, but angled them as if they had been hit by the aircraft - The effect is quite good if you dont over do it. You can also use the dead tree static for this, but personally i didnt as I dont like the look of that particular static. Also try painting the terrain around it a darker colour - my wreck is burning so Ive painted it almost black.
i did this already but removed it cause the undergrowth will adapt to the coloutexture and turn grey...you can disable this but then it wont fit that well to the basic colourtexture
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