[Map] Yibal Oilfields [scrapped]

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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map]Yibal Oilfields

Post by Outlawz7 »

Bump.

Gas Station got a new building and the city has gotten bigger, but I'm seriously thinking of making it a big desert map and replace the city with an oasis or some sort of resort.

http://uk.youtube.com/watch?v=9PiezKK3hIM[/youtube]
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map]Yibal Oilfields

Post by Outlawz7 »

Changed the city layout, needed more spacing IMO
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Also new vehicle layout I was thinking to do, same for both sides.
-both teams start with main base+one flag captured.
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-x5 non-respawnable tanks, spawned at first flag
-x4 tanks, 15 minutes, spawn delay
-x1 APC, 10 minutes, spawn delay
-x1 light helicopter, 15 minutes, spawn delay
-x4 jeeps, 5 minutes

Discuss.
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map]Yibal Oilfields

Post by J.F.Leusch69 »

like the idea of 9 tanks :) but mayne it should got 8 and 2 apc´s.

a question about the heli: has it guns or is it just a scout heli???

EDIT: and a question about the trucks: how many will be there or will there be no one??
Last edited by J.F.Leusch69 on 2008-05-18 20:13, edited 1 time in total.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Not 9!! First 5 that spawn are non-respawnable, the 4 spawn with a delay and by that time the 5 should be mostly dead, so each team starts out with 5 tanks but continues with 4.
And the trucks will get there, when I find them in the spawner list :/
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Yibal Oilfields

Post by marcoelnk »

I wouldnt use thses huge vbf2 buildings...they just look unrealistic
Use some smaller village buildings, also the destructible from PR.
Also this gas station needs tweaks... it all looks ok but not quite realistic imo
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Map] Yibal Oilfields

Post by Tomato-Rifle »

BUGGIE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!=)
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Map] Yibal Oilfields

Post by Tomato-Rifle »

nice
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

marcoelnk wrote:I wouldnt use thses huge vbf2 buildings...they just look unrealistic
Use some smaller village buildings, also the destructible from PR.
Also this gas station needs tweaks... it all looks ok but not quite realistic imo
Do note, that urban maps in PR all use this statics more or less tbh, but you do have a point on buildings being high. I'll try using smaller buildings and maybe put some underground basements or more backyards/alleys, where vehicles can't go. :)
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

*zap*

Thread almost died :o

Here's the oil fields, no pipelines so far :p

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Superior Mind
Posts: 161
Joined: 2007-02-15 01:55

Re: [Map] Yibal Oilfields

Post by Superior Mind »

The city seems out of place. It might be more realistic if the city is on the edge of the desert, because who would build a city in the middle of an oil field and desert? Small villages would be better, or even one big village of huts, perhaps at a higher elevation. You need to consider whether you would like big open desert tank battles or city battles. I think a big open desert with a city running all along one side and then scattered villages would be better. Of course it would have the oil fields.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Yibal Oilfields

Post by Psyko »

dont forget to places some broken shacks around for snipers and rally points. if its all dunes there will be nowhere to hide :)
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Map] Yibal Oilfields

Post by Rangu »

[defilibrator sound]*BZZZZD*

"Thanks, I owe you one!"

About the buildings; I want you to use the maximum ammount of destroyable objects/houses, and make several or just one huge freaking village that the tanks can crush and level.

Looks brilliant, can't wait!
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

After some research it turned out, that Yibal is a major industrial area in Oman (do'h oil = tons of refinery's, storages and pipelines), so yes, there will be pipelines, oil pumps and tons of facilities.

I have added a small city, the idea is that there is some population living there that works at the oilfields, also completed one small oasis (still need to put in more) but the thign I'm working on atm are the CPs themselves.

.png format, because I'm too lazy to convert :P (may your 56k forgive me)
Suggestions would be nice as I'm running dry with ideas on what to put in.

MEC main. I am thinking of redoing it for some reason, if MEC was stationed there for a while it'd look a bit different IMO
http://i57.photobucket.com/albums/g214/ ... -20-43.png

Storages. Need ideas on what else to put in besides oil tanks and fences.
http://i57.photobucket.com/albums/g214/ ... -14-79.png

Gas storage, although I am thinking of redoing that one and turn it into a refinery of some sort.
http://i57.photobucket.com/albums/g214/ ... -30-82.png

The city, needs some detail (trash, boxes etc.) but satisfied with it
http://i57.photobucket.com/albums/g214/ ... -39-59.png

Abandoned facility or a construction site, can't decide yet, still needs work
http://i57.photobucket.com/albums/g214/ ... -08-67.png

Warehouses, may need different fencing as I used concrete walls (sense much?)
http://i57.photobucket.com/albums/g214/ ... -17-29.png

US main, also wanting to redo to some sort of FOB or staging area
http://i57.photobucket.com/albums/g214/ ... -29-15.png
Last edited by Outlawz7 on 2008-06-13 18:06, edited 1 time in total.
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Oldirti
Posts: 310
Joined: 2007-08-06 14:37

Re: [Map] Yibal Oilfields

Post by Oldirti »

This thread needs more jhonny
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hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Map] Yibal Oilfields

Post by hall0 »

I have added a small city, the idea is that there is some population living there that works at the oilfields,
Have to disapoint you. The guys who work in such oilfield wouldnt life in such a village, because theres no TV :shock:
Joking :mrgreen: But its true they wouldnt life there. These guys mostly life in the factory in a spezial part of it or they life in containers near the factory.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Update to the rescue!

I killed the IMG code in the previous post so you won't have to load all those .png images

I generated some lightmaps on Low settings, but decided to shut down the editor when after 45 minutes they were still generating and it started getting on my nerves :D

It does seem that the lightmaps survived somehow.
I rendered a new minimap, where you can now finally see the terrain and shadows where the buildings haven't rendered.

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As you can see the light setting is morning-like similar to Kufrah. I'd like to know if I should keep it that way or make a daytime/dusk setting?
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jOHNNYdOUBE
Posts: 637
Joined: 2007-09-13 21:28

Re: [Map] Yibal Oilfields

Post by jOHNNYdOUBE »

Light looks good.
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Map] Yibal Oilfields

Post by DeltaFart »

the american place you might want to make less sturctured like it was just hastily set up
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Map] Yibal Oilfields

Post by hall0 »

Looksnice. But the light setting remind me more to Jabal :shock: as to Jabal. But i like it. :mrgreen:
Is it just me or does the "minimap" looks smaller than the map actually is.
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