[Map] Yibal Oilfields [scrapped]

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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Yibal Oilfields

Post by marcoelnk »

i think you forgot these lines of code in the init.con :
at least i add them as told in rhinos tut.

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"


so it should look like this :

...

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"



correct me if im wrong ;)
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

heh whats that for? And in which tut is that mentioned?
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

I placed some more random oil tanks and some more roads around, but I can't think of anything to add to the map tbh

Middle flag is now a military FOB, half finished.
Issues:
-map currently balanced towards USMC due them getting faster to the FOB than MEC

Should I make the map a bit asymmetrical by making it so that MEC starts out with FOB capped and maybe a RP spawn there and possible some non-respawnable TOWs or BMP3s?

-hollow minimap spots - happened when I made the new minimap and the smoke clouds got rendered on it.
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-gas pumps on fire - should they fire be on top or on bottom making it look like the entire thing is burning?
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Also having troubles uploading the new version, Xfire me if you want it: outlawz7
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Jonny wrote: I think the small town was a good idea and made sense, there are no other towns on the map yet, but there does seem to be another military base on the map.
Oh God, make your mind up. :/
12) the city is, quite honestly, ****. Its a waste of your time doing it without the hotel statics from fallujah west. This as the centre, surrounded by the archer/basrah destructible buildings is what you need. This will make the city the focus of the infantry.
Jonny wrote: Do TWO military bases make sense here? This close together?
Qinling has an FOB and Basrah's VCP could also be considered as one.

It's not supposed to be a second main base, more like a small outpost/checkpoint big enough to house armor.

I should really rethink the map layout before I went doing it :(
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [Map] Yibal Oilfields

Post by agentscar »

I would prefer the city also...

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

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Jonny wrote: Cant get the D/L link to work, can you upload to somewere else, like 4shared or rapidshare?
Me neither :P

Uploading somewhere else...
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Uploaded to rapidshare

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

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

As far as the SUVs go, it's a bloody joke, I keep messing around.

Those out of nowhere silos have been removed.

I considered most of the rest. Ty for the nice bug report.

tbh, can I actually get some ideas instead of what to remove and fix and move all the time?
I appreciate all the remarks, but it's frustrating me to death removing everything all the time because it isn't right that way or another. Like what am I suppsoed to have in the map?
Last edited by Outlawz7 on 2008-07-18 19:05, edited 1 time in total.
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Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: [Map] Yibal Oilfields

Post by Waaah_Wah »

That Stinger on top of the little shack in the US base looks weird, and so dies that TOW on top of the building.

Once you get in the fixed RPK in MEC main you cant get out.

I think i have more critisism, but i forgot :(

Btw, are you planning on having more flags in the middle? :p
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

AA is bing fixed, I'll try and fix all the emplaced SMGs that get you stuck and the flag number is staying 7, I'll see how it plays out compared to either 8 or 6.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Experimenting with lighting effects, I'm going for sort of a bright/hot felling to the map, it is desert after all ;)

Lightmaps are done on Low, so ignore the strange darkish buildings. The map CTD'd on loading because the game wanted the lightmap atlas, so I had to render some.

And yes, BMP3s are coming,currently still thinking if I should implement them as a one time non-respawanable asset, regular asset as a replacement for the two BTR90s or two out of 6 T90s, or just keep them as something to unbalance the map deliberately.

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77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Re: [Map] Yibal Oilfields

Post by 77SiCaRiO77 »

if the bmps3 are maded right (30 mm , 100 mm HEAT , AT-11 ATGM and mg) then im all for it replacing the btrs.
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