[Map] Radio Moscow [scrapped]

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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP] Radio Moscow

Post by cat »

New Update

Hvae started to hand-paint the terrain to give it a more woodland look. I did this by using different variations of color instead of stock textures. Also the first road that connect the PLA staging point to the Rebel Main base.
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I have some more questions.

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1. Tree performance

I can see different properties for the overgrowth

ViewDistance
This would be the max distance when it fades out?

Viewdistance scale
is this a multiplier for the viewdistance? I used it to make trees appear on the minimap


Close Dist percentage
?
CloseDistanceFade
?

LODTimer
?
Editorenable
?
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2.
What are the performance limits for a map? Are there any "diagnostic" tools that can be used for performance checking? i have very fast PC that can run Muttrah with lowest fps at 35 on all settings very high. Depending on this "benchmark" would not be very precise.

In regards to the overgrowth, What are the safe limits for the above parameters? They are pretty high I would assume, because fools road and mestia run very fast and I did never see a tree pop in.


3. In-editor play

I know that choosing the soldier camera features walking around as a player. However is it also possible to drive vehicles? I tried any key on the keyboard to enter a place vehicle without any effect.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Radio Moscow

Post by OkitaMakoto »

the stuff you put as ? dont worry about.

View distance you defined as correct.

View distance scale leave as it is.

2. No way to really benchmark just go easy on trees, place as much or less than on other maps in PR and it should be fine. After testing you can use the view distance to fix any lag issues reported by the masses ;)

3. I dont think you ca enter vehicles in the editor but Rhino would be the best guy to ask about that. Id also be curious, but Im leaning towards no... then again, I dont know ;)


That minimap is looking really god man, keep it up
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

I may assume that mestia is drawing all trees at all times? I am going to a similar amount of trees and since mestia runs fast I would say that I am on the safe side.

On a 1kmx1km map draw distance for all trees being drawn would be something about 1.4km. I am wondering if that is safe.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Radio Moscow

Post by IronTaxi »

you can enter vehicles in the editor....

switch to the object editor...place the vehicle then load the levels terrain in the object editor. (in the pull down cant remember which one..)

then top right there is a button to enter the selected object (in this case the vehicle you have placed....) and voila go for a drive in the editor around your map...

its a good way to check how spacing and scaling are in a space or just get a feel for the map at the easrly developement stage..
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

New update
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The "hard" layout is finished for the most part. This means all statics and roads are placed. There will be almost no terrain modification. Also the flags have been changed a bit. As seen on the map the numbers indicate the CP and the attack order for the Chinese.


The bleeding for the Chinese will start if the rebels get both (1) CPs. Rebels will bleed and lose the map if they lose their base, which is cappable.


Actually the minimap is wrong. The center flag is rebels and the outer 2 are neutral

Large parts of the map have a slight "ripple" on the terrain which I am going to keep for several reasons:

- Adds nice play of shadow
- Makes driving trucks offroad very uncomfortable (vehicles more dependant on roads now)
- Adds better cover to soldiers


I have some more questions:

Vehicle testing does not work on my PC it appears. When switching to object mode the 3d view is completely white. This a Vista problem?

After building the final roads, can I delete the road splines? and will that removed the "hard-edged" road on the minimap? Also the editor asks me to look for obsolete roads and obsolete Lightmaps. Why?
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Radio Moscow

Post by LtSoucy »

Looks great. Just in the last picture the area off the road looks unrealistic, if you smoothed them out a bit it would look 10x's better. Otherwise it looks great.
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Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Radio Moscow

Post by Priby »

Good Job. But i think there should be one or two roads leading out of the map.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Radio Moscow

Post by Rudd »

Priby wrote:Good Job. But i think there should be one or two roads leading out of the map.
I knew ther was something bugging me!
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

Does the game allow roads crossing into the secondary heightmaps? I was not sure how they work exactly so I did not add them in. However I intend to put them in when I get this question cleared up
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Radio Moscow

Post by Priby »

It is possible as you can see on Muttrah or Fools Road, but i have no idea how.
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

Some more questions


In the map audit tutorial it is written:
This sets the team the CP belongs to. 0 = nutral, 1 = Team 1 (PLA, MEC, MEINS etc), 2 = Team 2 (USMC, GB, etc)
Now my planned setup for the forces was PLA vs MILITIA. Which are both ion the same team number. Is that hardcoded? If yes I will change the PLA to USA. The map was designed with no "faction" unique buildings, means It can basically support any faction that has woodland camo. Just have to rewrite the backstory a bit.


Also the tutorial does not tell how to place the command posts. How exactly to place it? The start of the thread warns of placing any commander things.
red.murder1
Posts: 126
Joined: 2008-07-25 16:00

Re: [Map] Radio Moscow

Post by red.murder1 »

No,PLA will be team 2
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

The tutorials says something different.
Anyway I found the command post. Appears the gameplay dynamic stuff is all spawnable things.


.. However there is no militia Post. is it safe to select another faction CP and change the team?
Last edited by cat on 2008-11-10 01:00, edited 1 time in total.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

New updates
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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: [Map] Radio Moscow

Post by Tartantyco »

*fapfapfap*
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
Polka
Posts: 6245
Joined: 2007-07-08 14:18

Re: [Map] Radio Moscow

Post by Polka »

Tartantyco wrote:*fapfapfap*
x2

fappable
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OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Radio Moscow

Post by OkitaMakoto »

x3

Looks sweet man, looks like its gonna be a pretty sweet Mestia 2 ;)


Keep it up!
ReconAus
Posts: 199
Joined: 2007-07-08 13:44

Re: [Map] Radio Moscow

Post by ReconAus »

This is going to be epic ;)

Looks great

Recon
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A man can change the world with a single bullet in the right place


Tonnie15 10 - ReconAus 3
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Radio Moscow

Post by =Romagnolo= »

YOU have the skills to be a mapper, very impressive. You should finish this map for PR and start new one, then another one, then one more and go on :D
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Radio Moscow

Post by LtSoucy »

x4 Love it!
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