[Map] Radio Moscow [scrapped]

Maps created by PR community members.
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Pride
Retired PR Developer
Posts: 1467
Joined: 2007-07-19 18:13

Re: [Map] Radio Moscow

Post by Pride »

Some trench systems connecting bunkers and stuff on top of those hills would be awesome!

Keep it up.
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Re: [Map] Radio Moscow

Post by 77SiCaRiO77 »

mkae it russia vs british :D
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

I was looking at using trenches however using the static trenches would require to level the terrain too much.

I would make it russian if there was a russian faction ingame.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

Militia base
Following the PR mapping guidelines the spawns are outside and not visible from within the base.
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Road leading down to the Sawmill
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The overgrowth view of map. As you can see its not just straightly overpainted with random trees. (on fulle view of screenshot you can read the different types on the left side)
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Hill 225
The approach is covered with only broken trees, making it difficult for attackers to rush in.
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More map info

The loadout is for each side:

2x Trucks
2x HMG Cars

There are no heavy vehicles.

To repeat my last question. Is it safe to use a different command post for militia and then change the team?
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

The Minimap

Slightly adjusted contrast and brightness. ´The lightmaps are low for objects and med terrain (Obviously not final).
The overgrowth consists of 4700 Objects. And it runs ok within the editor. When I test the map ingame I have to see if its within performance limits.
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And for comparison how it looked 1 week ago:
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Radio Moscow

Post by marcoelnk »

it all looks pretty nice but , ehh a bit boring as well. there are these two concrete-complexes, 2 roads and some bunkers...
try to "spice it up " a bit :)
and saying that you would have to adjust the terrain too much to implemetn trenches is stupid cause you havent done the terrain yourself anyway so some adjustments wont kill you. you wont have to flatten it completely in these areas you can aswell place trenches on hills.
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

it all looks pretty nice but , ehh a bit boring as well. there are these two concrete-complexes, 2 roads and some bunkers...
try to "spice it up " a bit
The concept was basicaly fortified places surrounded by wilderness. I enjoy woodland combat, as in mestia or fools road. The trench statics i am not going to use because it would be hard to align them to different heights and position on the larger hill. And I want the structures built to follow the terrain, not the other way.
and saying that you would have to adjust the terrain too much to implemetn trenches is stupid cause you havent done the terrain yourself anyway so some adjustments wont kill you.
I did already adjust the terrain. For the Larger Places as you can see. However I have takne a lot aof caution not to mess up the nice heightmap features.
you havent done the terrain yourself anyway
There is quite a lot of work involved from a good heightmap to a finished map.


Still I think you should make a road leading out of the map. IRl the road now would be pointless.
I did actually add in a road. its in the upper left.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Radio Moscow

Post by =Romagnolo= »

make it bigger :D
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

New update
First Ingame test

Was driving around and walking all over the map to test things. The map runs with all setting high on 1152x800 at 60-85 fps on a dual core 5000 AMD GF8600 256MB. Means I have a lot more room to add more distant grass, trees and smaller houses.


Humvee parked against idyllical backdrop
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Sawmill
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Hill245
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Radio Moscow

Post by marcoelnk »

well, i wouldnt say that you should increase the undergrowt view distance just because you dont have lag...you have quite good systemspecs and youre playing alone on a local server...of course you dont have lag then.
that grass on the last pick looks very weird btw...remove it on steep terrain
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Map] Radio Moscow

Post by hiberNative »

the landscape looks like sweden ;P
looks really authentic.

i like the "grass" on the last pic. looks very natural since vegitation on hills is natural. don't remove it.

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Last edited by hiberNative on 2008-11-11 14:10, edited 3 times in total.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Radio Moscow

Post by Rudd »

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

Re: [Map] Radio Moscow

Post by cat »

I think that the map close to finishing.

I was looking at this checklist:
1) Create the Terrain. There are a number of different options available to you, but the easiest and most recommended for your first go at a map is by following the tutorial "Creating the Basic Terrain", which can be found in the a wiki here. Once you know the basics, you may find it easier to create the layout of the terrain first in photoshop by editing heightmaps, a tutorial for which can be downloaded here. Once you want to get much more advanced with terrain creation and heightmaps, you may want to try out Terragen.

2) Texture the Terrain. Refer to the tutorial "Creating the Basic Terrain", which can be found in the a href="."/wiki/index.php/Creating_a_Basic_Terrain">wiki here. This tutorial should be read to grasp the basic concepts of color and detail textures, but you may find the actual texturing of your map much easier with TPaint, or BF2Ecomap.

3) Place your objects, spawnpoints, configure level settings. The official tutorial, "Creating the Basic Level", which can be downloaded here.

4) Overgrowth

5) Undergrowth

6) Roads

7) Water (Basically- extract the 'server' zip file of a bf2 map, then find the water.con file, and copy it into your map folder....)

8 ) Layers- 16, 32, 64 player map sizes
- Control Points
- Spawn points (in level editor, right click, add spawn point.)
- Object Spawners (in level editor, right click, add object spawner, choose object, press okay)
- Area around flag where it can be capped
- Combat Area
- Commander assets

9) Loading screen
- Background
- Music
- Map image thingy
- Intro of map
10) Ambient Sounds

11) Ambient Effects (birds etc)

12) Sky Settings (Basically- extract the 'server' zip file of a bf2 map, then find the sky.con file, and copy it into your map folder....)

13) Environmental Maps

14) Lightmaps, but i found that far too complicated for me, so i made this topic and mschoeldgen[Xww2] explained it simply for me....

15) Ticket Ratio

16) Minimap

17) Do all the Singleplayer stuff (if you want...) ( i have never done singleplayer... so if that info isnt the best.... tell me- i will change the link)

18 ) Pack Map- Mod Manager, Pack Map, then go into the Map folder, and delete everything apart from the server.zip, client.zip, & 'info'

I have completed all steps to a level of quality I am content with. Except a few smaller issues:


1.
I tried setting up pickup kits that can be picked up 1 time. I used the Militia pick templates and removed the "dummy" entry, which made the RPG kit appear. Was ablee to pick it up for both teams. However when I set up the PKM kit the exact same way, it did not appear. (They were both linked to the same CP) Also how to make a mounted RPK that is placed somewhere in the map without any CP relation? Again this worked for The CP for a team. However setting it up near a neutral flag did not work.


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This part is for asking questions about the Map and PR

My intention is to become a [R-DEV] for maps. I want to use this map as 1. a portfolio piece to present my ability to make maps for the mod and 2. getting to play it (by having it included in the mod).

Now the direct way to follow this would be clicking the cool "join pr" link on the main site. Then upload the map as a reference to the application. Correct?
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Radio Moscow

Post by OkitaMakoto »

Anyway to tactfully add in a few houses or shacks or rock formations along the road? The SS with the humvee looks kinda bare. It being such a small map Im wondering if it being so open like that might be a total pain in the *** for the Militia faction going up against a full on faction.

Mestia, which is what Im thinking along the lines of, has dense trees, rock formations, rolling high hills, and in general a lot of cover. Yours is a bit sparce in areas. Not that its bad, but it could potentially be a detriment in terms of gameplay

BUT at the same time, I dont know where that SS is taken exactly so I really cant say.

But yeah, looking really good. Im wishing I had done a nice forest map for my first map as well :P Trees are a lot nicer to place than a million buildings! Haha
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

More huts I may add in possibly. Would not mess up much of the surrounding area. However the reason I was hesitant to add huts was that there are not many woodland statics that have lightmaps. I can use the house_dest however they do not have lightmaps.
The humvee area is on the lower left, north of hill 225. It is supposed to be slightly less dense in this area. However the rest of the map is very obscure in view distance. Not as dense as mestia. The range advantage I want to fix by giving the rebels more tickets/ or giving them a few 5minute forward spawns. Or another extra tech. Or even giving them an armored vehicle.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Map] Radio Moscow

Post by AnRK »

Nice, looks very different in terms of textures to alot of the maps I've seen in BF2/it's mods, are some of them custom jobs?
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

I have used variations of color by painting them in in "color" mode, not texture.
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