[Map] Radio Moscow [scrapped]

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

Re: [Map] Radio Moscow

Post by cat »

Perhaps the biggest part of being a DEV or even CON is attitude.
I do not really get why my attitude is in question here. Nickbond called my very polite dsimissal of his feedback an "obsession". I am open to feedback if there is some sense to it (tiberium grass) however if a blue name developer calls me obsessively protecting my stuff because I do not necessarily agree with him then I would question his attitude. In contrast to this redfox's advice was reasonable and on the same "eye-level" (german saying).

Suggesting something that is then poilitely dismissed and as a reaction yelling "cant take critz, has attitude" is not exactly fair.
Tartantyco
Posts: 2796
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Re: [Map] Radio Moscow

Post by Tartantyco »

-After going through the map(Not V3 yet though) I think the rocks are very different, there's just the southwestern side of the center hill where, though rotated, there are three rock formations that look very similar. And as for the tiberium grass, I think there's too much blue tint, making it look more like warcraft grass than the lush green I think you're going for.
Make Norway OPFOR! NAO!
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

Its just a few rocks guys, if he wants to change it he will. So lets drop the rocks, The map has other more important things to fix. Cat just keep going. The community will always voice there opinion good or bad.

haven't had time to download it as the DEV team was distracted with killing zombies and yelling at each other for help. heres my list of things to fix

Grass:
From the screen shots the green grass needs to be brought way down. The reason it look so out of place is the rest of the level is very saturated which makes the green pop. In fact because there is no air assets in the game I would remove allot the green and let undergrowth grass create green areas.

Check this link : http://upload.wikimedia.org/wikipedi..._landscape.jpg

I understand the need for some pops but personally it looks out of place. You can still get that pop with a more saturated color.

Try to start with these values and work around them
Red: 112 Green: 150 Blue: 62

Hasco covers:
The bunker in the lower left of this image http://www.tr-racing.de/pr_maps/rm/49.jpg look in the editor for Hasco_cover (I might be spelling Hasco wrong). They add a cover so far away its camouflaged.

Undergrowth:
Its to early to test but you might have major lag issues with your undergrowth settings (Will need to test)

Tree leaves and bark Color:
The trees leaves have this blue tint to them and the bark has a different contrasting color. I not sure of the color yet but its an easy fix.

Graves:
Personally I have no issues with it. Its new and ok.

GamePlay:
Not going into this at all. these things may change allot and its not really a mappers main concern. Wont know any issue until testers play it.


Grass

I am going to repaint some patches with smaller stripes of darker grass. So yeah (-1 Tiberium). However do not complain if the tiberium harverster is not used on the map anymore.


Hesco

Is that the green camo netting box? I saw that somewhere when looking at stuff and wondered what that was supposed to be for.


Undergrowth:

Yes can be. However I had no public playtest so I cant really tell how much lag it will cause on my machine. It does run above 60fps at all times, however my pc is quite strong.



Tree leaves and bark Color:

That is either the fog color (blue to match skybox) or perhaps the weird tree ambient. Had not clue how to set that up.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

-After going through the map(Not V3 yet though) I think the rocks are very different, there's just the southwestern side of the center hill where, though rotated, there are three rock formations that look very similar.
Rocks of unrotated despair problem:

Current match status:

Public vs Devs

1:1
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

Unrelated to that. Do any community mods have use for a woodland map?
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: [Map] Radio Moscow

Post by Waaah_Wah »

Russians? :D
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

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

Re: [Map] Radio Moscow

Post by OkitaMakoto »

cat wrote:I do not really get why my attitude is in question here. Nickbond called my very polite dsimissal of his feedback an "obsession". I am open to feedback if there is some sense to it (tiberium grass) however if a blue name developer calls me obsessively protecting my stuff because I do not necessarily agree with him then I would question his attitude. In contrast to this redfox's advice was reasonable and on the same "eye-level" (german saying).

Suggesting something that is then poilitely dismissed and as a reaction yelling "cant take critz, has attitude" is not exactly fair.
Chill man :P Im simply saying we're trying to help. It started to feel like you didnt want to hear stuff we suggested. Or simply refused for no reason.

Trust me, its your map and we'll support you. Sorry if that came out the wrong way ;)


It was mainly that a good deal of people were saying the green was too much but you didnt seem to agree at all :P

ANYWAY, keep it up :) You've been getting alot of DEV/CON attention with this so its only natural you get both things you agree with and things you dont ;)

(I hope I used enough smileys to ease this message :P )





:smile: :smile: :lol: :lol: ;-) ;-) ;) :grin: :grin: :grin: 8) :o








:twisted:
Waaah_Wah
Posts: 3167
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Re: [Map] Radio Moscow

Post by Waaah_Wah »

Just got back after taking a quick look on the map. It looks quite good, the rocks are indeed pretty different (who the hell looks at them anyway?). But the grass is the biggest issue here imo. Yes the color of the grass does vary IRL, but not as much as we see on this map. Here it goes from radiactive to normal to dark to dry looking to whiteish. It should be brighter in spots where there is alot of light, but it shouldnt go from really dark to looking radiactive.

The grass on that hill in the middle look almost white. Whats up with that? :)

IMO, the brightest grass on the map should look like the grass in E2KP6.

Otherwise, the maps look quite good :D
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
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

Russians?
Russian would be my favorite faction to play, because of the different gear they use compared to western countries.
Chill man :P

It was mainly that a good deal of people were saying the green was too much but you didnt seem to agree at all :P
Still I am happy in tiberium land. However I am aware of the public rioting against it, so before my map gets torched by tibeium haters I fot I can as well repaint it. And that is what I am basicaly doing right now.

The grass on that hill in the middle look almost white. Whats up with that?
Barren, dry and bleached out grass does get yellow/brown where I live in germany land. The plan was to make the area progresively barren towards the hilltop.
ZZEZ
Retired PR Developer
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Re: [Map] Radio Moscow

Post by ZZEZ »

cat wrote:Unrelated to that. Do any community mods have use for a woodland map?
IDF :wink:
marcoelnk
Retired PR Developer
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Re: [Map] Radio Moscow

Post by marcoelnk »

German Forced mod as well of course... :)
Id love to see this with Ger vs Rus personally...im not sure wether it fits IDF (woodland...radio moscow?! ) but i do understand that you want to have this as well of course.
But as i have doubts that this map will make it into 0.85 but rather into 0.9 ( nor promises of course) it would perfectly fit the german forces presentation as we should be finished by 0.9 , too.
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Waaah_Wah
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Re: [Map] Radio Moscow

Post by Waaah_Wah »

[R-CON]ZZEZ wrote:IDF :wink:
What the hell would Israeli DEFENCE Force be doing in an area like this? :roll:
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
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Radio Moscow

Post by LtSoucy »

I was asking the same question, did they get lost?
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Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: [Map] Radio Moscow

Post by Waaah_Wah »

cat wrote: Barren, dry and bleached out grass does get yellow/brown where I live in germany land. The plan was to make the area progresively barren towards the hilltop.
But it looks very wrong.... I have seen green grass, i have seen yellow grass, i have seen red grass, i have even seen almost blue grass, but still no white grass ;)
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
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

it would attack germany for its rich german-car manufacturing resources. Blood for BMWs. IDF vs Germany would be fun in a very very very very very weird way. how about a list of most historically perverted faction setups.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Radio Moscow

Post by LtSoucy »

You cant do that, it would be a 2 factons of the same team type vs each other.
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ZZEZ
Retired PR Developer
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Re: [Map] Radio Moscow

Post by ZZEZ »

Waaah_Wah wrote:What the hell would Israeli DEFENCE Force be doing in an area like this? :roll:
I think a little less disrespect would be appropriate.
Do any community mods have use for a woodland map?
Is it more clear now?I answered his question with my opinion.
im not sure wether it fits IDF (woodland...radio moscow?! )
There are plenty of woodland areas in middle east similar to this map
I was asking the same question, did they get lost?
What are the British doing in China, did they get lost? :P
Thing is, PR is focused around realistic gameplay, the conflicts are fake and they are nothing more then a mere excuse to play & enjoy, I doubt anyone playing as MEC on Muttrah really thinks "oh man, I'm defending my homeland against an INVASION!!" :)
You cant do that, it would be a 2 factons of the same team type vs each other.
Yes its doable, the 2 factions team-list has been solved ages ago.
I dare you to find the text ingame that separates the 2 teams, I bet you won't find it :wink:
IDF vs Germany
I don't think anyone will really mind, I believe we are past that time that people care about what faction is fighting who as long as its fun, I'm all for it.



Regardless, this is one of the fastest developing maps I had seen, its very impressive work and I can't wait to play it ingame, I have a thing for woodland maps :)
Last edited by ZZEZ on 2008-11-20 21:53, edited 1 time in total.
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Map] Radio Moscow

Post by Rangu »

This map looks very interesting! :D
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
Rudd
Retired PR Developer
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Re: [Map] Radio Moscow

Post by Rudd »

[R-CON]ZZEZ wrote: What are the British doing in China, did they get lost? :P
Its obvious why the British are in China!

https://www.realitymod.com/forum/f11-of ... hlight=tea
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Waaah_Wah
Posts: 3167
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Re: [Map] Radio Moscow

Post by Waaah_Wah »

[R-CON]ZZEZ wrote:I think a little less disrespect would be appropriate.
Just wondering what the hell would a "Defence" force be doing in another country?
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
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