[Map] Blackout [scrapped]

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

[Map] Blackout [scrapped]

Post by cat »

I have started creating a new map

Blackout
1km x 1km

IDF vs Insurgents

This is what I have sofar:

Please note that the small houses are just placed for showing the scale. I have not yet started placing things. The terrain color is not final. I use this clean color for laying out. The climate I am looking for is slightly barren rocky (West Bank area, Libanon). However the map is not based on any real location. I will only use real location reference photos for visual hints.
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [MAP]Blackout

Post by LtSoucy »

1km is a bit on the small size for PR. But best of luck and cant wait for this to be done. :p
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [MAP]Blackout

Post by Rudd »

are you going to make this a night map? ("blackout")
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Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Re: [MAP]Blackout

Post by Nickbond592 »

Agreed,
you've shown that your capable of creating a working map for BF2 and with PR bigger maps are alwyas better !

seeing as your at the begining of making a new map why not recreate it on a larger scale at its infancy, 2k maybe ? or 4k :D

best of luck,
Nick
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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [MAP]Blackout

Post by charliegrs »

looks like snow lol
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=Romagnolo=
Posts: 4765
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Re: [MAP]Blackout

Post by =Romagnolo= »

You are good at mapping, you should try now bigger areas.
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP]Blackout

Post by cat »

Agreed,
you've shown that your capable of creating a working map for BF2 and with PR bigger maps are alwyas better !

seeing as your at the begining of making a new map why not recreate it on a larger scale at its infancy, 2k maybe ? or 4k

2km would be a nice idea. However 4km is too much. I have to stay with 1km. Because there is several reasons for that.

- I like smaller area infantry + jeeps combat more. I also think that many players like smaller maps like mestia.


- A 2km map is 4x larger than a 1km map. This leads to long load times and compiling. I have 2gb of ram, however it takes out the fun out of creating maps when you have constantly to wait for the editor to load. And I have to constantly restart it because it crashes often, and lightmapping causes shader errors.

- Detailing a map with many buildings is hard. It gets silly when as on my vista PC, the buildings position/rotation does not change until you release the mouse button. Doing this on a 1km map is slightly annoying however having to stuff a 2km map with angled buildings is not that fun.

So to keep my self away from insanity I would stya with 1km maps.
are you going to make this a night map? ("blackout")
No it will be day. Nightmaps have a few problems. Like players can just turn up the monitor brightness, turning the cool looking moonlight into a washed out day. And night vision makes the map look green. And who wants to spend a few hours watching green colors.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP]Blackout

Post by cat »

Korengal is 1km. And since it has those very obstructing trees, the combat area fells a lot larger and hides the fact that it is actually a very small map. This proves that a small map can be just as "fun" as a large maps
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Re: [MAP]Blackout

Post by Raniak »

Good luck on your map :)

I'm curious, where will you put the flags ? I can't really see any good positions on your overhead screenshot.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [MAP]Blackout

Post by CodeRedFox »

Yeah hills and other high areas will make a 1km feel big. But to do this allot of areas should be impassably or really hard to pass will make the map feel bigger. Its really to early to say anything on your map other then the terrain has a nice natural feel to it.
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: [MAP]Blackout

Post by General Dragosh »

For some weird reason i like the snow ^^
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THE.FIST
Posts: 2036
Joined: 2007-07-11 23:00

Re: [Map] Blackout

Post by THE.FIST »

Wow nice mountains i see ..and cat tnx for your work IDF realy miss good maps try to make it quality pliz btw why the name is blackout ? :roll:
Last edited by THE.FIST on 2008-11-24 16:21, edited 3 times in total.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Blackout

Post by cat »

A few hours later....

As seen I grabbed a satellite photo of a random image and cpied it into the colormap. This I am going to use as a guide for placing the buildings.

The object lighting mode gave me the idea to create new textures for the connectable building parts. I would like to ask

1. Does the game support per map custom textures for some buildings.
2. Would they mess up any existing textures?
3. Are they packed with the map?
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crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [Map] Blackout

Post by crazy11 »

Looking really good so far!
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Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Blackout

Post by Priby »

Cat...your...too...fast!
My brain cant handle your mapping speed! :mrgreen:

Looks really good, although i would prefer a bigger map.
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [Map] Blackout

Post by Spec »

Hmm. If you manage to get enough corners in that town, it'll feel quite large. Just make sure that there are not too many open areas. Good luck.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Blackout

Post by LtSoucy »

This map will be a snipers dream, sit on the mountain or even a roof top and have some fun. Looks great. :p
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ghOst819
Posts: 209
Joined: 2008-10-16 22:10

Re: [Map] Blackout

Post by ghOst819 »

What program are you using to create this map,i think i want to try to create a night map.BTW nice map,maybe put some snowy trees in the background.
Hans Martin Slayer
Retired PR Developer
Posts: 4090
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Re: [Map] Blackout

Post by Hans Martin Slayer »

from my limited knowledge:
1. Does the game support per map custom textures for some buildings.
2. Would they mess up any existing textures?
3. Are they packed with the map?
1: yes you can add custom textures, i'm sure you'll find some how-to-guide at bfeditor.

2: no. (you don't overwrite anything, see point 3)

3: yes, basicaly you add custom textures to a objects_client.zip wich goes into the map folder. that objects_client file needs to be 'mounted' in a clientarchives.con file wich goes into the server.zip - check op archer (it has some custom vehicle texures) to see how it works.
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