[Map] Steel Thunder (4km) [WIP]

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moj
Posts: 198
Joined: 2008-04-01 06:46

Re: [Map] Steel Thunder [WIP]

Post by moj »

I really like the map, awesome work!

One thing though, why are Germany invading Belarus??? If Germany are meant to be preventing a Russian invasion, then that's even more silly.

Belarus is the closest country (relations-wise) to Russia in the world, even more so than Ukraine. They wouldn't need to invade, Belarus would most likely just let Russia station troops there, or let them pass through into the rest of Europe.

Personally I think a better location would be either Poland (but that's a no, since we have their faction on the way), or Czech Republic.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

moj wrote:I really like the map, awesome work!

One thing though, why are Germany invading Belarus??? If Germany are meant to be preventing a Russian invasion, then that's even more silly.

Belarus is the closest country (relations-wise) to Russia in the world, even more so than Ukraine. They wouldn't need to invade, Belarus would most likely just let Russia station troops there, or let them pass through into the rest of Europe.

Personally I think a better location would be either Poland (but that's a no, since we have their faction on the way), or Czech Republic.
there is no real story, but I presume since russia is fighting everyone then they are preparing to hit the NATO countries.

The thing here is that the german forces, and polish forces know of them taking belarus. They decide to go for belarus as well; since waiting for russians at polands doors is not in NATO's interest. Also, catching the ruskies on the advance may surprise them.

it may sound silly, but is only logical. And without a story, mappers can only use logical thinking in predicting possible battles of WW3, because none of us here are the heads behind any military force.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Steel Thunder [WIP]

Post by Rudd »

HughJass wrote: none of us here are the heads behind any military force.
you won't be saying that when CRF's army of suicide squirrels eat your nuts :)
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moj
Posts: 198
Joined: 2008-04-01 06:46

Re: [Map] Steel Thunder [WIP]

Post by moj »

HughJass wrote:there is no real story, but I presume since russia is fighting everyone then they are preparing to hit the NATO countries.

The thing here is that the german forces, and polish forces know of them taking belarus. They decide to go for belarus as well; since waiting for russians at polands doors is not in NATO's interest. Also, catching the ruskies on the advance may surprise them.

it may sound silly, but is only logical. And without a story, mappers can only use logical thinking in predicting possible battles of WW3, because none of us here are the heads behind any military force.
Fair enough, I guess you could call it a pre-emptive strike, though such a strike against a bear like Russia is only going to get it more pissed :D None of us are military leaders no, but it's still possible to judge (to some extent) what is and isn't more likely to happen. I'm still not quite sure what you mean by Russia taking Belarus though, these two countries are great friends.


I still prefer the idea of the Russian Army steam-rolling through Poland and the Czech Republic to Germany. However, it's your map, sir.

Keep up the good work :)
Last edited by moj on 2008-12-17 03:59, edited 3 times in total.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

hmmm, usmc vs russia?

anyway here is a shot from my testing today, i would of taken more but was runing windowed with low res and graphics.

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grass is blurry :(
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Steel Thunder [WIP]

Post by marcoelnk »

To fix the blurry grass :

First go to bf2 graphics options and turn of anti alias, shut down game.

Go to my documents/battlefield 2/cache delete all files there
Go to my documents/battlefield 2/mods open each mod directory and delete all cache files

Go back into game and start a map just to recache everything, shut down.

Go back into game and enable anti alias, shut down.

Load game again and everything should work with anti alias on.

In worst case only option is to turn anti alias off altoghter.
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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Map] Steel Thunder [WIP]

Post by M_Striker »

HughJass wrote:last update until some time

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Looks a lot like that map, Operation Harvest, in the Armored Fury booster pack. I hope it's not too similar. :smile:
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

really? i've never played it but from the vidoes I wish i could get some of those satics :D
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azn_chopsticks_boi
Posts: 898
Joined: 2005-08-22 13:14

Re: [Map] Steel Thunder [WIP]

Post by azn_chopsticks_boi »

I think you can use AF stuff
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Re: [Map] Steel Thunder [WIP]

Post by 77SiCaRiO77 »

yea , IIRC PR can use the stuff in the expancion packs (graping hooks , the palace in basrah ,the civilian cars ,etc)
agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [Map] Steel Thunder [WIP]

Post by agentscar »

^ Any mod can now a days.

Map is looking good so far though! :)
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

but most AF stuff and EU stuff has no lightmap samples.
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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Map] Steel Thunder [WIP]

Post by space »

HughJass wrote:but most AF stuff and EU stuff has no lightmap samples.
I dont think this is a reason not to use any xpac statics on a map. Even if you lightmap most of the map using the editor, it wouldnt be a major job to use 3dsmax to lightmap an xpac object.

Having said that, Ive personally always found away around using the xpac statics, except in a couple of cases.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

spacemanc wrote:I dont think this is a reason not to use any xpac statics on a map. Even if you lightmap most of the map using the editor, it wouldnt be a major job to use 3dsmax to lightmap an xpac object.

Having said that, Ive personally always found away around using the xpac statics, except in a couple of cases.
i dont have those tough, i need to buy AF
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

update

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also, minimap at the front page
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Steel Thunder [WIP]

Post by Rudd »

Very cool, makes me wish the view distance was larger though :D it would look so perty :wink:
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Steel Thunder [WIP]

Post by Scot »

Ouch, neeed Anti Aliasing :p


But looks great mate, can't wait :D
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

Scot wrote:Ouch, neeed Anti Aliasing :p


But looks great mate, can't wait :D
its in editor screenshots
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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Steel Thunder [WIP]

Post by Tannhauser »

Awesome work there, I see you are putting a lot of effort into making it look good and detailed! Keep it up, the idea of remaking Steel Thunder for PR as a bigger map is great! Can't wait to own some some T-80Us with my Leopard there! hehe :D

About the buildings, aren't some of their meshes bugged? (Can't shoot trough windows because of mesh) Or will they be fixed/replaced in the future?
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
STORM-Mama
Posts: 735
Joined: 2008-02-19 08:10

Re: [Map] Steel Thunder [WIP]

Post by STORM-Mama »

Really looking forward to this. Never understodd why they removed Steel Thunder in the first place - that map was epic! Will be even better with Germans and Russians! :)
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