[Map] Silent Eagle (4km) [RELEASED]

Maps created by PR community members.
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space
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Joined: 2008-03-02 06:42

Re: [Map] Airborne [WIP]

Post by space »

The main thing I noticed was that the terrain seems too yellow/bright, in relation to the trees. Has it all been painted one colour?

Also this part looks a bit weird

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I realise that the trees are there because the airfield is abandoned and overgrown - but if that is the case, then the actual tarmac needs a bit of vegetation as well. It would be hard to do that with the runway statics, and get a good result imo, so maybe it would be better to paint the runway onto the terrain?

When I looked at the pictures I didn't notice any blue fog, and it looked fine to me. Having said that, my map had a similar effect at one time, and everyone said that my fog looked weird too. :?
marcoelnk
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Re: [Map] Airborne [WIP]

Post by marcoelnk »

yeah i removed the airstrip statics and replaced them with a tarmac texture mixed with some green bits just like on the airfield itself.
concerning the texutre... im not a good texture artist in terms of photoshop so i just used default bf2 textures for my whole map...maybe someone can reaplce these with better ones later on though it might look weird now because trees dont have shadows generated onto the terrain.
and , yes ill have a look at the trees again and rework them a bit.
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IronTaxi
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Map Review -- Airborne [Macroelnk]

Post by IronTaxi »

Map review number 2..

The bad:

-Took ages to load(verifying client took nearly 5 minutes!) have to figure out whats up with that.

-Experienced a fair degree of frame drop at various parts of the map

The Good:

- A very complex map with ALOT of good points. You did a great job on static placement. You have potential for some kickass maps for sure. Nice job.

Lets get to the screenies

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Not sure what happened here but i am ssuming this is a waterplane? the one attached to it renders fine might want to swap it out ...not sure why its not castching the environ map...did you render it?

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gaurd towers with no ladders... no access....probably way too many of them as well...might want to rethink them a bit..

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good old chinese spreading their power stations all over the world...i think there is another version you could swap in...not a big deal at all though..

Imagethese powers lines diving into the ground are a bit odd.. maybe add some kind of cememnt blocks at the point of entry to make it look a bit more logical..those wires are hard to work with in anything other than straight lines as you know...tons of floating ends.

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this kind of sucks.. but I understand its almost unavoidable...maybe we need some 45 degree wires made up..

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not sure about this bunker.. just sink it dow and a few cement barriers or something maybe..looks odd up like that

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this is cool.. good detailing inside as well...where did it come from????

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pretty good yard detailing.. I would mess it up a bit more.. a bit linear yet in my opinion...

Imageoverall a pretty good location. I would have used the enterable warehouse.. much more interesting..

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hell of a nice complex.. haxored all together... I think it works.. I would go through though and try to eliminate some of the double glitching faces.. put a pillar over them or another section of wall bumped out if you have to.. there are just to many glitchers...you can get away with a few but not that many...great location for sure..

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the extra time you took on stuff like this is worth it. I was pleasently supirsed when I flew my camera into this room.. simple but realistic.. great work..commendation on taking those extra few minutes that many mappers dont.

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another good job. make s a great scene for the tunnel entrance.

might want to put a flat train car crushed in there ...or even a bit sticking out and a car on the track...to finish up "the scene"

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another well detailed scene.. this building does its job well..

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small details... awesome broken fences..

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more awesomeness

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and another good job..

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great again

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nice mortar hit.

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great tree distribution.. not at all uniform which I like alot..

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I'm really not a fan of using the stone texture here.. feels cheap... chang eit to dirt and blend it a bit to the terrain and perhaps path running from the door.. even a bush or 2 around the base of hte house..

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this is a cool idea but I would think there would be more vegitation creeping onto the tarmac if the trees have had a chance to grow that big down the center..

I could be worng but at least some random bushes growing out of cracks in the tarmac would be better...IMHO

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Again some good work.. Im not 100% sold on this town but its pretty damn good.


would be nice if there were 1 or 2 more unique areas in the town..or unique buildings but the church and park are great..

it should all in all be a great battleground.. I would chose this map over ambush map anyday.. you guys might want to think about one more big map if you have the time instead of ambush.. (again its fine but you could do a much better version of it on a larger scale)


Good stuff lads.. looking forward to more of this!

Irontaxi
Tonnie
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Re: Map Review -- Airborne [Macroelnk]

Post by Tonnie »

nice review mate... you really do have a nick for finding things ;)

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Wilkinson
Posts: 1916
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Re: Map Review -- Airborne [Macroelnk]

Post by Wilkinson »

Why hes part of the Study Group :P
Nice Review and love the map from last I played it.
Can't wait to see the goodies come out of this bad-boy :P
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Conman51
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Re: Map Review -- Airborne [Macroelnk]

Post by Conman51 »

looks amazing, just if it doesnt lag alot that would make it better
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flickflackingfligger
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Re: Map Review -- Airborne [Macroelnk]

Post by flickflackingfligger »

i wanna play! looks really really cool, cant wait to drop in there :mrgreen:

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BroCop
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Re: Map Review -- Airborne [Macroelnk]

Post by BroCop »

Last pic looks damn awesome
MrSh@vid
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Re: Map Review -- Airborne [Macroelnk]

Post by MrSh@vid »

The map looks brilliant, looking forward to playing on it.
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marcoelnk
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Re: Map Review -- Airborne [Macroelnk]

Post by marcoelnk »

Thanks alot for the feedback ( especially the postive parts :D )

Not sure what happened here but i am ssuming this is a waterplane? the one attached to it renders fine might want to swap it out ...not sure why its not castching the environ map...did you render it?
Forgot to LM that waterplane. same as on ambush where the water colour is messed up as well because of that.
gaurd towers with no ladders... no access....probably way too many of them as well...might want to rethink them a bit..
i dunno how it works with ladders due to them being destroyable and if destroyed the ladders will fly in the air. but ill probably make them indestructible simply.

these powers lines diving into the ground are a bit odd.. maybe add some kind of cememnt blocks at the point of entry to make it look a bit more logical..those wires are hard to work with in anything other than straight lines as you know...tons of floating ends.
yeah good idea

this kind of sucks.. but I understand its almost unavoidable...maybe we need some 45 degree wires made up..
ill try to optimize these some more but as you said there is not much you can do to avoid it.
this is a cool idea but I would think there would be more vegitation creeping onto the tarmac if the trees have had a chance to grow that big down the center..

I could be worng but at least some random bushes growing out of cracks in the tarmac would be better...IMHO
yeah i know what you mean and i had it like this at some point but it partly didnt look good and partly made the runway unusable for planes. i will see if i make only one runway usable and the other overgrown or just add bushes with no collision mesh.

Again some good work.. Im not 100% sold on this town but its pretty damn good.


would be nice if there were 1 or 2 more unique areas in the town..or unique buildings but the church and park are great..
yeah the town is actually my favourtie area as well as for most others who tested the map so far but im thinking the same as you... 1 or two unique areas or buildings qould be nice as for now i only have a gas station and the church and the rest is only houses. but i got no idea what i could implement... industrial buildings wont fit i think as there is no industrial area... and those russian aprtement blocks wont fit as well as imo.
Any ideas ? ... maybe these particular statics exec is working on for Kill Pirate's map ?


Thanks again , much appreciated.
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crazy11
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Re: Map Review -- Airborne [Macroelnk]

Post by crazy11 »

Use the indestructible towers because the dest towers are on Rhino's list. https://www.realitymod.com/forum/f189-m ... -maps.html
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ryan d ale
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Re: Map Review -- Airborne [Macroelnk]

Post by ryan d ale »

This will be something epic when it is released.

It does remind me of an OPK map but there's also been much more thought put it into it.

I agree with one thing in particular that Taxi mentioned and that is that everything looks very linear and tidy. Maybe it is German efficiency?

A tiny bit of something could be put on the blank concrete/tarmac areas. You've also managed to create an excellent base perimitter with the fences, broken links and bunkers.

Whilst Taxi is skeptical about the small town I think it is something that will add to the map and the mod in a huge way. PR doesn't have anything comparable (publicly shown anyway) right now (in my opinion, a great addition to the dynamic of maps that PR has).
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Oddball 102
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Re: Map Review -- Airborne [Macroelnk]

Post by Oddball 102 »

The map looks great

Keep up the good work
Last edited by Oddball 102 on 2009-07-19 21:15, edited 1 time in total.
AnimalMother.
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Re: Map Review -- Airborne [Macroelnk]

Post by AnimalMother. »

looks awesome


really cant wait to play that, has a unique feel to it over the other maps in PR so thats a definite plus.
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SocketMan
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Re: Map Review -- Airborne [Macroelnk]

Post by SocketMan »

I can envision people complaining how hard it is to land on that runway (assuming
there are things to land :wink :)
j45h89
Posts: 156
Joined: 2008-03-11 18:26

Re: Map Review -- Airborne [Macroelnk]

Post by j45h89 »

Very nice. Its a welcome refreshment to the current maps. Can't wait to plays on it.
Just a point tho like others have said, not to sure on the town, it kinda seems out of place or just to linear for the environment, maybe a randomish scattering of houses etc would work better rather than streets.
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