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

Maps created by PR community members.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

thanks a lot guys. And yeah some are bugged but I think they are being fixed?
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$pyker
Posts: 623
Joined: 2007-12-27 18:49

Re: [Map] Steel Thunder [WIP]

Post by $pyker »

The village looks awesome and the industrial area will be covered with concrete/tarmac I assume?
Combined Offensive Mod


"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
Zerapup
Posts: 232
Joined: 2008-07-21 23:18

Re: [Map] Steel Thunder [WIP]

Post by Zerapup »

this map looks very insteresting , but view distance should be the same as on Qin Ling
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Steel Thunder [WIP]

Post by J.F.Leusch69 »

i think it is the same... about 800m
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

[R-COM]J.F.Leusch69 wrote:i think it is the same... about 800m
I made it about 700 now, I'm having some overgrowth problems if I go above.
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marcoelnk
Retired PR Developer
Posts: 1581
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Re: [Map] Steel Thunder [WIP]

Post by marcoelnk »

700 view distance for overgrowth is max on 4km maps as otherwise the patches close to the map border wont show up.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

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pardon the grass bug, it happens once in awhile.
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Steel Thunder [WIP]

Post by =Romagnolo= »

is this statue a new model ?
[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."
Rhino
Retired PR Developer
Posts: 47909
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Re: [Map] Steel Thunder [WIP]

Post by Rhino »

mehhh, forgot to remove that static from the release, wasn't meant to be seen yet...
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

https://www.realitymod.com/forum/f66-pr ... post927700

really rhino :P

@Roma

It is actually both.
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Rhino
Retired PR Developer
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Re: [Map] Steel Thunder [WIP]

Post by Rhino »

HughJass wrote:https://www.realitymod.com/forum/f66-pr ... post927700

really rhino :P

@Roma

It is actually both.
ye, I made no indication as if it was going to be in PR :p
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Steel Thunder [WIP]

Post by =Romagnolo= »

Too late rhino, now tell us the plan !
[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."
Michael_Denmark
Posts: 2196
Joined: 2006-07-10 09:07

Re: [Map] Steel Thunder [WIP]

Post by Michael_Denmark »

Cool map.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.

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We who play these kinds of games are the first generation of war robot pilots.Today we pilot a camera in 3D heaven,Tomorrow... http://gametactic.org/pr
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Steel Thunder [WIP]

Post by Wilkinson »

hah. Yeah I back up Romanglo. :P Looks good hughjass
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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Map] Steel Thunder [WIP]

Post by space »

Image[/IMG]

These water towers dont look right.

They rarely look good, even on their own - to have 3 is not good at all.

Also the open areas on this screen have no trees, and yet the building/industrial plant, has alot of trees very close to it. It should be the opposite way round.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

spacemanc wrote:Image[/IMG]

These water towers dont look right.

They rarely look good, even on their own - to have 3 is not good at all.

Also the open areas on this screen have no trees, and yet the building/industrial plant, has alot of trees very close to it. It should be the opposite way round.
in the front page it says the area is abandoned (at least i think i wrote that)

the trees in there just show that the place is old, it took a long time for the water levels to drop.

ill think about the water towers, maybe i will replace them.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Steel Thunder [WIP]

Post by McBumLuv »

Well, it's got old Soviet Comrade, so itsa very niice :D
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rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: [Map] Steel Thunder [WIP]

Post by rangedReCon »

This gets the official stamp of awesome because of the statue. *stamp*
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

HughJass wrote: Minimap:

http://i39.tinypic.com/14e9zco.png

(large image)

1. German Main
2. South Farm
3. Central Farm
4. Farm
5. Hill 84
6. Objective 79
7. West Village
8. Village
9. North Bridge
10. Central Bridge
11. Dam
12. Water Plant North
13. Water Plant South
14. Hill 89
15. Russian Main
16. East Village
17. Hill 51
18. Objective 12
19. Hill 68
20. Mine

Its what i got so far...tell me what to change
update, I think marco will post some shots of it in the teaser thread.

and 2 poster boards I made a long time ago that I want to put in the game.

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Last edited by HughJass on 2009-05-08 02:40, edited 1 time in total.
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