[Map] Colesberg (4km) [WIP]

Maps created by PR community members.
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [WIP] Colesberg

Post by PikminDoctor »

[R-DEV]Rhino wrote:its possible for some gfx cards to handle that yes, but most will crash and burn, your gfx card being an exception, which is surprising for a laptop gfx card yes.

but trust me, dont have your undergrowth above 100m, best to set it to 75m and only use it as a decorative tool with no high bits that might be thought of places to be used as concealment.
Hi, I probably won't have much time for mapping soon anyway but I thought I might as well pack my map and post it here. If you have an 'averagish' computer try it out and let me know how badly it performed - here's the link:

RapidShare: Easy Filehosting

btw: The Chinese place you spawn at isn't where you would start from in the game in the final one. The Chinese side lets you look around the Coleskop mountain and the British side lets you look at the undergrowth and drive vehicles around.
tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: [WIP] Colesberg

Post by tmnoobage »

Dowloading now, my specs are:

Nvidia 8600GT
4GB Ram
500GB hard drive
Intel 6600

so I guess I should have slightly above average PC, but afaik only two cores are used for BF2 so I should get the same performance as the average PC. I'll post results in a few mins

edit: I dropped it into the levels folder, didn't turn up on the map list
Last edited by tmnoobage on 2009-02-24 00:37, edited 1 time in total.
[url=noobage.wordpress.com][/url]
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [WIP] Colesberg

Post by crazy11 »

You need to extract it.
Image
You miss 100% of the shots you don't take.- Wayne Gretzky
tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: [WIP] Colesberg

Post by tmnoobage »

I did extract it
[url=noobage.wordpress.com][/url]
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [WIP] Colesberg

Post by crazy11 »

Yea I just dled it and extracted it.

It looks like it probably was not packed right.
Image
You miss 100% of the shots you don't take.- Wayne Gretzky
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [WIP] Colesberg

Post by PikminDoctor »

that's weird, because it works for me and someone else who downloaded it from the same link in its packed form, I don't think you need to unzip the server and client folders. Btw the person who tried it said he got a good performance but that I ought to have less rocks on the mountain so vehicles can drive up it and I think he's right. If I continue to work on this map every now and then I might do changes like that - so feedback welcome!
TayloR016
Posts: 383
Joined: 2007-03-11 13:55

Re: [WIP] Colesberg

Post by TayloR016 »

Looks good, loving the unique colour of it.


If you hit me at 40 miles and hour theres an 80% chance i'll die, hit me at 30 miles an hour and theres an 80% chance ill live. Ricky Gervais: "Isn't that just incouraging gambling?"
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [WIP] Colesberg

Post by 9cookie_monster »

Great work, This map just looks awesome. The sky seems to give this map great character.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [WIP] Colesberg

Post by Arnoldio »

Nice colour of the pants and stuff, something new, great work!
Image


Orgies beat masturbation hands down. - Staker
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [WIP] Colesberg

Post by Priby »

Damned, already loaded 10 times.
Image
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [WIP] Colesberg

Post by Mora »

Why didn't i heard from this map before??
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [WIP] Colesberg

Post by PikminDoctor »

Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [WIP] Colesberg

Post by Priby »

Thanks.
Will try it out tomorrow, im too tired.
Image
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Map] Colesberg [WIP]

Post by Drav »

having a look now.....
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Colesberg [WIP]

Post by 9cookie_monster »

Downloading now.. will take a look..
D|ehard
Posts: 107
Joined: 2008-11-17 02:56

Re: [Map] Colesberg [WIP]

Post by D|ehard »

Can you upload to other places if you may? I cant dl it...
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [Map] Colesberg [WIP]

Post by PikminDoctor »

Here's another 10 downloads:

RapidShare: Easy Filehosting


- any websites where I could share a file of this size for free which doesn't have the limit?
9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Colesberg [WIP]

Post by 9cookie_monster »

Ran without lag on my rig

8800 GTS 320MB
2 GB ram


Here are a few things that I noticed.

1. On the mountain there are a lot of rocks. I think you said you might remove some of those.
2. Its hard to see as infantry. There is lots of brush (I know that is what you where after and I think you nailed it) :)
Most of the map as infantry or a small vehicle this is your view.
Image
I think more areas like this would be nice
Image
3. I think there may also be some terrain warping issues I noticed things like this a few times in the distance.
Image

But the Map was very nice! That is one big hill, i mean mountain!

Keep it up man, and again I had no lag.
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [Map] Colesberg [WIP]

Post by PikminDoctor »

Thanks 9cookie_monster!

It's really interesting to see what the map looks like on other peoples systems - quite different!

I will lower the size of the undergrowth then, It may still be reasonably tall in places but not so tall it looks ugly and stops people from being able to see. The barbed wire hasn't been placed properly because I changed some terrain after I put it down so I didn't get round to putting it back, although maybe the terrain warps more on different graphics settings I will have to investigate this.

And yes, the mountain needs to be made more forgiving - part of the problem is the collision mesh for those rocks doesn't seem to work - I will look at using different rocks and have less of them.

Thanks again for some very useful feedback!
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Map] Colesberg [WIP]

Post by Drav »

Yes excellent, agree with Cookie monster on all points. Ran with no lag on my comp either, athlon dual core at 2.5GHz (I think?!) 2 gigs of ram and a Radeon 2900 PRO.

A few pointers I'd make. The grass render distance is about 230m. This is nice, but seeing as the tanks can see out to 500m+ I dont think this is a good map for them. As mentioned the grass needs to be about half the height it is now. The parts I particularly like are where rows of bushes mingle in with the grass. It creates a very rich cover, something we lack in PR atm.

The map itself needs quite a lot of work, but the environment you have created is very nice indeed. I can imagine some really nice infantry ambushes in there, and think it would make a great map for humvee mounted infantry fighting.

Certainly a very interesting setup.....I'd like to see some stuff fixed and a little more definition added to the level then give it a test with some other players.
Post Reply

Return to “Community Maps”