[Map] Colesberg (4km) [WIP]

Maps created by PR community members.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Colesberg [WIP]

Post by Wilkinson »

Image
Image
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [Map] Colesberg [WIP]

Post by PikminDoctor »

[R-DEV]Drav wrote: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.
Hi, I'm surprised you got a grass draw distance of 230m, becasue I set it to 500m but maybe if the graphics settings draw distance is not at maximum the undergrowth is turned down more then the main draw distance? I'll have a look at this and see if maybe adding more fog could help.

Thanks you!
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Colesberg [WIP]

Post by Dr Rank »

Don't ever use undergrowth as cover! Keep the view distance down to a max of 80m, its just there for decoration. If you want to have grass etc as cover you'll have to use the overgrowth field technique, and get it added right at the end of development. For now, focus on the rest of the map, and keep the undergowth height and view distance right down :)
Image
Image
Image
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Map] Colesberg [WIP]

Post by AnRK »

Wow nice textures man, are they custom? Maybe it's the lighting or something but I haven't seen a BF2/PR/etc map with that kinda moorland feel to it.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [Map] Colesberg [WIP]

Post by Mora »

For some reason it wont show on my maplist.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Map] Colesberg [WIP]

Post by Drav »

rename colesberg_unpacked to colesberg.
D|ehard
Posts: 107
Joined: 2008-11-17 02:56

Re: [Map] Colesberg [WIP]

Post by D|ehard »

looks nice. Still could use some tweaking, but overall good.
"The battle is over, but the war has just begun"
Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Colesberg [WIP]

Post by Cpl.Small »

looks great you'll have to show me next time u're down in pz
PikminDoctor
Posts: 235
Joined: 2007-06-12 10:39

Re: [Map] Colesberg [WIP]

Post by PikminDoctor »

Cpl.Small wrote:looks great you'll have to show me next time u're down in pz
cheers! :D
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Colesberg [WIP]

Post by marcoelnk »

PR2 ???? wth ?
Image
tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: [Map] Colesberg [WIP]

Post by tmnoobage »

Congrats on becoming an R-Con Pikmin :)
[url=noobage.wordpress.com][/url]
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Colesberg [WIP]

Post by marcoelnk »

yeah congrats , but for PR 2 ?
Image
MarineSeaknight
Posts: 287
Joined: 2008-01-08 16:12

Re: [Map] Colesberg [WIP]

Post by MarineSeaknight »

That must be purdy special.
Image
[PR Forums] [Contact an Admin] [Kicked/Banned from TG?]

PR Testing Team: Serious Business

Waiting for Reapar to become a DEV before I can quote him.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Colesberg [WIP]

Post by HughJass »

[R-CON]marcoelnk wrote:yeah congrats , but for PR 2 ?
ditto

wat
Image
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Colesberg [WIP]

Post by Tannhauser »

TGEA?... Wait wut?
«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
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Colesberg [WIP]

Post by Wilkinson »

If you all will look below at Scot's post please you will understand everything...

https://www.realitymod.com/forum/f10-pr ... 6-pr2.html

[Flash] (MIB Thing.)


.....damn this "good time" thing :P
Last edited by Wilkinson on 2009-03-04 00:52, edited 1 time in total.
Reason: Cause Scot is cool?
Image
Image
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Colesberg [WIP]

Post by Scot »

Please look here:
Image
Image
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Colesberg [WIP]

Post by Wilkinson »

YES SCOT! YOU ROCK!
Image
Image
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [Map] Colesberg [WIP]

Post by crazy11 »

Ok so I was driving around the map and bam Im in this hole:

Image

Image


Wonderful map though.
Image
You miss 100% of the shots you don't take.- Wayne Gretzky
Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Colesberg [WIP]

Post by Cpl.Small »

pikmin doctor can u put the file back up?? i'll see if i can run it
Post Reply

Return to “Community Maps”