[Map] Colesberg (4km) [WIP]
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Wilkinson
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Re: [Map] Colesberg [WIP]
UPLOAD TO MEGAUPLOAD - The leading online storage and file delivery service , NO DOWNLOAD LIMIT
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PikminDoctor
- Posts: 235
- Joined: 2007-06-12 10:39
Re: [Map] Colesberg [WIP]
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.[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.
Thanks you!
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Dr Rank
- PR:BF2 Developer
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- Joined: 2006-11-11 15:05
Re: [Map] Colesberg [WIP]
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 
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: [Map] Colesberg [WIP]
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.
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Mora
- Posts: 2933
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Re: [Map] Colesberg [WIP]
For some reason it wont show on my maplist.
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Drav
- Retired PR Developer
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Re: [Map] Colesberg [WIP]
rename colesberg_unpacked to colesberg.
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D|ehard
- Posts: 107
- Joined: 2008-11-17 02:56
Re: [Map] Colesberg [WIP]
looks nice. Still could use some tweaking, but overall good.
"The battle is over, but the war has just begun"
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Cpl.Small
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PikminDoctor
- Posts: 235
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Re: [Map] Colesberg [WIP]
cheers!Cpl.Small wrote:looks great you'll have to show me next time u're down in pz
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marcoelnk
- Retired PR Developer
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tmnoobage
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marcoelnk
- Retired PR Developer
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MarineSeaknight
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Re: [Map] Colesberg [WIP]
That must be purdy special.

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Waiting for Reapar to become a DEV before I can quote him.
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HughJass
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Tannhauser
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Re: [Map] Colesberg [WIP]
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
- [R-DEV]Masaq
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Map] Colesberg [WIP]
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
https://www.realitymod.com/forum/f10-pr ... 6-pr2.html
[Flash] (MIB Thing.)
.....damn this "good time" thing
Last edited by Wilkinson on 2009-03-04 00:52, edited 1 time in total.
Reason: Cause Scot is cool?
Reason: Cause Scot is cool?
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crazy11
- Retired PR Developer
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- Joined: 2008-02-05 00:20
Re: [Map] Colesberg [WIP]
Ok so I was driving around the map and bam Im in this hole:


Wonderful map though.


Wonderful map though.

You miss 100% of the shots you don't take.- Wayne Gretzky
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Cpl.Small
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