[Map] Kumzar (2km) [WIP]

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Tannhauser
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Joined: 2007-11-22 03:06

Re: [Map] Kumzar

Post by Tannhauser »

Good ideas there.

As for the warping, there will be warping even in 2km maps, it's just less apparent than on 4km maps where you'll see people ''floating'' over warped hills.

But this is WIP, just mentionning tho. Also, what about making a slightly higher elevation near those cliff 'bases' where houses will be, to make it feel like the houses have been built over the terrain, and not the terrain built for houses? Just an idea, :)
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badmojo420
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Re: [Map] Kumzar

Post by badmojo420 »

I was just building according to the pics. Further back they get a bit of elevation. For the most part it's flat right up to the cliff walls....

http://img17.imageshack.us/img17/6937/14119531dg7.jpg

But on the left side of the mini map there a place accessible only by boat with a small settlement, built on a hill, that i will be adding....

http://img15.imageshack.us/img15/9776/go5s0067.jpg
Last edited by badmojo420 on 2009-07-01 23:33, edited 1 time in total.
aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: [Map] Kumzar

Post by aperson444 »

It would be nice to to IED some houses, so when USMC comes to raid a house for a cache, it goes off. That would be tight.
badmojo420
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Re: [Map] Kumzar

Post by badmojo420 »

Couldn't stand looking at that green texture from the sat photo, so i did a quick edit in PS, makes it look a whole lot better, less granite rock looking and more deserty looking.

http://img8.imageshack.us/img8/5913/buildings4.jpg
Last edited by badmojo420 on 2009-07-01 23:33, edited 1 time in total.
fuzzhead
Retired PR Developer
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Re: [Map] Kumzar [WIP]

Post by fuzzhead »

Remember you will need to keep the destroyable limit below 350.

Looking good!
badmojo420
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Re: [Map] Kumzar [WIP]

Post by badmojo420 »

[R-DEV]fuzzhead wrote:Remember you will need to keep the destroyable limit below 350.

Looking good!
Thanks, yeah i was told 300, so 50 more is good news. I've got about 250 right now.

I finally finished placing all the buildings in the village. It was the hardest part imo, like writing lines in school. Anyway, glad its over and i can start polishing stuff.

http://img24.imageshack.us/img24/7803/buildings6.jpg
http://img9.imageshack.us/img9/8940/buildings7.jpg
Last edited by badmojo420 on 2009-07-01 23:34, edited 2 times in total.
Element66
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Joined: 2008-08-25 18:44

Re: [Map] Kumzar [WIP]

Post by Element66 »

badmojo420 wrote: Image
:shock:

that village is gonna be a waste land after a few minutes with all those destroyable buildings...
Image
=Romagnolo=
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Re: [Map] Kumzar [WIP]

Post by =Romagnolo= »

This map is looking really awesome !

Good luck and patient with the terrain.
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fuzzhead
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Re: [Map] Kumzar [WIP]

Post by fuzzhead »

PM paramedic about how to get the terrain to not warp
Rhino
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Re: [Map] Kumzar [WIP]

Post by Rhino »

[R-DEV]fuzzhead wrote:PM paramedic about how to get the terrain to not warp
Terrain Lods, A Possible Fix? - Official BF Editor Forums
Image
=Romagnolo=
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Re: [Map] Kumzar [WIP]

Post by =Romagnolo= »

delete post, thank you.
[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."
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[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
badmojo420
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Re: [Map] Kumzar [WIP]

Post by badmojo420 »

Awesome, thanks guys. Those settings make a huge difference, no warping as far as i can see.

But i still have one problem. For some reason wherever i go in the editor or in game, i'm surrounded by blackness on the terrain. What setting did i screw up to make that happen? The black patch has gotten even bigger since applying those settings.
badmojo420
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Re: [Map] Kumzar [WIP]

Post by badmojo420 »

it also seems to tear the terrain open...

http://img3.imageshack.us/img3/5272/tearr.jpg
Last edited by badmojo420 on 2009-07-01 23:34, edited 1 time in total.
=Romagnolo=
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Re: [Map] Kumzar [WIP]

Post by =Romagnolo= »

You need to apply textures to your terrain, you cant use the map texture.
[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."
PARAMEDIC.CA
Retired PR Developer
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Re: [Map] Kumzar [WIP]

Post by PARAMEDIC.CA »

=Romagnolo= wrote:You need to apply textures to your terrain, you cant use the map texture.

redo colour and detail maps.. not big deal really as you 'may' want to redo them anyways... Try hooking up with Spaceman as he does great work..
Paramedic
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Rhino
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Re: [Map] Kumzar [WIP]

Post by Rhino »

you probably put the 4km map tweak in to your terrain.con, it says in PMedics post on the editor forums about it.
Image
badmojo420
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Re: [Map] Kumzar [WIP]

Post by badmojo420 »

I've gotten a little stuck on part of my map, and was hoping for some opinions. I've gotten the whole thing laid out except for two small settlements on the left side of the map (circled in green).....

http://img10.imageshack.us/img10/1066/minimap.jpg

First of all the blue dot is the Coalition base (CF, but US Army for now) and the red dot is the Opfor (Taliban) Now on the right side of the village there is a road running along the water to the coalition base. On the left side however there is no road, it's mostly cliffs and the only way i can see of getting there is swimming boating or helicopter. That's how it is in real life.

So my question is what should i do with them? Should i give the taliban boats? Should they spawn out there? Caches out there? Should i be unrealistic and make a foot path or another road going that way? A mountain pass? The problem with the area, is if a cache spawns out there, and everyone on the taliban side is in the village, they're pretty much screwed. Only way i could do it would be to put a temp spawn point or taliban boats. And having taliban and coalition boats driving around isn't exactly something i want to happen. Unless another boat can be made/added.

PS> that minimap is very WIP.
Last edited by badmojo420 on 2009-07-01 23:39, edited 1 time in total.
MarineSeaknight
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Re: [Map] Kumzar [WIP]

Post by MarineSeaknight »

Keep in mind that the way the Insurgency Game Mode works right now is that if a new cache appears on the map for the Taliban, then you will receive a spawnpoint directly on that cache until it is discovered by the BLUFOR team gaining Intel points. After it's been discovered, then the spawn point on the cache eventually expires.

So in fact, there would be a way for Taliban to spawn in there (at least for a while anyways, leaving the Taliban enough time to set down hideouts/rally points) without having to add extra spawnpoints.

For gameplay's sake, you really have two choices.

Let's say you stack the odds against the BLUFOR and add either an inland/coastal road or path to those two small settlements. Not only can the Taliban directly spawn on the villages but they also have a supply line now, allowing movement of vehicles like technicals(if you should decide to add them).

On the other hand, sticking it to the Taliban and keeping the realistic map with no route from the main village can also be very interesting, because once the BLUFOR arrive there (assuming by air), if they manage the clear the Taliban out, then they're wiped out for good, with no chance of counter attack from the main village.
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badmojo420
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Re: [Map] Kumzar [WIP]

Post by badmojo420 »

The only thing i don't like about spawning off caches, is that when you are coalition and see enemies out in those areas, you know 100% that there is a cache there, weather it's marked or not.
MarineSeaknight
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Re: [Map] Kumzar [WIP]

Post by MarineSeaknight »

badmojo420 wrote:The only thing i don't like about spawning off caches, is that when you are coalition and see enemies out in those areas, you know 100% that there is a cache there, weather it's marked or not.
I think that's more of a player tactics problem than a map problem.
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