[Map] Fox Trap (2km) [scrapped]

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

Re: [Map] Fox Trap [WIP]

Post by Wilkinson »

Next time you upload use like TinyPic.com
You dont get re loaced.

1. You have to just delete all the TERRAIN LIGHTMAP ONLY then REDO it. Makesure you have the latest PR Lightmap samples
2. Just go into terrain Editor. go to the edge of the map and click.
It will say "Do You wish to Create secondary heightmap" or something like that. say yes and it will be done. Make sure you paint it if you intend players to see it. It will obiviously show up a diff color in game.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

In the two last photos, the crates seem a bit odd. I don't think they'd have shipping crates here, would they? Especially not with those types of cranes.

Otherwise looks great, and congrats on getting the R-CON :p
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

1. I did delete it before recompiling, but it did not fix the problem. And I have the latest Lightmap samples (8/200 8) . But the problem only affects overgrowth.
On another note. I was advised that a high count of OG may cause the problem. Goin to try to reduce the OG and retry.

2. Yeah I noticed that the secondary will look like *** anyway so went and tried to block the view into the secondary terrain by obstructing the edges. However on 2 edges it is going to be visible.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

In the two last photos, the crates seem a bit odd. I don't think they'd have shipping crates here, would they? Especially not with those types of cranes.

Otherwise looks great, and congrats on getting the R-CON
Well I could use some logic to explain it. The place is a large granary and the cranes load the containers on the truck trailers. (not seen on the screenshot but there is a truck trailer under most cranes.) The stuff has to be moved somehow. The containers fit on the trailers and are not only for cargo ships (as the docks on Muttraj could imply)
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

That may be true, but while a few of them wouldn't be out of place, I'm a bit skeptical about having that many. But if you decide to keep it, if there's a train station so close by, wouldn't it just be wayyyyy cheaper to simply load it onto a train, if there are that many?
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

That may be true, but while a few of them wouldn't be out of place, I'm a bit skeptical about having that many. But if you decide to keep it, if there's a train station so close by, wouldn't it just be wayyyyy cheaper to simply load it onto a train, if there are that many?
Yeah you are absoultely right. But there are 2 more techincal reasons behind the way it is now.
1. The stacks of containers are one large static object. I could use many smaller ones, but simply placing these large objects is more practical.
2. The train station was placed long before I designed the granary. and the hilly terrain does not allow for train statics (they are absolutely straight vertically). So if I would have tracks running across the map I would have to flatten a lot of it.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

Well, one of the two would be fine. Are you sure that they'd use flat-loaders, rather than using "normal" tractor-trailers?
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I only found this one trailer in the static objects. And I got to work with what is available.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

hmmmm... Can't we use statics from Armored Fury now? I seem to recall they had a trailer, though it might have been a tanker.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Fox Trap [WIP]

Post by Wilkinson »

hmmmm... Can't we use statics from Armored Fury now? I seem to recall they had a trailer, though it might have been a tanker. -McLuv
If you find me the post that says we can, I will love you forever. I have been wanting those damn statics for forever.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

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Reducing the OG also solved the problem with teh lightmaps. Well at least almost. The upper right square still needs LM. Gues I will go down by some 6000 OG
torenico
Posts: 2594
Joined: 2007-06-30 04:00

Re: [Map] Fox Trap [WIP]

Post by torenico »

I never told you agent but, you rule.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Thanks for all the nice words!

This should express how I feel:
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

[R-COM]Wilkinson wrote:If you find me the post that says we can, I will love you forever. I have been wanting those damn statics for forever.
I'm probably wrong, I might have mistaken it for AF and EF vehicles or something.
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waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: [Map] Fox Trap [WIP]

Post by waldo_ii »

Can we haz beta version of the map with a complimentary little bird?


I have to be honest, the map looks really nice. I am a bit skeptical about how it is going to work out. Tank engagements seem like they would be rather close because of foliage, and things seem a bit close togather.

I also haven't really seen the map at all, I am probably totally wrong. The villiage at the intersection of the main roads seems really interesting from what I see, I can't wait to try that out.
|TGXV| Waldo_II

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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

The fields you see are very open for tank combat. The forests areblocking the view. So tanks are going to slug it out in the field where as infantry would be better hiding in the woods. Also the road leading to thwest from the granary is walled off with dragon teeth.

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View from the hill bunker towards the East. As you can see tanks are going to have some fun if they spot infantry between the fields.
There will very likely be no public beta. Because the map is going to be finished for the PR Team to check out on sunday, if all works as planned.
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: [Map] Fox Trap [WIP]

Post by waldo_ii »

Oh, I see it now. My mental scale of the map was way off, and I thought the bushes that separated the fields were trees.


I look forward to having tank battles where the choices aren't "big desert" or Qinling (Sorry Rhino...)



Purdy.
|TGXV| Waldo_II

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9cookie_monster
Posts: 86
Joined: 2008-03-01 06:33

Re: [Map] Fox Trap [WIP]

Post by 9cookie_monster »

Looking at that awesome minimap. that is not at all what I envisioned the map looking like when you posted that first hand drawn pic.... Awesome looking :)
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: [Map] Fox Trap [WIP]

Post by ReadMenace »

I'm assuming the striations on the field are supposed to be marks from tillage. They run into the woods in the south of the map, which looks kind of odd.
Otherwise, I can't wait to play this map, it looks UNBELIEVABLE.

-REad
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: [Map] Fox Trap [WIP]

Post by rangedReCon »

I like the pleasant looking fields, it'll make for some cool tank battles.
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
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