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

Maps created by PR community members.
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Fox Trap [WIP]

Post by =Romagnolo= »

FANTASTIC !
[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."
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Map] Fox Trap [WIP]

Post by AnRK »

Yeah man, very varied map, tanks will fit well considering how much visual and hard cover infantry can get. Dunno how trans helis will work out though, are you planning on going for light helis I take it, not blackhawks and flying pigs? Loving the lighting and the textures, no other map in PR with this feel at the moment.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Fox Trap [WIP]

Post by HughJass »

am I the only one who thinks this map is rather ugly? the lighting is so simular to korengal....doesn't fit.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Fox Trap [WIP]

Post by McBumLuv »

There are a few small problems imo with some static placements, and the swamps don't seem all that "hot" to me atm (though it could be better ingame with sounds and such), but all the same the fields are quite nice.
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herbanator3
Posts: 172
Joined: 2009-03-18 03:37

Re: [Map] Fox Trap [WIP]

Post by herbanator3 »

Like McLuv said in irc, it certainly does have potential. Perhaps a change in lighting/setting would be nice. What about an evening setting?
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Yeah man, very varied map, tanks will fit well considering how much visual and hard cover infantry can get. Dunno how trans helis will work out though, are you planning on going for light helis I take it, not blackhawks and flying pigs? Loving the lighting and the textures, no other map in PR with this feel at the moment.
Do not diss the flying cow. (it is COW and not PIG)
There are a few small problems imo with some static placements, and the swamps don't seem all that "hot" to me atm (though it could be better ingame with sounds and such), but all the same the fields are quite nice.
There are not many bush types that I would consider useful for a swamp. Also different lighting and water would maek the swamp (or wet ditch) look more like a swamp. But then the rest of the map would look bad. So I will declare it as wetland. Oh and with the cool ambient sound it is quite convincing.
Like McLuv said in irc, it certainly does have potential. Perhaps a change in lighting/setting would be nice. What about an evening setting?
Extreme Lighting conditions do not work well in this game. Also bad visibility is frustrating for players.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Fox Trap [WIP]

Post by Wilkinson »

am I the only one who thinks this map is rather ugly? the lighting is so simular to korengal....doesn't fit.-Hughjass
Yes you are
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Fox Trap [WIP]

Post by HughJass »

[R-CON]Agent Parker wrote:Do not diss the flying cow. (it is COW and not PIG)



There are not many bush types that I would consider useful for a swamp. Also different lighting and water would maek the swamp (or wet ditch) look more like a swamp. But then the rest of the map would look bad. So I will declare it as wetland. Oh and with the cool ambient sound it is quite convincing.


Extreme Lighting conditions do not work well in this game. Also bad visibility is frustrating for players.
Don't use those american bush statics, they have collisions. unless you get rid of those collisions, get rid of those bushes.

No one is talking about extreme lighting...your current lighting is the same as korengals....use something different. It would make this map look a whole lot better.
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Map] Fox Trap [WIP]

Post by Tomato-Rifle »

Man that looks good!
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Fox Trap [WIP]

Post by marcoelnk »

I agree that the lighting doesnt quite fit. it has to be optimized.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Fox Trap [WIP]

Post by Wilkinson »

If all you people are going to disagree with his lighting, what do you suggest?
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Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Fox Trap [WIP]

Post by Priby »

What are your problems? I think the current lightning fits perfect.
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

Don't use those american bush statics, they have collisions. unless you get rid of those collisions, get rid of those bushes.

No one is talking about extreme lighting...your current lighting is the same as korengals....use something different. It would make this map look a whole lot better.
Thanks for the tip. I removed the grey bushes. this could have messed up things alot. Thanks for the warning seriously.

The lighting was modified quite a lot from the korengal one which you can see on teh last screenshots. The difference it not very noticable perhaps on the screenshots, but ingame you will see. Had to change contrast by darkening the shadows and making the light a very tiny bit more yellow. And I am happy the way it looks now. And Korengal has probably the best lighting on any PR map.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Fox Trap [WIP]

Post by HughJass »

[R-CON]Agent Parker wrote:Thanks for the tip. I removed the grey bushes. this could have messed up things alot. Thanks for the warning seriously.

The lighting was modified quite a lot from the korengal one which you can see on teh last screenshots.
I understand..but why not try and give the map a more warm feeling? Just try and expirement....maybe post the screenshots and possibly prove that the current lighting is indeed best?'


also to sub the bushes...you can take the more puffy trees and sink them in the ground until only the top is showing.
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tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: [Map] Fox Trap [WIP]

Post by tmnoobage »

The lighting looks 100% spot on to me, well done, this is one of the prettier maps I've seen

the lighting actually reminds me a lot of some of the world in conflict maps, it looks cold but then again such a grassy region isn't going to be roasting, is it?
[url=noobage.wordpress.com][/url]
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I understand..but why not try and give the map a more warm feeling? Just try and expirement....maybe post the screenshots and possibly prove that the current lighting is indeed best?'


also to sub the bushes...you can take the more puffy trees and sink them in the ground until only the top is showing.
I have tried all sorts of nutty lighting conditions (overcast, night, sunset) They all do not look good, except the overcast (as in daqing) but overcast weather does not have much lighting contrast. And giving the sun a warm color will quickly turn it into "desert-torched", my aim was to get it look "moisty-european"


Sinking puffy trees? That Idea is great, but does it work on overgrowth? I wont place a kazillion trees by hand (for my sanity and techincal reasons)
the lighting actually reminds me a lot of some of the world in conflict maps, it looks cold but then again such a grassy region isn't going to be roasting, is it?
The inpiration was the ancient operation flashpoint. it would be so obvious as a map to have temperate european grassland. So I strode forth and mapped.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Map] Fox Trap [WIP]

Post by fuzzhead »

placing trees by hand is a pain but it is possible...

if you have seen sangin, dr rank has placed every single tree individually and rotated its xyz axis to make them unique, although its debateable if he has kept his sanity...

lets see...
http://i60.photobucket.com/albums/h29/D ... 1191622819

yea be careful dude or you may end up like him too ;)
Last edited by fuzzhead on 2009-03-26 23:58, edited 2 times in total.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: [Map] Fox Trap [WIP]

Post by Agent Parker »

I read somewhere that static placed trees do not work in large numbers. Because the engine handles it different. I also had them fade out after 50m. But for some spots this may be very useful
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Fox Trap [WIP]

Post by HughJass »

'[R-DEV wrote:fuzzhead;975368']placing trees by hand is a pain but it is possible...

if you have seen sangin, dr rank has placed every single tree individually and rotated its xyz axis to make them unique, although its debateable if he has kept his sanity...

lets see...
http://i60.photobucket.com/albums/h29/D ... 1191622819

yea be careful dude or you may end up like him too ;)
oh god that picture...fuzzhead you should make that the icon for the Tech Support Archive forum.

Parker post some screenshots of the old setting, just give us editor screenshots.
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Fox Trap [WIP]

Post by Snazz »

The lighting looks great to me, makes it look like a cold morning with some mist in the distance.
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