[Map] Fox Trap (2km) [scrapped]
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=Romagnolo=
- Posts: 4765
- Joined: 2006-12-29 14:52
Re: [Map] Fox Trap [WIP]
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."
[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."
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: [Map] Fox Trap [WIP]
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.
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Fox Trap [WIP]
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]
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]
Like McLuv said in irc, it certainly does have potential. Perhaps a change in lighting/setting would be nice. What about an evening setting?
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
Do not diss the flying cow. (it is COW and not PIG)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.
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.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.
Extreme Lighting conditions do not work well in this game. Also bad visibility is frustrating for players.Like McLuv said in irc, it certainly does have potential. Perhaps a change in lighting/setting would be nice. What about an evening setting?
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Map] Fox Trap [WIP]
Yes you aream I the only one who thinks this map is rather ugly? the lighting is so simular to korengal....doesn't fit.-Hughjass
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Fox Trap [WIP]
Don't use those american bush statics, they have collisions. unless you get rid of those collisions, get rid of those bushes.[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.
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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marcoelnk
- Retired PR Developer
- Posts: 1581
- Joined: 2007-03-03 11:30
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Map] Fox Trap [WIP]
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
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
Thanks for the tip. I removed the grey bushes. this could have messed up things alot. Thanks for the warning seriously.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.
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.
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Fox Trap [WIP]
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?'[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.
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]
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?
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]
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
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"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.
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 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.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?
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
Re: [Map] Fox Trap [WIP]
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
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.
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Agent Parker
- Posts: 237
- Joined: 2009-03-08 18:23
Re: [Map] Fox Trap [WIP]
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
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Fox Trap [WIP]
oh god that picture...fuzzhead you should make that the icon for the Tech Support Archive forum.'[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![]()
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]
The lighting looks great to me, makes it look like a cold morning with some mist in the distance.






