[Map] Radio Moscow [scrapped]

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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

The contrast in terrain is needed for better look. It does not look that neon from a player camera. And with grass on it.
bosco_
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Re: [Map] Radio Moscow

Post by bosco_ »

Really good stuff and details
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Map] Radio Moscow

Post by hiberNative »

i don't really care what factions that are on this map, cause does it matter? map will play similar with any faction.
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CodeRedFox
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Re: [Map] Radio Moscow

Post by CodeRedFox »

Great eye for detail Cat.
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"apcs, like dogs can't look up" - Dr2B Rudd
crazy11
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Re: [Map] Radio Moscow

Post by crazy11 »

Very good job.
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You miss 100% of the shots you don't take.- Wayne Gretzky
Rhino
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Re: [Map] Radio Moscow

Post by Rhino »

Right cat going to give you some feedback from the screens you have posted.

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that green grass in the distance on the left is really, really bad, you do not get this amount of colour difference in grass in such a small area naturally in r/l. I think others have already commented on this in the topic but a small colour difference is nice, but you having this very odd, unrealistic bright bluey green colour really dosent look good. You also need to fix up your surrounding terrain texture etc as you can see more in the distance, really pixelated at the mo.


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you need to fix your tree lighting up quite a bit, the tree on the left, the bottom is almost black... look at the bottom part of your light settings for overgrowth light settings.


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The hut on the left is nice in the way you have used it, but the model and texture is ****. that grass sheet thing on the top looks soo bad... You should try avoiding using this, try making one with logs etc.


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sand bags outside hesco? I also really need to make that list of objects that should not be used... dont use the small green tents, you can even see the LM error on them in your screen you posted.


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dirt texture here inside here would be better than grass?


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more crappy bright bluey green grass, also the flowers in your undergrowth, some are nice but IMO you are using them too much, spread them out more.


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soo need to make that list, you should not use that camo net on the left, use the overgrowth one, you should also not be using the old ammo dump model. Also you should not use "pr" crates since they have bugged LMs, use the vBF2 ones that are just the same with a slightly different texture. Also this is not a object you should not use but thous barriers do not fit your map, they are all sandy looking etc and belong in a desert setting, there are other barriers you can use that look more "woodland" setting. Also your dirt detail texture looks like you need to tile it way more, right now looks like your really, really stretching it? Also get that green splog away from the sandbag and put some dirt in the sandbag ring, with maybe a AT weapon or something.


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really need to fix thous green splodges, they look epically bad in this top down pic.


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needs brown dirt in this little bunker area...


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kinda odd colour in here, its a mix of reds, blues and browns and a little yellow? really odd... make it more like dirt... same for this bit: http://www.tr-racing.de/pr_maps/rm/58.jpg


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this makes no seance... its like you found the coffin static and decide to spam it in large numbers just for the hell of it? Everything should have a purpose and "mass graves" dont use coffins....



Anyways that should keep you sorted, I hope you have started reading tuts and trying to look for the answer for your questions yourself by searching etc now...
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unrealalex
Posts: 1595
Joined: 2007-07-29 21:51

Re: [Map] Radio Moscow

Post by unrealalex »

Wow I'm really digging the look of this map! Hopefully its in 0.85 :P
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: [Map] Radio Moscow

Post by General Dragosh »

'[R-DEV wrote:Rhino;849986']Image
I wish to see the "Green grass sheet" to be turned into a camo netting,

I wish to know how to do that :neutral:

btw. i like the music for the loading map

This map can turn really intro something nice for infantry and light vehicles :D

Love the BRDM there, gives me the "I am god" feelings :lol:

Thou it would be nice to see maybe something undergroundish, a tunel perhaps or a storage bunker...

An idea just hit me, how about to make a "Foxhole" for vehicles...something in this way... no exactly precise...
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Something like a little tunel for vehicles thats 3-4 meters deep to keep vehicles secret, that be nice to see :D
[img][/img]Newly ordered sig !


cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

thx for the feedback but I have to disagree on most points.

that green grass in the distance on the left is really, really bad, you do not get this amount of colour difference in grass in such a small area naturally in r/l. I think others have already commented on this in the topic but a small colour difference is nice, but you having this very odd, unrealistic bright bluey green colour really dosent look good. You also need to fix up your surrounding terrain texture etc as you can see more in the distance, really pixelated at the mo.

The amount of "neon" I may repaint however the variation of color adds more artistic quality to it. So about the green its not set in stone. However I am going to keep the contrast. Perhaps not that green.
The terrain texture I have no clue how to fix it because I DID fix it. Problem is it does not display the texture I painted in editor.

you need to fix your tree lighting up quite a bit, the tree on the left, the bottom is almost black... look at the bottom part of your light settings for overgrowth light settings.
Yes I did not fiddle with the light settings a lot. That part is not considered finsihed

The hut on the left is nice in the way you have used it, but the model and texture is ****. that grass sheet thing on the top looks soo bad... You should try avoiding using this, try making one with logs etc.

I am going to keep the hut because it does not really look worse than some other PR statics. And the gameplay they offer makes them important.

sand bags outside hesco? I also really need to make that list of objects that should not be used... dont use the small green tents, you can even see the LM error on them in your screen you posted.
Do you mean the camo nets?

more crappy bright bluey green grass, also the flowers in your undergrowth, some are nice but IMO you are using them too much, spread them out more.
I think the amount is just perfect.

soo need to make that list, you should not use that camo net on the left, use the overgrowth one, you should also not be using the old ammo dump model. Also you should not use "pr" crates since they have bugged LMs, use the vBF2 ones that are just the same with a slightly different texture. Also this is not a object you should not use but thous barriers do not fit your map, they are all sandy looking etc and belong in a desert setting, there are other barriers you can use that look more "woodland" setting. Also your dirt detail texture looks like you need to tile it way more, right now looks like your really, really stretching it? Also get that green splog away from the sandbag and put some dirt in the sandbag ring, with maybe a AT weapon or something.
The advice to not use the boxes would have been helpful a bit earlier. However I think I can replace them. The barriers yes they stand out bit. I am going to look for something different.

Dirt tiling? I am going to take a closer look and change tiling if needed.

really need to fix thous green splodges, they look epically bad in this top down pic.
I thin quite opposite. They add more visual quality.
needs brown dirt in this little bunker area...
Actually good advice, however green grass floor does fit here, because it could be just flattened grass from the stuff moving on it.
kinda odd colour in here, its a mix of reds, blues and browns and a little yellow? really odd... make it more like dirt... same for this bit: http://www.tr-racing.de/pr_maps/rm/58.jpg
Again this is something I like. And I do live next to a sawmill and the dirty yar has a LOT of colro variation like that.


this makes no seance... its like you found the coffin static and decide to spam it in large numbers just for the hell of it? Everything should have a purpose and "mass graves" dont use coffins....
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Rhino
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Re: [Map] Radio Moscow

Post by Rhino »

cat wrote:The amount of "neon" I may repaint however the variation of color adds more artistic quality to it. So about the green its not set in stone. However I am going to keep the contrast. Perhaps not that green.
The terrain texture I have no clue how to fix it because I DID fix it. Problem is it does not display the texture I painted in editor.
no no variation is a good thing, but you only want slight, suttle variation, what you have is not suttle variation. You may think it's more suttle than it really is depending on your monitor settings, there are some programs out there to help fine tune monitor settings to get the most out of them, but from what I'm seeing is huge differences in colour that dose not look realistic etc. This is what you need to avoid.

cat wrote:I am going to keep the hut because it does not really look worse than some other PR statics. And the gameplay they offer makes them important.
There isn't many PR statics that look worse than that? I would try and find some one to make you a new one :)

cat wrote:Do you mean the camo nets?
No, I mean the green tents that look like they are almost made out of plastic:
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also pointing out the LM errors thou there are more, you can see them really bad on OGT if you step a bit off when they go into LOD1. You should instead use the tent_v2, objects\staticobjects\pr\military\tent_v2
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yes its normally a sandy colour but in woodland texture mode its green.

cat wrote:The advice to not use the boxes would have been helpful a bit earlier. However I think I can replace them. The barriers yes they stand out bit. I am going to look for something different.

Dirt tiling? I am going to take a closer look and change tiling if needed.
you can simply do a find and replace of all the boxes in the staticobjects.con file with a text editor to swap them out for the vbf2 crates, they are exactly the same apart from the texture, and the pr ones have bugged LMs.

For the dirt detail texture tile, look in your texture settings for that detail texture, change the tile, have a play with it.


cat wrote:Actually good advice, however green grass floor does fit here, because it could be just flattened grass from the stuff moving on it.
grass dont grow in dark places which that area would be most of the time since its only got one small open side, and everyone crawling on it would soon turn the grass into dirt, it would have most likly been dug up ground anyways to build that little bunker bit.


cat wrote:Again this is something I like. And I do live next to a sawmill and the dirty yar has a LOT of colro variation like that.
I'll take your word for it, just the blue seems odd...




cat wrote:Image
k, still seems odd there is a mass grave being dug there?
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

No, I mean the green tents that look like they are almost made out of plastic:
Are not tents supposed to be made of plastic?
also pointing out the LM errors thou there are more, you can see them really bad on OGT if you step a bit off when they go into LOD1. You should instead use the tent_v2, objects\staticobjects\pr\military\tent_v2
These are normal shadows from the tower next to it (or is there something wrong that I do not see?). And the lightmap is low on this screenshiot.
k, still seems odd there is a mass grave being dug there?
Its because there a lot of people running around with guns shooting each other. So creating a realistic "garbage" disposal for dead bodies is just realistic as the trash dumpster.

btw I think you should paint some parts of the water different on muttrah because of all the dead bodies they have to throw into the water when the round is over. That is quite a lot on a 24/7 Muttrah server. about 500 dead people every 1 hour.
Rhino
Retired PR Developer
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Re: [Map] Radio Moscow

Post by Rhino »

not possible to paint the water different colours :p

and the tents do have bad LM samples, just trust me on it and use the newer ones, they look much better anyways, and tents are only meant to be made of plastic if your 3cm tall and made of plastic yourself :p
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

There should be an extra cleaning after the normal round, where players have to dispose of all the corpses.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Radio Moscow

Post by OkitaMakoto »

Im still gonna say that the green you have chosen is far too bright and in contrast to the rest of the map. If the map were similar in looks to Qin Ling Id be a bit more receptive, but this is a very drab looking dirty mestia-like wooded map so the neon green just looks comical to me. I suggest having a play with it and trying to tone it down some.

Mass grave... to me it looks like Rhino said, that its thrown in as a reason to use the coffin static. And trust me, I feel ya, there were tons of statics I originally threw into Ramiel when I first found them ;) Once again, I just think its a bit too out of the blue.

Were this a map in Iraq or something It might be a bit more believable to just see an area in the desert but here like, right near a saw mill and stuff just seems like Old Mister Withers from down the street slaughtered half the town and the other half just never noticed the mound out back :P


And as far as the tents, you need to use the undergrowth one. in this pic:
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Far left overhanging thingy, dont use that one, there are ones ten times better in the objects folder under undergrowth. I had the wrong ones in Ramiel for the longest time and finally replaced them. The new ones are animated to billow in the wind and have a much richer texture.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Map] Radio Moscow

Post by Drav »

Looks awesome apart from the luminous green splodges. These need to be changed otherwise it looks like World of Warcraft.....


Which obviously, is a VERY bad thing....
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

Ok ok I am going to tone the green down a *bit*. You heathens.


Were this a map in Iraq or something It might be a bit more believable to just see an area in the desert but here like, right near a saw mill and stuff just seems like Old Mister Withers from down the street slaughtered half the town and the other half just never noticed the mound out back :P
However the mass grave makes perfect sense. And in reality there is mass graves in warzones. And this place, is a warzone. And mass graves can be found in many places in world. Like in former warzones of yugoslavia or perhaps chechnya.

And the Mr withers thing. Yes i wanted the mass grave to be next to the shiny peaceful houses. Makes it look more terryfiyng. However the mass grave could also be a "legal" mass grave. Like When you have a lot of bodies that need to be buried quickly because of diseases or you cant identify them all. SO mass graves do not have to point to a mass murderer.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

PR Crates
objects\staticobjects\pr\misc\crates_group1_pr
objects\staticobjects\pr\misc\crates_group4_pr
objects\staticobjects\pr\misc\crate_4m_pr

Are they really buggy?
From what I can see the lightmap looks ok. however replacing is not tht difficult because I do not have many stacks of them in the map.

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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: [Map] Radio Moscow

Post by General Dragosh »

Add a "hiden" kit in a coffin :D
[img][/img]Newly ordered sig !


cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Radio Moscow

Post by cat »

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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [Map] Radio Moscow

Post by Mora »

WTF is that?? :razz:
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