[Map] Operation Hailstorm (4km) [WIP]

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Pantyfas
Posts: 50
Joined: 2009-10-18 19:52

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Pantyfas »

On the 2nd picture, no military base would make such entrance to the sea for two reasons: "Sea level increases and that would block the entrance" "It is inviting to enemy assaults. Perhaps make it as a gate and if you are thinking of doing some kind of small docks for boats, u can do it more or less on that position (moving those obstacles ofc).
To fill in the area u can create shooting fields (military practise), bunkers for vehicles/repair station (just place one and it will be enough). Just some short thoughts.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Tomking »

Just something you should read before you start suggesting l33t tunnels and other 1ns4n3 suggestions.
Read what Vapoman wants and tell him the maps performance on your system so he knows what he can change instead of adding stuff that will decrease performance...
/end rant -.-
Okay. Two things. One there is never a good time for "leet speak" and two, I obviously see a troll...


Back on topic.
Performance was mentioned in my previous post. Pretty Golden. And to clarify by "Tunnels" I didn't mean Afgan Caves. I meant Trenches similar to Yamalia.
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

Tomking wrote:Okay. Two things. One there is never a good time for "leet speak" and two, I obviously see a troll...


Back on topic.
Performance was mentioned in my previous post. Pretty Golden. And to clarify by "Tunnels" I didn't mean Afgan Caves. I meant Trenches similar to Yamalia.
I'm not trolling and yes there was need for the leet speak because thats obviously how you want the map to be.
Vapoman did ask for performance issues only as he is still fixing the overgrowth etc suggest it when he actually works on statics etc..
Be more specific about it too, dont just say yeah have trenches because it would be awsome!!
Give him a good reason to take your suggestion :)
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"My stomach was making the rumblies, that only hands would satisfy!"
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

..double post
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"My stomach was making the rumblies, that only hands would satisfy!"
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Ive canged the sky settings and also changed some of the ground textures, to make it look more natural.

Old pictures are on the left, new pictures are on the right.

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Image"Eight glorious sides and eight stunning angles!"Image
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Here is the colorbig file and minimap:

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This is the old minimap and colorbig:

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Image"Eight glorious sides and eight stunning angles!"Image
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Tomking »

Looking Much Tighter. Nice Work
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

What's with the tiny little runway on the PLA island? no jet is ever going to be able to take off from that, other than STOVL aircraft :p
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Arnoldio »

Should make an underground airport model (so that they take off inside and come out of the hillside), moar win. :D
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Orgies beat masturbation hands down. - Staker
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by AfterDune »

Hmmm.......

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:lol:
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VapoMan
Retired PR Developer
Posts: 1139
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

No its a T-Rex lol :lol:

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For those of you that dont know, this is the real Island that its based off from google earth:

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You can see on the one from google earth I still have lots of villages to make, and once I light map it will look much better.

EDIT: and I am going to change the runway, probably going to move in onto the longer side of the isand on a 45 degree angle. ATM im not going to have jets, but maybe in the future. Fot now the runway its just there so the USMC team actually have something to land on when they invade it and for looks, kinda like barracuda's airfield.

Image"Eight glorious sides and eight stunning angles!"Image
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

BAHAHAHAHAHAHAHAHAHAHAHAHAHA :p :p :p :p :o :mrgreen: :mrgreen: :mrgreen:
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"My stomach was making the rumblies, that only hands would satisfy!"
Rhino
Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

Runway is going to need to be at least ~800m long and even if it stretches the full length of your island, I don't think it will be long enough. Needs to be long enough for a jet to easily land on it, at the moment most jets ingame act as STO (short take off) jets but we will probably fix that in the future.

I would just make the decision that you are or your not going to have PLA jets on this map, and personally based on the island you want your main base on and the realistic prospect of having a runway on there, I would say a big no.
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by BloodBane611 »

You could put helicopter pads there instead, or better yet open parade ground/tarmac or something similar. No need to make a runway, especially if there will be no planes there
[R-CON]creepin - "because on the internet 0=1"
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

[R-MOD]BloodBane611 wrote:You could put helicopter pads there instead, or better yet open parade ground/tarmac or something similar. No need to make a runway, especially if there will be no planes there
There are no planes on Barracuda, either.

An airfield gives way for a large armored and air assault by the Marines, with ample space to attack from the south. I honestly would like to see some more tree cover to give infantry the chance to move in under cover but the airfield is a realistic obstacle which should be a good challenge to take control of.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

dtacs wrote:There are no planes on Barracuda, either.

An airfield gives way for a large armored and air assault by the Marines, with ample space to attack from the south.
And that's really going to help in an area Vapo here dosen't want to come into play?
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Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Tomking »

You can see on the one from google earth I still have lots of villages to make, and once I light map it will look much better.
Looks like the village ring around the island is gonna be super fun to fight in.
Can't wait til you have more progress.
Keep it up!
TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

[R-DEV]Rhino wrote:And that's really going to help in an area Vapo here dosen't want to come into play?
Im pretty sure he told me that this flag would be capable but thats was awhile ago so im not sure if he is still doing that :) ...
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"My stomach was making the rumblies, that only hands would satisfy!"
Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rudd »

didn't realise you were using a RL reference, very nice :)

that bridge accross the inlet is going to be interesting :)
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by BloodBane611 »

dtacs wrote:There are no planes on Barracuda, either.

An airfield gives way for a large armored and air assault by the Marines, with ample space to attack from the south. I honestly would like to see some more tree cover to give infantry the chance to move in under cover but the airfield is a realistic obstacle which should be a good challenge to take control of.
My point was that there are plenty of reasonable alternatives to keep things interesting which wouldn't effect gameplay negatively. No need for Barracuda (4km) here
[R-CON]creepin - "because on the internet 0=1"
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