[Map] Black Hawk Down / Ramiel [Released]

Maps created by PR community members.
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Alex6714
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Post by Alex6714 »

They would make nice backgrounds in 1440x900! :-P
OkitaMakoto
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Post by OkitaMakoto »

Fearosius wrote:is the latest realease for the map in ur sig Oki?
You know it.
OkitaMakoto
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Post by OkitaMakoto »

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LekyIRL
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Post by LekyIRL »

You like doing sort of oil paintings don't you? :-P
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[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*
marcoelnk
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Post by marcoelnk »

i suppose that wasnt a bf2 screenshot.... :) this crouching would be cool to see though
Shiftys1023
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Post by Shiftys1023 »

Hey this is a guy from my avatar :D
Nicely done
Wellink
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Joined: 2007-05-10 14:08

Post by Wellink »

Can't you do voodoo chile from Stevie Ray Vaughan as music? it's also in the movie and an awsome song :razz:
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Thanks Dennis for making this sig!
[Fr]WhiteMoon
Posts: 207
Joined: 2007-02-10 01:45

Post by [Fr]WhiteMoon »

This map looks nice.
Just to say in reality the copter didn't crash like in the movie, it crashed in a street with lot of remains and carcasses so it has been difficult to locate ;-)
OkitaMakoto
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Post by OkitaMakoto »

'[Fr wrote:WhiteMoon;472497']This map looks nice.
Just to say in reality the copter didn't crash like in the movie, it crashed in a street with lot of remains and carcasses so it has been difficult to locate ;-)
They know where both are, i mean, troops got to both...
a lot of remains and carcasses? Anyway, from what i read Wolcotts was in a tight alley/street and rangers set up on both sides:
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and that Durants was in more of a residential like area...

Im not quite sure what you were saying :( But cool!
If you were saying it didnt crash like in the movie, then I already knew :)

:)

*edit*
and from what I understand, now, the sites are hard to find because so much vegetation and such has overtaken the surrounding area. That and most of the buildings have been since rebuilt and renovated.
=HR=Drayu
Posts: 411
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Post by =HR=Drayu »

I would suggest someway of limiting access to wolcotts crash site because right now you can take your humvee out to the edges of the map and attack from there with no problems. Other than that, it looks pretty good so far, I hope you can get the draw distance increased b/c it looked as if I was chasing the vegetation as it was growing going down that main road.

Also, anyway to make it bigger, it seems that in a chopper you will be on the crash sites in no time.

What could be cool is making this an extraction map, trying to get out the crew. One pilot kit for each member that was rescued at each site would be fun (if even possible).
Xander[nl]
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Joined: 2007-05-24 13:27

Post by Xander[nl] »

I've played it for a while, looks great.

Only a few bugs (probably only on high settings);

-Some buildings (from a distance) are really dark. Only after you get within 20-50m of it, it will get other ligthing/shadows.
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-The grass only appears within like 20m. Especially looks stupid when in chopper.

-The walls around the airport are black, untill you get within 20-50m.

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-The bridge icon [minimap] needs a 45degrees turn. It's in the wrong angle now.
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-From up high, the grounds surrounding the right Mosque looks like an artillery practise field.
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-One of the ladders in the target building. If you destroy a part with c4;
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If you climb up, you'll fall down losing health.
(btw, the other ladder is fine)

-Most opjects only 'spawn' within ~50m. (cars etc.)

-Shadows or something, next to the Ins. mainbase.
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-Weird shadows/lighting. It will change to normal when you get close to it.
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-There is something, but I don't know what, that causes damage to vehicles when you drive past it. It's near the end of the roud, from airfield towards the city.

-----


Suggestions:

-More transport Littlebirds, for roof-insertion.

-Add 2/3 commander trucks

-Add maybe one or two APC's, but with the 999999 second spawntime, so you can only use them once.

-Add a redzone, so US troops will be forced to go trough the city, instead of driving around trough the plaines surrounding the city.

-More (burning) roadblocks. (maybe with some kind of ramp infront of it, so humvees can jump over it [so only add roadblocks to create a nice scene])
Last edited by Xander[nl] on 2007-08-30 16:59, edited 1 time in total.
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youm0nt
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Post by youm0nt »

Will there be hotel balconies civilians can grapple onto? I tried a couple before and couldn't get on the hotel balconies. I would like to see the balconies being enterable from vBF2 Special Forces but that's just too picky for me and would be too much work.
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OkitaMakoto
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Post by OkitaMakoto »

Hmmm, i think this has quickly taken off into something it isnt... its still alpha.

That bridge Icon.. i have no idea what/ if anything can be done. i didnt place the icon.

The grass and object is a known issue and Ill try to get it fixed.

Lightmaps are not all complete, Ill run those on a low setting to get at them out for next release.

NO APC's. Unless I find they are ABSOLUTELY needed. I dont want APCs in this map.

That ladder... you guys want destructible buildings... but dont realize that the ladders arent gonna just fall down once the building is destroyed. Maybe i can move the ladder elsewhere, but thats about it... I'll look into it... My suggestion if theres a ladder up to no roof? Dont climb the ladder. :)

Balconies... if someone wants to make me a hotel model with balconies, I would gladly put it in... until then... no balconies.

That object/thing that hurting you.. that sounds buggy, could you try to find out more of where it is please? id like to find out what it is and get rid of it.

Also, mystery shadows on the ground are from trees that had to be removed due to the overgrowth folder being corrupt. The map wasnt playable with the overgrowth folder... Ill place them all by hand where they were originally placed by the overgrowth tool...

A ramp in front of the roadblock!? Im tempted to say go back to vanilla, but I wont. Those roadblocks need to be made even MORE impenetrable than theya re now! Im having people say they get over them with no problem. The roadblocks are meant to be just that, roadblocks. Madness? This is PR!!

Umm, the artillery field looking area by the eastern mosque is caused by the above mentioned trees/overgrowth being taken out when it was discovered that the folder was corrupt.

And drayu yeah, I need to tighten up the combat zone. I was too lenient with the initial boundaries. I will pay especially close attention to Wolcotts birds area, as that area is not even fully finished building-wise.

Umm, lemme post this then look back to see if i got everything... *edit* there. did that get to everyones questions/comments?


Everyone, please keep in mind that this is Alpha, and while I love your comments and critcism.... just keep in mind that there are things I will consider, and there are things I wont...

No APCs, Roadblocks will be actual roadblocks, and I will eventually add more, umm, and destructible buildings, curse the DEVs for making them ;) Everyone wants them in every map, but they are a pain to work with! You cant jsut place statics around them because when the buildings crumble, things like ladders are no longer effective... but you NEED those ladders when the building is fully built.... just..keep things like that in mind.

This map WILL try to be realistic and WILL try to stay along the lines of the actual events.

: ) i hope that didnt come across as pissed off... its great everyone is downloading this map and that some area really enjoying it, but just keep in mind that it is a very early release and that I DO want your comments, just dont think the map is **** because things are wrong with it... in all honesty I shouldnt have released this version but i needed feedback.... so... anyway. enjoy!
Alex6714
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Post by Alex6714 »

Well what you have done so far has been great. I agree with no APCs absolutely, but if one were to be added I would suggest giving it a spawntime of something like 1 1/2, 2 hours into the game, so that if it went on for along time, the "convoy" would come like the film.

And yes, the roadblocks need to actually block!
OkitaMakoto
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Post by OkitaMakoto »

Alex6714 wrote:Well what you have done so far has been great. I agree with no APCs absolutely, but if one were to be added I would suggest giving it a spawntime of something like 1 1/2, 2 hours into the game, so that if it went on for along time, the "convoy" would come like the film.

And yes, the roadblocks need to actually block!
interesting, i hadnt thought of it THAT way... we'll see... that might be something to consider... have like a few APCs and... dare I say a tank? ...lol... man, im really gonna have to consider that one.. feedback?

It wouldnt be until a LONG time into the map... but id like feedback on tha idea, cuz, he gets a gold star from me for it.
=HR=Drayu
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Post by =HR=Drayu »

I think you are fine in releasing this version. It gives people a chance to give you feedback, whether you take it or not. Just don't get discouraged by everyone, keep going and making it a map you like. Things always pan out, so don't worry. As for the ladders, why even bother with them? Why not just give the teams grappling hooks? Or even better....make a destructible ladder ;)
youm0nt
Posts: 4642
Joined: 2007-03-16 15:13

Post by youm0nt »

'Xander[nl wrote:;472551']-The bridge icon [minimap] needs a 45degrees turn. It's in the wrong angle now.
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I think that's a PR specific bug, load up Basrah and look at the bridge icons and the actual bridges.
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OkitaMakoto
Retired PR Developer
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Post by OkitaMakoto »

=HR=Drayu wrote:I think you are fine in releasing this version. It gives people a chance to give you feedback, whether you take it or not. Just don't get discouraged by everyone, keep going and making it a map you like. Things always pan out, so don't worry. As for the ladders, why even bother with them? Why not just give the teams grappling hooks? Or even better....make a destructible ladder ;)
ill get onto that ladder just as soon as I finish up the loose ends with the fastropes.

Im not discouraged, its just, only reading text and not hearing tone of voice, it starts to "sound" like people only look for the bad and/or dont know that i already know some of the things mentioned... which i guess IS the reason for an alpha release...lol... so anyway, please, keep the comments coming.

anyway, im not mad. keep commenting lol
Alex6714
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Post by Alex6714 »

Just something like 2 APCs and a tank or 3 Apcs or something, with the odd humvee thrown in. Also, I would suggest making them a one off, or have another 2 hour spawn time, just for those extreme games. Maybe as they spawn give an H-AT or a couple of RPGs to the insurgents to balance if needed, although I think it would need playing a bit before deciding on the balancing needed.
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