Re: [Map] Kumzar [WIP]
Posted: 2009-07-03 06:37
Keep it up mate, this map looks very very good 



Here it is with low details(no terrain fix) i tweaked the textures for no fix since i'm not sure if the fix can be used multiplayer.HughJass wrote:all that cliff texture is looking quite awkward. Need some better texture work.
I know i know, most of my cliffs in the whole 2kms need work. I spent all of 10min ruffing up the hills for that area. So they will look a lot different in the end.HughJass wrote:while on that the cliffs should be a little less steep... basically work all that around.
Follow the ref pics a bit more. However you are getting there. good work
Fear not the apcs will not have access to all of the map. I'm hoping they will take an armored transport role in the bay, occasionally taking squads up into the mountains to the farm. With 1 helicopter, 2 boats, 1 humvee, and 1 log truck, IMO the two APCs are the logical choice for a transport squad. Although i'm not sure if the pub game community is ready to take that leap. But i'm hoping. Maybe if i force them even more, say -1 boat and make it an attack huey? lol i dunno. Please suggest a better asset layout if you have something in mind. I'm open to anything as far as assets.I really don't like the fact that there are APC's on this map...
I'm going to redo that road section along the shoreline. In real life it's pretty empty as far as cover goes. But i think i'll try to add in a lot of places where you can move against the cliff wall for cover like this...[R-DEV]fuzzhead wrote:5:00 - along the shore, should give some rocks or some bit of cover as its completely exposed and suicide for anyone taking that path on foot or in vehicle.

[R-DEV]fuzzhead wrote:6:00 - mosque looks really out of place, I can understand if just a placeholder but dont seem to fit the style of the rest of the village.
I'm not familiar with the light map system, what would the problem be? Shadows on objects indoors? I'll hold of on adding more detail if this will be a problem.[R-DEV]fuzzhead wrote:6:45 - love the interior and all the detailing work with the furniture, but I imagine light maps will be abitch for all those
Thanks, i tried to make it close to the ref image.[R-DEV]fuzzhead wrote:7:30 - I know rhino wont like it, but I think the road looks quite good, I like itvery rocky/rough road
Yeah, i'm not really sweating the assets at this point. And who knows what we'll have in game when i'm finally finished the map. But, i still like to hear peoples opinions about what assets they think should go in it. It gives me plenty of time to think over their suggestions.[R-DEV]fuzzhead wrote:Asset list: Said this before many times, but dont worry about the assets until the map is in its final stages. Create your environment using RL references and make things as realistic as possible (terrain, static placment, etc). Then make the asset list at the end to fit the terrain. And remember that asset list can change at last minute so dont get too worked up about it....
(jedi mind control)You saw nothing(/jedi mind control)McLuv wrote:At 6:54, I'd suggest moving the chair a bit. Because we can't move it ingame, though it would be cool if it were rocked up to the door handle as if it were keeping the door open.
Good point, I'll add in another layer of undergrowth for small rocks to put in the middle.McLuv wrote:At 7:30, I like the rocks, but the rocks should be more to the side, with little to none in the center, and as it gets closer to the edges a higher proliferation of rocks. If only because it's a well trodden path, whether by vehicle or even just on foot, there would be that many big rocks in the dead center of it.
Is that the trailer type thing? I tried to use that sparingly, but i might have to remove it, i agree it does look out of place there. I'll most likely just build another building with the Afghan statics that is the same dimensions and swap it out.McLuv wrote:At 9:40, that building looks quite out of place for this village imo.
Yeah for something that took me less than 5mins to put together i really like driving around in that boat. I tried to find a tutorial about creating a vehicle the proper way, but with no success. Ofc the BF2editor forums were down so i'll have to give it another shot later on. If anyone knows of a good tutorial please let me know.McLuv wrote:Though, it look slike it's coming along quite well, I love the drivable boats, hope to get a few players with RPGs on them to go pirate the ship![]()