[Map] 2 Towns, Afghanistan (4km) [WIP]

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sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

* from post #1 update july 21. *

map development overview & statics overview screen shots updated:

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some minor updates/recent developments:

custom bushes, custom rocks (1-5):
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it took quite some time to get my rocks to fit as replacement for the pr-rocks that where in use on the map, but with a few more polys i got away without changing any placement or terrain, but i should check on every rock some time soon to make sure...

these crappy bushes are my 3rd try on vegetation, and there is good reason i did not show my sunflowers so far...but still they remain self made, custom ones, that are sort of ok, and that is what matters most...


also i replaced some of the hescos at wizah blufor main operations:

camp wizah fort (alpha)
:
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i am still working some details out for this part of the base, including underground and additional features on the fort, as well as a terrain-static to go below as the steep side of the hill can not be done by the terrain-mesh itself. oh and the texture is going to change pretty much as well...

Credits to cgtextures.com for some of the source-images/textures.

sg :crazy:

:arrow: latest update at bottom of post #1, older info's & updates in post #3

oh and @ DesmoLocke:thanks for the feedback, just note that i was NOT part of the dc, dcx or dcf dev-team, just like now i was only a fan/community mapper for a mod.perhaps a new video shall be recorded soon ;)
Last edited by sandgamer on 2009-07-21 18:22, edited 1 time in total.
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by UncleSmek »

Keep it up mate, its starting to look really good. Are you planning on using the current sky?
Also, I am really looking forward to the new video :)
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

Greetings Jonny!

well its a shock to myself every day when i think about how much mapping remains to be done...thats why my inner clock keps kicking me out of bed at 5 in the morning ;)

Image

colored areas :
statics and terrain refinements to be done!


red=dense population
blue=medium dense pop.
green=almost no population

BLACK= mapped area
[with some parts almost final, others to be refined a little more...and as noted before, all terrain coloring, overgrowht and lightning stuff and so on is a todo for later steps on my task list]

!ALL Static Buildings are currently scheduled for revision (structure,textures)
= i am starting to rework all static buildings so far, in regards to:
wall thickness (to be 0,4 at least),
textures (to use my rev4 pallets),
roof features and roof design (those overhanging ugly ones),
and i will try not to forget anything you guys told me to keep in mind :)

i am thinking about shifting the statics design more towards an even more afghan style that i have seen lots of references in the last weeks, but that is not decided yet.

Some of u might have seen another post of mine, regarding a availability of this map (if technically possible) on a possible bf3 engine: the chances are rather minor if the design is too dependent on exclusive pr (static) objects. That is why i have made some things of my own i didn't even want to do.
These things have at least one pro and one con:
as Jonny is correct they are unnecessary if the map is chosen by the pr team for promoted or included release!
(at that point perhaps the bushes will be exchanged to use the much nicer PR ones, just a swift select all/replace all/select all & tweak placement-height ;) [bushes use a dedicated texture]

On the other side my statics use my texture palllets, and reuse them all over again ;) The rocks are the same texture as on some of the archs, and of course make their return on my caves. So there is, to some point, a potential for optimisations :)
yet the rocks are very closely modeled and anchored to the PR ones, so an exchange could be done without having to tweak the placement of them ;)

The good news: i am on it ;)

last days a few minor props have finaly made their way through the exporter that will allow me to add some little details here and there, all again using my pallets. Next big to do is to bring the older buildings of mine up to date, and than i will start to slam them into the map again, at that point i should be able to pick up some speed removing those colored areas...
so actualy right now my mind is in the process of evaluating an optimal workflow to rework my buildings :fryingpan - to do this as fast as possible :)

sg :crazy:
Last edited by sandgamer on 2009-07-26 07:59, edited 1 time in total.
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

examples for recent tweaks:

additional (now independently placeable) props
[box-groups (3), pot (1), carpet holders(3)]:
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refined wood-elements:
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smoothing groups:
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featuring my little shed:
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credits:
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tagged :)
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refining fort wizah [texture, walkways]:
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[currently includes an illegally used PR-texture (sandbags), that i will replace by one of my own, or get permission prior to any release of this map/object]

sg :crazy:
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Maxfragg »

the house looks awesome
Hyperion
Posts: 40
Joined: 2008-09-14 17:33

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Hyperion »

Yeah, your buildings are looking really good! But why are you always crediting CG-Textures?
You don't have to, FAQ says:
Do I need to add credits or a link to this website when I use these textures?
Credits or a link are always appreciated, but not necessary.
The house looks really great, keep up the good work!
nope.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by ChiefRyza »

Small things like adding your signature and credits to statics no matter how small, as long as people are able to see it clearly and read then it really detracts from the emotion. The stuff you have on your building would really make a map feel unprofessional if it was left on and a lot of people saw it in-game.


Current project: Operation Tempest
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by sandgamer »

just for clarification:
no release of this map as standalone or feature map to another bf2 mod is intended or planned - it will either make it to a pr-supported release or not appear on the bf2 engine at all!
(i do not see much point using this map on any other mod due to the gameplay, assets and playerlimit)

afaik children turn out to be a problem when light mapping in max.

the shed is a "my-texture-pallet" based simple model, heavily inspired by the good one from PR, and with a little placement tweak it switches place with the PR-one if needed. then again it has slightly thicker walls ;)

i like to credit my resources, but this time i forgot to remind people of the fact that hyperion provided a lot of help getting my textures right! and that it was jonny that spotted all the little errors! And lets not forget that it is all just inspired by the PR mod, and its maps! :p

sg
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by DesmoLocke »

sandgamer wrote:perhaps a new video shall be recorded soon ;)
DO IT! DO IT! DO IT! Please!

I really appreciate how you update your first (and 3rd) post with all the additions/updates you have made to the map. It makes it so much easier in keeping track of its progress instead of hunting for your posts later in the thread and I wish more mappers/developers would do this. This map of yours really has me intrigued because I can already appreciate the level of detail and hard work going into it even at this WIP state. I will keep my fingers crossed in hopes that this is included in PR in a future release. :grin:
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PR player since 0.5 (Feb 2007)

Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by Rhino »

Jonny wrote:I thought the lightmapping issue with children was limited to the BF2 editor?
no because the max script dose not import children. It might be possible to edit the script to enable it to do so but doubt it would be easy.
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by J.F.Leusch69 »

..still working on it sandgamer??
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

indeed!

sg :crazy:

current task: gardez police station compound

reference


wip-render Image
Last edited by sandgamer on 2009-09-25 13:57, edited 1 time in total.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by arjan »

looks good, but as it says WIP, could use more work :)
TGT
Posts: 44
Joined: 2009-05-18 18:45

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by TGT »

Must say... Fantastic Work!
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Nobody can win a war in his own, that's why we stand together!

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sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

allow me to bump it for an
update to post #1

nov. 22. / 8762 views / resurrected from index-page 3 :)

sg :crazy:
:arrow: latest update at bottom of post #1, older info's & updates in post #3
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by Zeno »

...... :shock:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by duckhunt »

not bad, id consider improving the texturing of that police compound though.
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