[Map] Muttrah City

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

Re: Muttrah City

Post by Rhino »

black-wolf wrote:Btw, I found the ''whitecar1'' static today in bfeditor, the only problem was that it had the ''I need you for the us army'' skin.
ye, car is pretty crappy hehe, me and cheese where basically see how much work it would take to make a simple car, and it was quite abit. Hope to make some new cars for the next version since the streets need them, providing its feasible, main problem with cars is they are very poly heavy and require large LMs = lots of lag :p
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Ressu
Posts: 9
Joined: 2008-07-30 19:45

Re: Muttrah City

Post by Ressu »

[R-DEV]Rhino wrote:the attack chopper will have a few small things changed about them, like limited flares, cannon tweaks, Hat switch views etc :)
thanks for that Hat switch views..!! great to hear that it's allso included 0.8!!
Spekta
Posts: 73
Joined: 2007-02-26 12:33

Re: Muttrah City

Post by Spekta »

Awesome, this is what i've waited the past year for and... its so damn beautiful...
Polka
Posts: 6245
Joined: 2007-07-08 14:18

Re: Muttrah City

Post by Polka »

YES YAY FINALLY! SEXUAL ERUPTION ALL OVER THE PLACE.
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supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: Muttrah City

Post by supahpingi »

I dunno how many brought this up(didnt read 13 pages)
But those wave breaker blocks look way to toyish,the skin should have way more green(weeds,algae)
The rest of the map made me drool tough,good job mate.
just afraid that those blocks might spoil the stting when i fly over it XD
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: Muttrah City

Post by Rhino »

supahpingi wrote:I dunno how many brought this up(didnt read 13 pages)
But those wave breaker blocks look way to toyish,the skin should have way more green(weeds,algae)
The rest of the map made me drool tough,good job mate.
just afraid that those blocks might spoil the stting when i fly over it XD
ye, been brought up a few times, they are in fact quite clean, the top ones, but the bottom ones are not green, but in fact black for some reason I aint 100% sure on, but would require me to make 2 types of rock armour, and didn't think it was all worth it.

ref pic from more down the coast but of the same stuff.

http://www.gloryhoundz.com/prmm/users/rhino/361253.jpg
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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Muttrah City

Post by Tannhauser »

Awesome work!

However, I feel like those suburbs south-east of MEC Fortress won't be used much and will be often empty. Or did you plan using the zone for flanking?

Otherwise, fantastic work! It's been oversaid, but again, I can't wait to play on it! :D
Sundance Kid
Posts: 3330
Joined: 2007-05-25 21:06

Re: Muttrah City

Post by Sundance Kid »

oh yes,finally.and looking damn great! i love you :)


U.S bace in mad of 5 enterdil bildings with lap tops and rados in them
Rhino
Retired PR Developer
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Re: Muttrah City

Post by Rhino »

For thous of you who are intrasted, here is how my lightmapping, Max scene looks like.

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each yellow big arrow thing is a light :)
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Rhino
Retired PR Developer
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Re: Muttrah City

Post by Rhino »

Tannhauser wrote:Awesome work!

However, I feel like those suburbs south-east of MEC Fortress won't be used much and will be often empty. Or did you plan using the zone for flanking?

Otherwise, fantastic work! It's been oversaid, but again, I can't wait to play on it! :D
that area I plan to mainly be a LZ area and RP / Firebase setting area for the USMC, before there final assault on the fort / South City, but also for general flanking :)
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marcoelnk
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Re: Muttrah City

Post by marcoelnk »

LOL

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nearly the same , eh ? ^^
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Muttrah City

Post by Spec »

By Talos does that look awesome! I mean, i already found the old Muttrah really great, but if i see the minimaps like this... Duuude, Rhino, thats a hell of a nice job!
Smooth[EST]
Posts: 61
Joined: 2008-07-07 20:05

Re: Muttrah City

Post by Smooth[EST] »

I think I figured out what the last unknown icon is- its a dropable forklift!
I was really glad to see enterable mosq :)
Do we have destroyable houses there too?
winters101
Posts: 78
Joined: 2007-06-19 16:06

Re: Muttrah City

Post by winters101 »

I hope the huey lag will disapear :) ?
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Muttrah City

Post by Tannhauser »

Yay! Icons for mortars, arti and JDAM! :grin:

Alright, this is going to be epic!
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: Muttrah City

Post by Rhino »

[quote=""'Smooth[EST"];777129']Do we have destroyable houses there too?[/quote]

very few dest objects, no dest buildings, which is in a way a good thing, it wont crash like Al Basrah.

[quote="winters101""]I hope the huey lag will disapear :) ?[/quote]

no sorry, as of yet we have not managed to fix this.
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winters101
Posts: 78
Joined: 2007-06-19 16:06

Re: Muttrah City

Post by winters101 »

Rhino, let's put an APC who can't move on the carrier, like that we can enter in and get out for taking the huey without lag ^^
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: Muttrah City

Post by Farks »

Rhino, maybe at bit OT, but will AA- batteries need to be built with shovels or something like that? It kinda sucks that you just can make one pop up and instantly use it, and it will especially do it on this map.
Rhino
Retired PR Developer
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Re: Muttrah City

Post by Rhino »

Farks wrote:Rhino, maybe at bit OT, but will AA- batteries need to be built with shovels or something like that? It kinda sucks that you just can make one pop up and instantly use it, and it will especially do it on this map.
the deployable AA wont be the ZPU4 guns, it will be thous lock on AA stand things, with limited ammo so they wont tare though choppers like a ZPU-4 dose.

but ehhh, without exporting the weapon again we can't make it so it has to be "assembled" as such.
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