[Map] Radio Moscow [scrapped]
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cat
- Posts: 260
- Joined: 2005-10-31 20:38
Re: [Map] Radio Moscow
I am an expert for random rock formations
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Nickbond592
- Retired PR Developer
- Posts: 2713
- Joined: 2007-01-30 18:16
Re: [Map] Radio Moscow
This obsession with all of your work being perfect isnt going to get you anywhere fast cat, i would strongly advice you listen to the opinions and veiws of the Experianced mappers we have in the PR team, for your own benifit.
we are after all trying to help you.
we are after all trying to help you.

Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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cat
- Posts: 260
- Joined: 2005-10-31 20:38
Re: [Map] Radio Moscow
I have taken note of your suggestion. However I do not necessarily have to agree with it.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Map] Radio Moscow
too bad?cat wrote:I have taken note of your suggestion. However I do not necessarily have to agree with it.
EDIT: epically after just receiving a dev app from you
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cat
- Posts: 260
- Joined: 2005-10-31 20:38
Re: [Map] Radio Moscow
I just sent in my application. I would suggest you take a look at it ingame. the screenshots do not show everything
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: [Map] Radio Moscow
I would take a step away from your map for a bit. I know how you feel, its your baby you dont wanna mess it up. And I'm sure your sick of working on it...but at the same time want it done. The amount of times I didn't agree with Rhino or others is allot. Just take it as a note and fix more major areas or problems that exist. I use to have a huge list of "wants" and "needs". Priorities them and everything comes into play.
Take some time away from it, there is no rush right now.
What always helped me was to go play a round or two in PR and on a totally different looking map. Look up some pics, and knock one out always helps :-p
Take some time away from it, there is no rush right now.
What always helped me was to go play a round or two in PR and on a totally different looking map. Look up some pics, and knock one out always helps :-p

"apcs, like dogs can't look up" - Dr2B Rudd
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cat
- Posts: 260
- Joined: 2005-10-31 20:38
Re: [Map] Radio Moscow
what?too bad?
EDIT: epically after just receiving a dev app from you
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
Re: [Map] Radio Moscow
Cat as they already said remove a few rocks, there are too many of the same static type in one area. There are if i'm not wrong about 6 different types of formations, use them and spread them out.
Also, each mapper has a view in his mind at the start of each project how he wants it to look, and you will build your map on how your mind wants it done. Sometimes though your ideas don't work for gameplay reasons or just look unrealistic. For example on y first map, I changed the landscape alot even after I started to place objects. The developers are here to help everyone as long as they want to learn how to do it.
Cat basicly, just listen to what they say, it will only come out better for you and you may get rewarded for it like other community mappers.
Also, each mapper has a view in his mind at the start of each project how he wants it to look, and you will build your map on how your mind wants it done. Sometimes though your ideas don't work for gameplay reasons or just look unrealistic. For example on y first map, I changed the landscape alot even after I started to place objects. The developers are here to help everyone as long as they want to learn how to do it.
Cat basicly, just listen to what they say, it will only come out better for you and you may get rewarded for it like other community mappers.
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
Re: [Map] Radio Moscow
Perhaps the biggest part of being a DEV or even CON is attitude. I understand you have your own opinions but you have to understand we are only try to help make this map be as good as it can be. Its already looking really good, imo. But there are always a lot of little things that can take it from good to great. I by no means think of Ramiel as an amazing map, but I do appreciate how it went from complete and utter **** to a fairly good looking, pretty fun and playable map through countless hours of various DEVs input.

Here are the rock formations that just looked rotated on one axis, mainly because the map is so small that the repetition is much more obvious. I suggest:
1. sinking a number of them to only show one rock
2. removing a few of them altogether
3. rotating a few on two or three axis
4. switching some of them out for another type of rock formation
You don't need to follow any of our advice, but trust me when I tell you that we do it because we want the map to go from good to great. Not just to be dicks.

Here are the rock formations that just looked rotated on one axis, mainly because the map is so small that the repetition is much more obvious. I suggest:
1. sinking a number of them to only show one rock
2. removing a few of them altogether
3. rotating a few on two or three axis
4. switching some of them out for another type of rock formation
You don't need to follow any of our advice, but trust me when I tell you that we do it because we want the map to go from good to great. Not just to be dicks.
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: [Map] Radio Moscow
-It's tiberium you dummy.black-wolf wrote:And I still dont understand the green spots?
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cat
- Posts: 260
- Joined: 2005-10-31 20:38
Re: [Map] Radio Moscow
Look, there is a problem with nickbonds advice. These formations may look not very random from the minimap view, however if you look at them from the player view, you will see that
-they fit into the terrain niceely
-they are rotated
-you will never see a pattern because the rocks are placed far from each other and there is trees obstructing the view to the enxt rock.
And something you possibly can not see from the screenshot. Is that I used far more single rocks and rotated them to ENDLESS variations (as seen on the rocks near the bunkers). Because the formation rocks 8not the single) have the problem that if you rotate them too much vertically, single rocks will float in the air.
Then again sinking some of them more into the terrain is not tzhat much of a deal. So if the pattern is starting people's feeling I am going to fix that a bit. However calling my standpoint an "obession" is a bit off.
-they fit into the terrain niceely
-they are rotated
-you will never see a pattern because the rocks are placed far from each other and there is trees obstructing the view to the enxt rock.
And something you possibly can not see from the screenshot. Is that I used far more single rocks and rotated them to ENDLESS variations (as seen on the rocks near the bunkers). Because the formation rocks 8not the single) have the problem that if you rotate them too much vertically, single rocks will float in the air.
Then again sinking some of them more into the terrain is not tzhat much of a deal. So if the pattern is starting people's feeling I am going to fix that a bit. However calling my standpoint an "obession" is a bit off.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
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Deadfast
- Retired PR Developer
- Posts: 4611
- Joined: 2007-07-16 16:25
Re: [Map] Radio Moscow
I'd rather stand the rocks then this neon grass, sorry 
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: [Map] Radio Moscow
Its just a few rocks guys, if he wants to change it he will. So lets drop the rocks, The map has other more important things to fix. Cat just keep going. The community will always voice there opinion good or bad.
haven't had time to download it as the DEV team was distracted with killing zombies and yelling at each other for help.
heres my list of things to fix
Grass:
From the screen shots the green grass needs to be brought way down. The reason it look so out of place is the rest of the level is very saturated which makes the green pop. In fact because there is no air assets in the game I would remove allot the green and let undergrowth grass create green areas.
Check this link : http://upload.wikimedia.org/wikipedia/commons/b/b9/Russian_landscape.jpg
I understand the need for some pops but personally it looks out of place. You can still get that pop with a more saturated color.
Try to start with these values and work around them
Red: 112 Green: 150 Blue: 62
Hasco covers:
The bunker in the lower left of this image http://www.tr-racing.de/pr_maps/rm/49.jpg look in the editor for Hasco_cover (I might be spelling Hasco wrong). They add a cover so far away its camouflaged.
Undergrowth:
Its to early to test but you might have major lag issues with your undergrowth settings (Will need to test)
Tree leaves and bark Color:
The trees leaves have this blue tint to them and the bark has a different contrasting color. I not sure of the color yet but its an easy fix.
Graves:
Personally I have no issues with it. Its new and ok.
GamePlay:
Not going into this at all. these things may change allot and its not really a mappers main concern. Wont know any issue until testers play it.
You can take or leave these recommendations. I not going to force my opinion on YOUR map. End of day its yours and you get to deal with the community negative comments.
haven't had time to download it as the DEV team was distracted with killing zombies and yelling at each other for help.
Grass:
From the screen shots the green grass needs to be brought way down. The reason it look so out of place is the rest of the level is very saturated which makes the green pop. In fact because there is no air assets in the game I would remove allot the green and let undergrowth grass create green areas.
Check this link : http://upload.wikimedia.org/wikipedia/commons/b/b9/Russian_landscape.jpg
I understand the need for some pops but personally it looks out of place. You can still get that pop with a more saturated color.
Try to start with these values and work around them
Red: 112 Green: 150 Blue: 62
Hasco covers:
The bunker in the lower left of this image http://www.tr-racing.de/pr_maps/rm/49.jpg look in the editor for Hasco_cover (I might be spelling Hasco wrong). They add a cover so far away its camouflaged.
Undergrowth:
Its to early to test but you might have major lag issues with your undergrowth settings (Will need to test)
Tree leaves and bark Color:
The trees leaves have this blue tint to them and the bark has a different contrasting color. I not sure of the color yet but its an easy fix.
Graves:
Personally I have no issues with it. Its new and ok.
GamePlay:
Not going into this at all. these things may change allot and its not really a mappers main concern. Wont know any issue until testers play it.
You can take or leave these recommendations. I not going to force my opinion on YOUR map. End of day its yours and you get to deal with the community negative comments.
Last edited by CodeRedFox on 2008-11-18 22:46, edited 2 times in total.

"apcs, like dogs can't look up" - Dr2B Rudd
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SqnLdr
- Posts: 180
- Joined: 2008-08-01 15:40
Re: [Map] Radio Moscow
Cat, just a heads up, the rock just directly NW of the nonUS base is walkthroughable =]
[T&T] SqnLdr
Tactics & Teamwork | All Maps: 217.146.85.30:16567
Helping to encourage Team-Level public play one round at a time
Helping to encourage Team-Level public play one round at a time
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: [Map] Radio Moscow
Lemme guess COD5 COOP[R-DEV]CodeRedFox wrote:haven't had time to download it as the DEV team was distracted with killing zombies and yelling at each other for help
[img][/img]Newly ordered sig !
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cat
- Posts: 260
- Joined: 2005-10-31 20:38
Re: [Map] Radio Moscow
Ah, those overgrowth rocks. I cant trust them anymore. The round looking ones near the militia are overgrowth, where as the others are static ones. I am going to remove any of the overgrowth ones.Cat, just a heads up, the rock just directly NW of the nonUS base is walkthroughable =]
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: [Map] Radio Moscow
Ahh the overgrowth rocks dont work...thats why, damn things keep respawning in the editor like freshly bitten zombies.

"apcs, like dogs can't look up" - Dr2B Rudd
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cat
- Posts: 260
- Joined: 2005-10-31 20:38
Re: [Map] Radio Moscow
V3 Download:
http://www.tr-racing.de/pr_maps/rm/radi ... _beta3.rar
This version has 2 gamemodes:
AAS
Skirmish
Any public playtest is welcome. (Also pm me if someone is going to do scheduled playtest)
Lets see if the inredibly unrotated rocks of despair are really that unrotated. I am going to let the public vote decide.
http://www.tr-racing.de/pr_maps/rm/radi ... _beta3.rar
This version has 2 gamemodes:
AAS
Skirmish
Any public playtest is welcome. (Also pm me if someone is going to do scheduled playtest)
Lets see if the inredibly unrotated rocks of despair are really that unrotated. I am going to let the public vote decide.






