[Map] Wake Island (4km) [WIP]

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Peeta
Posts: 1204
Joined: 2008-11-28 02:05

Re: [Map] Wake Island (4km) [WIP]

Post by Peeta »

I do like
Panem Today,
Panem Tomorrow,
Panem Forever.
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Updated download again before I head out...

Check editor notes for basically a wish list and a novel-like synopsis or you can just tell yourself there's a carrier just out yonder that f'd up the island first and is hungry for 2nds.

Medium lightmaps (@ kinda funky settings), still has the three bad buildings in it (or I don't know what I'm doing). Water planes are fixed and did as much as I could on getting the terrain back to pre-corruption status. Other than that it's just vehicles, ladders, explosion pits and full lightmap (@ good settings). I have a few other things in there but most are wishful thinking.

Peace to the east. Gonna rest in the west.
Last edited by Dankicity on 2010-06-09 20:56, edited 1 time in total.
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [Map] Wake Island (4km) [WIP]

Post by RedAlertSF »

Downloaded the map and explored a little bit.

I'm very impressed. The map is awesome. I love pretty much everything in it. :)

Have you though about the time of day? Midday and clear blue sky fits well but I think dawn could be an interesting alternative.

The map still lacks detail. Especially the residential area north of US main. Some other urban areas lack detail too. Figure out something, the residential area could use trash cans, cars, signs, benches, anything to make it look more like there's people living there.

The runway looks a bit ugly. Did you paint it in the editor? I think modeled and textured runway could look better. The current paint isn't really realistic looking.

China shouldn't have their starting spawns on the island. I don't like it. But on the other hand, the cargo ship isn't very good idea either. The map really needs a Chinese ship but I guess there's nobody up to model one. Maybe Chinese should have their first spawn on beaches in northern and southern ends of the peninsulas? Along with a few static zodiacs. After capping one flag they could get their repair depot and other stuff on the island.
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Wake Island (4km) [WIP]

Post by Startrekern »

I absolutely disagree with changing the lighting. If it's made to a dawn or sunset coloring, it would be too much like Barracuda. Also, really, the Chinese being on the island is not that farfetched; their base isn't exactly permanent looking at all; it really does not, from what I have read, take very long at all to set up HESCO barriers. If the Chinese had taken a foothold on the Island and the battle was drawn out, they could've set up a base. Just pretend the island is battle-torn and this is the final battle :)
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

RedAlertSF wrote:Downloaded the map and explored a little bit.

[1] ... Midday and clear blue sky fits well but I think dawn could be an interesting alternative.

[2]...The map still lacks detail. Especially the residential area north of US main...

[3]...The runway looks a bit ugly.... I think modeled and textured runway could look better.
1. I was going for about a quarter of the dusk/dawn setting of barracuda set upon the current settings. Other things took priority as a dev will probably tweak it in the end anyway.

2. Agreed. Cars, trash and signs are what I was playing with but it looked too crappy to leave as it was. Benches, fences, walls and other non-military things wouldn't be there. It's just simple cheap living quarters. Hell, I can't even find half the stuff I've seen on other maps and never remember the names to look them up.

3. Feel free to start that 6+ part model. :grin: I'll get an open-ended ticket back from Cali for when that's done 8-)

[edit] The reason that's just not going to happen besides needing someone to model it is that it's just too big and the terrain is not flat. The terrain is about a 3x exaggeration on real life. So I had to slope parts of the runway which I think would make modeling it a nightmare.

I'm still planning on coming back and redoing the colormaps once the rest is done. That will hopefully keep it from distracting the eye... and ditch the really green grass color in certain areas that I touched up in the editor.

Mostly I was getting it ready to play on a server. Once there you can tell which areas are making it too difficult or easy to defend, attack, retreat or reinforce. (aka if I enjoyed wasting my time on a map that's not playable)
Last edited by Dankicity on 2010-06-10 08:52, edited 3 times in total.
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [Map] Wake Island (4km) [WIP]

Post by RedAlertSF »

Startrekern wrote: Also, really, the Chinese being on the island is not that farfetched; their base isn't exactly permanent looking at all; it really does not, from what I have read, take very long at all to set up HESCO barriers. If the Chinese had taken a foothold on the Island and the battle was drawn out, they could've set up a base. Just pretend the island is battle-torn and this is the final battle :)
Good point. Maybe it's not that bad after all.
Dankicity wrote:The reason that's just not going to happen besides needing someone to model it is that it's just too big and the terrain is not flat. The terrain is about a 3x exaggeration on real life. So I had to slope parts of the runway which I think would make modeling it a nightmare.
Yeah, I know it's hell of a job and maybe impossible. Textured runway would just look amazing. ;)


I think I'll set up the editor and try to increase the view distance. It's around 700m now, isn't it? 1000m would be really nice if fps doesn't drop too much.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Wake Island (4km) [WIP]

Post by sylent/shooter »

I see pine trees and coniforous trees in a tropical island scenario...

Killing the enemy sylently
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [Map] Wake Island (4km) [WIP]

Post by RedAlertSF »

sylent/shooter wrote:I see pine trees and coniforous trees in a tropical island scenario...
There are palm tress on the map and also in reality. But there aren't just palm trees.

Look at these:
http://www.mcgrathimages.com/Gallery/Lo ... G_1302.JPG
http://www.mcgrathimages.com/Gallery/Lo ... G_1310.JPG
http://www.mcgrathimages.com/Gallery/Lo ... G_1336.JPG

Trees on the map aren't a perfect choice, but they're still the best choice of the tree models in BF2/PR.
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: [Map] Wake Island (4km) [WIP]

Post by Zemciugas »

Great looking map, finaly a normal size to, hope this ends up in Pr.
Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Re: [Map] Wake Island (4km) [WIP]

Post by Scandicci »

Great job so far Dankicity. This would be a fun map. It reminds me a little too of a map that I believe was being developed for the Aus forces. I hope to play this map someday.
___________________________________________________________________

If it's worth shooting once, shoot it again.
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Wake Island (4km) [WIP]

Post by Startrekern »

wake_px08.zip

PX0.8 Version. Some minor changes as well as the GPO redone.

Our event with it starts in an hour and a half. (1930 GMT)
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Wake Island (4km) [WIP]

Post by Startrekern »

A few observations from our event night (with our GPO):

1. Some areas go unused. Needs more flags in various areas. Specifically, breaking up north and south airfield into two separate flags each would be ideal.

2. Z10 vs Hydras is slightly unbalanced in the favor of the Chinese, but this was intentional. Need to find a way to limit the usage of the Z10 (perhaps only spawns upon the capture of a certain flag). The Z10 can BVR from a very long range but this is also okay as the forests provide easily ample hiding places from these strikes. The Hydra Hueys themselves against ground targets are also extremely effective, but I feel the air aspect is sufficiently balanced. Both teams definitely felt the hurt when their transport choppers went down -- all the more incentive to keep those alive since each team only gets one.

3. TOW HMMVW vs. 2 APCs/2 VN3s works very well. Nicely balanced.

4. Map bugs. 90% of the people there didn't notice them but of the few that did most of them pertained to things already in the notes text file. By vP.82 I expect I'll have the ladders and intersections fixed.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Wake Island (4km) [WIP]

Post by sylent/shooter »

RedAlertSF wrote:There are palm tress on the map and also in reality. But there aren't just palm trees.

Look at these:
http://www.mcgrathimages.com/Gallery/Lo ... G_1302.JPG
http://www.mcgrathimages.com/Gallery/Lo ... G_1310.JPG
http://www.mcgrathimages.com/Gallery/Lo ... G_1336.JPG

Trees on the map aren't a perfect choice, but they're still the best choice of the tree models in BF2/PR.
Ya... hopefully we can get some better looking ones. Maybe just take the pine trees out though and re texture some of the other trees. Apparently making trees isn't hard either...

Killing the enemy sylently
Dankicity
Posts: 73
Joined: 2010-01-20 04:00

Re: [Map] Wake Island (4km) [WIP]

Post by Dankicity »

Can't do much on this first gen iPad but sounds great. About all I can say before this thing hangs/drops connection.

If you can figure out a way for cp order to let north and south cap on their own terms would be ideal. If you really want to get down and dirty, a few hints on what buildings to replace the bad lightmap ones would be cool. Thinking I'll have to get creative on those.

[edit] And I did get a volunteer to do the tree I was asking for, still not sure on the bush. No eta on that tho.

Nephews like this truck parked outside our first hotel. I thought forces were coming for me....
Image
Last edited by Dankicity on 2010-06-14 20:19, edited 6 times in total.
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: [Map] Wake Island (4km) [WIP]

Post by Bufl4x »

I just did a flytrough, the map is amazing! I really love how you did the beaches, looks very good.

I noticed a couple of things that could use some improvement though;

- the village at the north airfield could use some variation, i saw at least 10 identical buildings right next to each other, all facing the same direction.

-the cars and trucks at docks. how did they get there? especially the trucks, they seem kinda out of place.

-the runway is a bit dull, maybe you could add some statics to the side, service buildings, railings, lights, whatever.

-the same could make the beaches even better, just putting some rocks, boats and some other shit, kinda like jabal2
ref pix: wake beach 1 wake beach 2
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Wake Island (4km) [WIP]

Post by Startrekern »

Dankicity wrote:Can't do much on this first gen iPad but sounds great. About all I can say before this thing hangs/drops connection.

If you can figure out a way for cp order to let north and south cap on their own terms would be ideal. If you really want to get down and dirty, a few hints on what buildings to replace the bad lightmap ones would be cool. Thinking I'll have to get creative on those.

[edit] And I did get a volunteer to do the tree I was asking for, still not sure on the bush. No eta on that tho.

Nephews like this truck parked outside our first hotel. I thought forces were coming for me....
Image
I'm going to go ahead and start working on some of those issues that you had listed. I'll have another version by the end of this week with some of that done, I think.
Rotta
Posts: 16
Joined: 2009-10-28 00:05

Re: [Map] Wake Island (4km) [WIP]

Post by Rotta »

Promising map, however I feel the Chinese need a floating base. While cargo ships are bad, I rather had them than nothing nothing. Maybe the best somewhat easy solution would be making a small assault ship and multiply it.

Oh and just curious, did you thought about making 1:1 scale Wake into a 6km or 7km map (the island is 6km long)? It would still have less than half the land area of Yamalia, and to my knowlege, the engine could still run them.
ayteking
Posts: 25
Joined: 2010-05-07 22:39

Re: [Map] Wake Island (4km) [WIP]

Post by ayteking »

how can i play the map singleplayer when i downloaded it?
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Wake Island (4km) [WIP]

Post by Amok@ndy »

learn how to navmesh and create botsupport ;)
Image
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Wake Island (4km) [WIP]

Post by Startrekern »

Rotta wrote:Oh and just curious, did you thought about making 1:1 scale Wake into a 6km or 7km map (the island is 6km long)? It would still have less than half the land area of Yamalia, and to my knowlege, the engine could still run them.

Uh.

Wut?






Also, a question, if anyone can answer: The loading music appears to work fine in a local server yet on a live server it does not play.
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