Page 9 of 18

Posted: 2007-06-06 01:58
by Rambo Hunter
Nice, i like it, though the shape looks a bit awkward And maybe make the radius smaller for this one? Or large enough so the four chalks can be at their intersections and cap it.

Posted: 2007-06-06 02:08
by OkitaMakoto
It is just large enough for the 4 chalks to be able to be in position and hold it (maybe not across the road, katycorner, however that is spelled) but yeah, the angle of the shot makes it look different. And still, if they ARE hlding the position like they mean to, no one should get inside to cap it, so it shouldnt REALLY matter if no one is inside the radius (ideally speaking) but i totaly unerstand wanting to have it big enough, and it will.

ALso, the ladders will help nicely for dropping Delta boys on the rooftop ;)

And yeah, the shapes a bit odd, but the way the premade shapes are, if I wanted two stairways to the second floor, this is more or less how I was left to make it. I had the front stairs in another place, but then you really couldnt reach all the top floor. Its just the way the pieces are made to go together... harder to make your own ideal shape, but great nonetheless.

One thing I *might* do later is make the building two statics thick (the inside wall facing inside so there are windows) the thing is, thisll make it a lot thicker, and that might take tooo much room.... we'll see. Ill make it off to the side and slide it in place and see how it looks... but ill do that tomorrow... now im off. ill be back tomorrow to try that out, and work on undergrowth and the rest of the city... still gotta get to wolcotts crash...*sigh*

Posted: 2007-06-09 03:28
by OkitaMakoto
minor update... heres the WIP for Wolcott's Crash Site...
Image
this is one I want to be more easily defended... more defensive in general. So far, the filler areas on the map are more or less copy/pastings of the slums surrounded by shops that I used elsewhere. The main focus of my efforts right now is finishing the skeleton of the map and then i will work towards differences throughout the city so it isnt all the same areas over and over (really, its not that bad now, anyway)

Posted: 2007-06-09 03:43
by Desertfox
The crash site suggestion would be mine :)

Posted: 2007-06-09 07:12
by OkitaMakoto
Desertfox wrote:The crash site suggestion would be mine :)
Did you mean the target building using the destructible statics? I'm a bit confused.. :(

Anyway, maybe a minimap update soon... Im making great progress towards connecting the inner city to wolcotts crash site, however, wolcotts site needs much more work, not much more done on that site since the last pic earlier this evening. Umm, the Insurgent spawn still needs to be made, I am more or less just gonna make it a big bazaar(sp?) with a ton of stands and stuff. Prolly put a few rpg's on the tables and then some more in the city itself. How else you gonna shoot down those pesky flies?

Maybe get a pic up tonight, depending on what more I get done, its already 2AM and Ive been pulling 9 to 530's all week along with mowing lawns and making the map... im beat! :)

Later all,
<3
Okita

Posted: 2007-06-09 07:13
by Desertfox
yeah the destructible building :P and PS: MORE PICTURES! :D

Posted: 2007-06-09 07:32
by OkitaMakoto
heres the minimap... just so you see its moving along... nothing exciting added recently, aside from that wolcott site pic... but maybe ill switch over to that to get you some pics ;)

Image

I joined the =E= clan that is newly forming in the clans section. All are welcome regardless of skills. I suggest you guys take a look. I am considering adding a small base near the airport that we =E= boys(and girls) can call "home" for meeting and training. Maybe add something like hills off to the north of the airport for some squad movement training and RP training, etc. (this will all be out of the way and wont be in the way of the control points, so it wont affect gameplay for all of you not interested in looking into =E=)

by the way, I know I am always forgetting who helped me with what, but trust me, when I get this map out, I will run through all the pages to make sure I credited all who helped oversee and keep me motivated. ;)

Posted: 2007-06-09 08:00
by KP
Image

Map of the crash site.

Posted: 2007-06-09 08:19
by OkitaMakoto
KP wrote:Image

Map of the crash site.
OOooo nice, when I saw the email and how it had a pic, I was afraid it was gonna be another one of the pictures ive had since the very beginning... very nice find. thanks a ton. Ill have to go back and model it more closely off of this image. Thanks!

and... 3:17am pic. Nothing big, just me wasting time, might leave it in... we'll see how I feel and repsonses:
Image

Posted: 2007-06-09 08:26
by KP
http://inquirer.philly.com/packages/somalia/sitemap.asp

Have you checked that site out? It's got a bit of good info, although not that many pictures...

Posted: 2007-06-09 08:55
by OkitaMakoto
KP wrote:http://inquirer.philly.com/packages/somalia/sitemap.asp

Have you checked that site out? It's got a bit of good info, although not that many pictures...
Already done :) thanks for an amazing site. I got a lot of cool footage from it too and some pics.. small, but good.
Thanks, its 3:53 AM now, so im off to bed, but yeah, those pics are cool, and ill try to use the radio excerpts to mix into the loading music, i think that would add a nice touch.
Thanks!

Posted: 2007-06-09 09:06
by Desertfox
IMO those tree's look a bit off by the lake and alongside the road :P You should re-do it with overgrowth. I believe overgrowth strength also affects how dense it is.

Posted: 2007-06-09 09:36
by TY2D2
Looking good man!

I am also an amateur mapper :) Still working out the kinks but I do it for a different mod :P I will definitely have to download this map when its done.

I would suggest that you put the insurgent spawns at the edges of the city, to simulate them encompassing the Rangers from all sides, and make the CPs have really long capture times so that the insurgents will really have to kill every last soldier to capture them. And when you make the little "bunkers" that the guys used for cover while they were defending dont make them so enclosed that a single RPG can take them all out or that all the insurgents will use and the protection will turn into a death trap. Always have to keep that in mind when making a defense, are you making a defense or are you making a grenade magnet? :wink:

If you need any help with your map as far as ideas go I can help you there on xfire: ty2d2
or msn: [email protected]

I would really like to help in any way I could to make your make even more awesome... I've always wanted an authentic BHD map!

Posted: 2007-06-09 14:47
by Blackhawk 5
Hows the map comming alog? i havent a chance to read the pages but id like be happy to help like last time

Posted: 2007-06-09 17:00
by TY2D2
Latest pictures were on pages 15,16 and 17 has one of the minimap too :D

Posted: 2007-06-09 18:30
by blud
OkitaMakoto wrote:I am considering adding a small base near the airport that we =E= boys(and girls) can call "home" for meeting and training.
Don't do that man, it's just going to make your map more "expensive" (potentially laggy) for no reason for the map's intended real purpose. Make a separate training map, then you can go completely nuts with that map.

Just think about it, once this map is done, and then your clan says hmm lets change this 1 part of the training area, then what are you going to do, make the whole community download a new version of the map just for a section that doesn't even have anything to do with it?

Posted: 2007-06-09 19:24
by OkitaMakoto
I probably wont. If anything, I will build up around the airport more. Im not talking something HUGE :) In all honesty, itd be more geared towards actually making it look more airport-like and mroe lived in by the US.

Anyway, might work on the map some now.. ill switch over the the trees and see if I cant get them a little bit better

Posted: 2007-06-09 19:41
by Rambo Hunter
OkitaMakoto wrote:OOooo nice, when I saw the email and how it had a pic, I was afraid it was gonna be another one of the pictures ive had since the very beginning... very nice find. thanks a ton. Ill have to go back and model it more closely off of this image. Thanks!

and... 3:17am pic. Nothing big, just me wasting time, might leave it in... we'll see how I feel and repsonses:
Image
I know USI has a silenced CAR-15 in their next .15 release. maybe you can ask them if you can put it in, i know Guedoe give a lot of unreleased USI stuff to other modders (Spartan, BSS, a mapper on BFSP) :D

Posted: 2007-06-09 20:01
by OkitaMakoto
ummm.. so i posted a reply and it came out all garbled?
sdont know..
anyway, i asked if you have any contact info for them, like PM on PR or email? any help is appreciated!
Thanks,
Okita

Posted: 2007-06-09 20:24
by Rambo Hunter
I'd PM him on the BSS forums, here
http://www.blacksandstudio.com/forum/index.php

but he also has contact info here
http://www.blacksandstudio.com/forum/me ... oster&f=21