can you change your CloseDist on the Overgrowth will look much better on screens
[Map] Steel Thunder (4km) [WIP]
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Amok@ndy
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Re: [Map] Steel Thunder (4km) [WIP]
nice update Hugh 
can you change your CloseDist on the Overgrowth will look much better on screens
can you change your CloseDist on the Overgrowth will look much better on screens

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Adriaan
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Re: [Map] Steel Thunder (4km) [WIP]
Very nice! Reminds me of World in Conflict a bit 
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AFsoccer
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Re: [Map] Steel Thunder (4km) [WIP]
The shadows under your trees/shrubs look a little too strong. You might want to play with the settings a bit.
Looks good though... nice rolling farmland... this will definitely be a tank dominated map.
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Rudd
- Retired PR Developer
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Re: [Map] Steel Thunder (4km) [WIP]
add the buried deciduous bushes to a separate object layer as per rhino's overgrowth tut, then when you LM the terrain, deselect that layer so that the bushes don't make shadows, the shadows look aweful so they aren't necessary imo.
the rolling landscape is lovely imo.
the rolling landscape is lovely imo.
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Silly_Savage
- Posts: 2094
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Re: [Map] Steel Thunder (4km) [WIP]
Another great looking map.
I hope you plan on extending some villages/etc. to the north? Would be a shame to see it go to waste (Qinling).
Also, why are the two main bases so close together?
I hope you plan on extending some villages/etc. to the north? Would be a shame to see it go to waste (Qinling).
Also, why are the two main bases so close together?
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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RaSgO
- Posts: 55
- Joined: 2010-01-29 18:32
Re: [Map] Steel Thunder (4km) [WIP]
I'm sorry, but in your description you state that the battle is about crossing a river. I don't see the river. You talk about a waterplant. Where is the water plant?
Nonetheless, it looks great
Nonetheless, it looks great
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Steel Thunder (4km) [WIP]
[quote=""'[R-CON"]Amok@ndy;1385489']nice update Hugh 
can you change your CloseDist on the Overgrowth will look much better on screens
[/quote]
im experimenting with it all.
[quote="Silly_Savage""]Another great looking map.
I hope you plan on extending some villages/etc. to the north? Would be a shame to see it go to waste (Qinling).
Also, why are the two main bases so close together?[/quote]
i'm thinking of adding a few more villages but they will all stay relatively the same size.
the bases are actually seperated by a few high rise hills and bodies of water all around 3 kilometers long. plus i'm trying to break away from the conventional "corner base attack" method. i think this new style will be more interesting with a much more dynamic frontline.
thanks for the feedback everyone.
can you change your CloseDist on the Overgrowth will look much better on screens
im experimenting with it all.
awesome tip rudd, thanks.[R-CON]Rudd wrote:add the buried deciduous bushes to a separate object layer as per rhino's overgrowth tut, then when you LM the terrain, deselect that layer so that the bushes don't make shadows, the shadows look aweful so they aren't necessary imo.
the rolling landscape is lovely imo.
[quote="Silly_Savage""]Another great looking map.
I hope you plan on extending some villages/etc. to the north? Would be a shame to see it go to waste (Qinling).
Also, why are the two main bases so close together?[/quote]
i'm thinking of adding a few more villages but they will all stay relatively the same size.
the bases are actually seperated by a few high rise hills and bodies of water all around 3 kilometers long. plus i'm trying to break away from the conventional "corner base attack" method. i think this new style will be more interesting with a much more dynamic frontline.
its an old description, the map has actually been through a few stages. i wish i still had some minimaps from the old versions to show how it progressed. maybe you can find some in the thread still.RaSgO wrote:I'm sorry, but in your description you state that the battle is about crossing a river. I don't see the river. You talk about a waterplant. Where is the water plant?
Nonetheless, it looks great![]()
thanks for the feedback everyone.
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Rudd
- Retired PR Developer
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Re: [Map] Steel Thunder (4km) [WIP]
its nice to see someone trying something newthe bases are actually seperated by a few high rise hills and bodies of water all around 3 kilometers long. plus i'm trying to break away from the conventional "corner base attack" method. i think this new style will be more interesting with a much more dynamic frontline.
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: [Map] Steel Thunder (4km) [WIP]
Very nice work Hugh. My only suggestion would be to thicken up some parts of forest. It'll not only look better, but give some refuge for infantry from the vehicles.
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Euroma$t3er
- Posts: 3
- Joined: 2009-05-10 21:01
Re: [Map] Steel Thunder (4km) [WIP]
i think this map need helis
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Steel Thunder (4km) [WIP]
i plan to have nearly everything, except jets, little birds, etc.Euroma$t3er wrote:i think this map need helis
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Aquiller
- Posts: 884
- Joined: 2008-03-25 09:43
Re: [Map] Steel Thunder (4km) [WIP]
I really like how you made the terrain elevated, not just flat as in most maps. The coasta village also looks quite realistic - wish I live there!
Please HughJassy, make this map happen...
Please HughJassy, make this map happen...
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: [Map] Steel Thunder (4km) [WIP]
i've been working on optimizing stuff whenever i could get free time. really annoying since i keep getting (what appears to be) random minimap.cp load in crashes. (yes ive seen the threads)
http://imgur.com/oDgiC.jpg
http://imgur.com/RI7CQ.jpg
otherwise i've been working on "ejod city" i had this made for awhile but i finally got to taking screens. its IDF vs MEC (2km)
http://imgur.com/2XKID.jpg
^south of city view
http://imgur.com/Kd1tH.jpg
^highway
http://imgur.com/eOw9n.jpg
^resort
http://imgur.com/WrnET.jpg
^more resort
http://imgur.com/ZtFVe.jpg
^in the city
http://imgur.com/F3IKI.jpg
^more in the city
http://imgur.com/eWJZy.jpg
^village
http://imgur.com/ntkPG.jpg
^more village (the mousqe in the distance is not mec main)
http://imgur.com/oDgiC.jpg
http://imgur.com/RI7CQ.jpg
otherwise i've been working on "ejod city" i had this made for awhile but i finally got to taking screens. its IDF vs MEC (2km)
http://imgur.com/2XKID.jpg
^south of city view
http://imgur.com/Kd1tH.jpg
^highway
http://imgur.com/eOw9n.jpg
^resort
http://imgur.com/WrnET.jpg
^more resort
http://imgur.com/ZtFVe.jpg
^in the city
http://imgur.com/F3IKI.jpg
^more in the city
http://imgur.com/eWJZy.jpg
^village
http://imgur.com/ntkPG.jpg
^more village (the mousqe in the distance is not mec main)
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Tim270
- PR:BF2 Developer
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- Joined: 2009-02-28 20:05
Re: [Map] Steel Thunder (4km) [WIP]
That would be so awesomeHughJass wrote:otherwise i've been working on "ejod city" i had this made for awhile but i finally got to taking screens. its IDF vs MEC (2km)
Your screenshots are looking pretty dam good. (love the minaret

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Rhino
- Retired PR Developer
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Re: [Map] Steel Thunder (4km) [WIP]
You sunk the Muttrah mosque just to have the top of the minaret? Do you have any idea how bad that is?
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Maxfragg
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AfterDune
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Rhino
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Re: [Map] Steel Thunder (4km) [WIP]
Maybe but is a tiny bit of a huge static sticking out of the ground really worth all the unique textures that needs to be loaded, the lot of wasted lightmap space and all the unseen tris that need to be rendered?[R-DEV]AfterDune wrote:Creative though.
I think not...
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AfterDune
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dtacs
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