[Map] Kumzar (2km) [WIP]

Maps created by PR community members.
Post Reply
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: [Map] Kumzar (2km) [WIP]

Post by myles »

kind of reminds me of the city in COD4 in the mission charlie dont surf.

Looks really good just the mountains are so empty
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Kumzar (2km) [WIP]

Post by Rudd »

dump the castle, it doesn't work where it is, try and keep away from making a small muttrah :)

looks nice, I would consider using the cliff statics in pr/rocks/ to help sculpt your mountains
Image
sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

Re: [Map] Kumzar (2km) [WIP]

Post by sniperrocks »

Looks great!
I cant wait to see the final result, and eventually be able to play it!
CCCode
Posts: 180
Joined: 2010-01-01 21:28

Re: [Map] Kumzar (2km) [WIP]

Post by CCCode »

sniperrocks wrote:Looks great!
I cant wait to see the final result, and eventually be able to play it!
+1 to that! This is really looking good :D
Image
Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: [Map] Kumzar (2km) [WIP]

Post by Stoic Sentinel »

Oh my god, this is coming along amazingly. Nice job, badmojo.
Image
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar (2km) [WIP]

Post by badmojo420 »

I'm having a problem with the edge of my map. When I bumped the terrain down to make the water, the corner of the terrain stayed. I lived with it until now, but it's starting to bug me, anyone know if I can fix it?

Here's a pic of the problem.... http://img442.imageshack.us/img442/3071 ... 321708.jpg

The water & terrain behind the bump is the surrounding terrain, that bump is the edge of the 2km section.
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Map] Kumzar (2km) [WIP]

Post by Tonnie »

not a huge fan of the rock colours on the mountains... also have you tried grabbing the smooth tool and using that to fix your issue?

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Kumzar (2km) [WIP]

Post by AFsoccer »

Try the platform tool. I've noticed on the edges of the map, when the up/down and smoothing tools don't work correctly, the platform tool does. Also make sure you're rendering your surrounding terrain when you do this. I hope it works.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar (2km) [WIP]

Post by badmojo420 »

I've tried the platform tool already, it has no effect. I'll give the smooth tool a try when I get home. It's the only terrain tool I haven't tried. I usually try to keep it away from the edges.

The terrain color/textures seen in the pic are of surrounding terrain, the normal terrain looks much better. But, I'm still editing the terrain quite often, which means another bf2tpaint session, so I've been putting off finalizing the textures, because bf2tpaint just paints over them. I might post a pic of the updated cliff/rocks textures soon, I've got the blending and gradients looking nice.

Edit: Couple pics of the textures...

http://img693.imageshack.us/img693/3980 ... 443354.jpg
http://img140.imageshack.us/img140/9358 ... 394396.jpg

I'm still working on the low detail(far) textures, but let me know what you guys think of the closer ones. The undergrowth rocks are very WIP still. In the end I'm going to try and put them everywhere there are textured rocks. Unless that creates tons of lag.

I got it so everywhere you see the rocks texture, is walkable area. It makes it a hell of a lot easier to navigate the mountains. There are only a few places where I've purposely made paths, but from testing I've found that pretty much the whole map is accessible on foot, but it still very hard to navigate the terrain, you can't just run up anywhere.
Last edited by badmojo420 on 2010-04-16 23:41, edited 5 times in total.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar (2km) [WIP]

Post by badmojo420 »

New pic

http://img168.imageshack.us/img168/2410 ... 340132.jpg

Edit: Had to post this for the lols

http://img156.imageshack.us/img156/7295/whatisit.jpg

Anyone care to guess what it's supposed to be?
Last edited by badmojo420 on 2010-05-07 08:36, edited 1 time in total.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Map] Kumzar (2km) [WIP]

Post by Adriaan »

It's a massive grill/bbq! :D
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Map] Kumzar (2km) [WIP]

Post by motherdear »

lovely work on the immersion there. although i do not like the hesco "tower" on top of the building.
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Kumzar (2km) [WIP]

Post by Rudd »

Yeah I'd definately recommend using the 'low' hesco to line the rooftop, then using sangar_v1 (I think its v1, the small one) instead, would look much more realistic.

nice work otherwise! Loving the computer scene :P
Image
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar (2km) [WIP]

Post by badmojo420 »

Yeah, I've already removed the hesco pyramid. :P It was just something I threw together late last night after making the kitchen. Thanks for the feedback.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Kumzar (2km) [WIP]

Post by Pvt.LHeureux »

Keep up the good work :wink:
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Map] Kumzar (2km) [WIP]

Post by Psyrus »

This map is quite interesting, although it's a shame that it seems like a great deal of the terrain is unneeded (just hills in the background). I suppose that's useful for long time flanking or something...

Is there a chance you could put your updates and stuff into your first post as well as when you post them, so that there's a centralized place to see all your material? I can compile the first version since you have a lot of updates throughout the thread, if you'd like?
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar (2km) [WIP]

Post by badmojo420 »

Psyrus wrote:This map is quite interesting, although it's a shame that it seems like a great deal of the terrain is unneeded (just hills in the background). I suppose that's useful for long time flanking or something...
Most of the hills are accessible on foot now. I have a bunch of vehicle and foot trails around them as well as over 30 cave complexes. Hopefully the view distance can stay above 1000 so we can see some long range engagements. Typically in PR all the engagements are almost within assault rifle ranges, it would be interesting to see some people getting sniped beyond their effective ranges, and what happens. Hopefully some teamwork, like an APC coming up to support them while they move to cover. In most PR maps, optics aren't needed, so I wanted to go the other way with my map. I'm still not sure how it'll play out though.
Psyrus wrote:Is there a chance you could put your updates and stuff into your first post as well as when you post them, so that there's a centralized place to see all your material? I can compile the first version since you have a lot of updates throughout the thread, if you'd like?
I thought about doing that, but I prefer it this way. It lets people see the natural progression of the map(if they want) while people who just want to see the newest updates can skip to last page. And I think it would be awkward if the responses to my new posts were on the last page, it would be a game of matching dates of posts to the first post for anyone who wanted to read the thread.
Last edited by badmojo420 on 2010-07-10 23:56, edited 1 time in total.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Map] Kumzar (2km) [WIP]

Post by Psyrus »

badmojo420 wrote:And I think it would be awkward if the responses to my new posts were on the last page, it would be a game of matching dates of posts to the first post for anyone who wanted to read the thread.
Actually I was suggesting that you continue as you do, posting the updates as new posts, but also copying the new links and stuff into the first post. That way people can still see the progression, but also there's a comprehensive summary at the start. But hey, it's your map, your thread, I was just making a suggestion ;)
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: [Map] Kumzar (2km) [WIP]

Post by Zemciugas »

Any updates? Map looks mazing, just maybe add some random house and stuff in the mountains, looks empty, the shore near teh town could get a pier or two, but all looks great.
Post Reply

Return to “Community Maps”