[WIP] Syrian Community mod - need help

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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

rodrigoma wrote:Im hoping we will not only have a number of maps but have them un ique by working with modlellers,


I found this you said in the that thread quite interesting, never thought about the myself and its a really good idea for balancing, although Afaik there is no NATO air support in syria at the moment
yes, We already have a team member experienced with static modelling so I am as well looking forward to some unique new statics.

Thanks rhino, I saw that thread in the past, have read threw it again and definitely some interesting points there. I am hoping rodrigoma will be creating one of the maps. He is probably our current most experienced mapper.

Next to one main Syrian map (and hopefully a second) I am also hoping somebody (I seem to have quite a few mappers willing to help out) will create a fictional 4km map based on the Golan heights as for Syria vs IDF. Where the Syrian army can truly show it's combined warfare.

For maps I see it right now like this
-2k urban fighting. Maybe at the edge of Aleppo.
-4k map. A large city in the middle where the focus will lie. (http://goo.gl/maps/EuNt1,http://goo.gl/maps/QWXP5,http://goo.gl/maps/eFj6E)
-4k IDF vs Syria

but that's all concept. We'll now more about those after tomorrow's meeting.
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ChallengerCC
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Re: [WIP] Syrian Community mod - need help

Post by ChallengerCC »

I had the same idea. Thump up. :-P
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Nate.
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Re: [WIP] Syrian Community mod - need help

Post by Nate. »

"Translators" means you require people being able to translate from / into Arabic?


Map btw:
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Last edited by Nate. on 2012-09-10 11:12, edited 1 time in total.
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

Nate|(GER)| wrote:"Translators" means you require people being able to translate from / into Arabic?


Map btw:
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nice map!

Yes, however already have warrior doing this for me now.
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AfterDune
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Re: [WIP] Syrian Community mod - need help

Post by AfterDune »

GP_MineralWouter wrote:I am hoping rodrigoma will be creating one of the maps.
He's already making a Vietnam map with very nice progress. Doing 2 maps at the same time isn't a good idea in most cases. But of course everybody's free to do what they want.
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zenarion
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Re: [WIP] Syrian Community mod - need help

Post by zenarion »

I was actually waiting for some kind of Arab Spring mod. What I'd like to suggest is that you don't just focus on Syria, but bring in stuff from other nations that have had recent uprisings, and make something that is separate from the already incorporated Insurgents.

This is to have a versatile faction that can be used in other levels than just Syrian ones. Great idea anyway.
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AfterDune
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Re: [WIP] Syrian Community mod - need help

Post by AfterDune »

Syrian Uprising - Team

Wouldn't post the email addresses like that, spambots will get them soon.
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PoisonBill
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Re: [WIP] Syrian Community mod - need help

Post by PoisonBill »

Nate|(GER)| wrote:"Translators" means you require people being able to translate from / into Arabic?
I know 2 words, bizz'a and suba'market... :razz:
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

I'll hide the emails then :) Didn't find a way to show like xfire or costum fields :)

Oh, rodrigoma is making the vietnam map and arc is making the cherno-map. I was talking about after those :)
I am not going to push anyone to meet to a deadline.
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SShadowFox
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Re: [WIP] Syrian Community mod - need help

Post by SShadowFox »

Mineral, I read the post on the project forum talking about that you have much mappers for not much maps to be made, but, what about 2 or 3 people making 1 map, like, 1 make the terrain, OG, UG, other one make the roads and put buildings, while the third, will put the CPs, spawners, etc, what do you think?
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

SShadowFox wrote:Mineral, I read the post on the project forum talking about that you have much mappers for not much maps to be made, but, what about 2 or 3 people making 1 map, like, 1 make the terrain, OG, UG, other one make the roads and put buildings, while the third, will put the CPs, spawners, etc, what do you think?
mmm, we'll about the maps tomorrow. I thought about that too but I think it wont speed up the process or make the maps better. I think it's better if the original mapper finishes it. He has the idea of how he wants to map to be like, and if he then has to give it away to someone else that might change too much people will be unhappy. So I still think one mapper per map is better.

Mostly still looking for animators and texture artists!
Last edited by Mineral on 2012-09-10 19:51, edited 2 times in total.
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CTRifle
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Re: [WIP] Syrian Community mod - need help

Post by CTRifle »

Difficult to learn animation?
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

CTRifle wrote:Difficult to learn animation?
don't ask me. I guess it is one of the hard parts. Very time consuming I would say.
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Tim270
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Re: [WIP] Syrian Community mod - need help

Post by Tim270 »

Nice to see some community initiative!

Good luck, my only advice is start small, with practical and accomplish-able goals or you will burn out fast. Devs are always here to give advice and tips if you need them :)

Also with having your own forums - that is cool, just personally I would run a duplicate thread here (which you have) and threads for your respective maps as you will get a lot of feedback in the community modding here :)
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

[R-DEV]Tim270 wrote:Nice to see some community initiative!

Good luck, my only advice is start small, with practical and accomplish-able goals or you will burn out fast. Devs are always here to give advice and tips if you need them :)

Also with having your own forums - that is cool, just personally I would run a duplicate thread here (which you have) and threads for your respective maps as you will get a lot of feedback in the community modding here :)
definitely. The forums are just a place so we don't have to spam these forums and I can easily keep track of progress.But expect work threads here for individual maps and object creations. Will also be setting up a google project like BloodyDeed advised me. I got quite a lot of people who are not experienced but are willing to learn. I like that that this kind of project gets people going. People often need a subject or goal to start. I hope we can offer that. Right now I have small small model tasks starting. And coding as well. Maps will be sorted out soon. Still low on texture artists which might cause problems soon. But no panic yet :)
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LITOralis.nMd
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Re: [WIP] Syrian Community mod - need help

Post by LITOralis.nMd »

Don't forget about this techie with the ZPU, it is already made, and waiting for a relevant use, you seem to be the first possible gameplay concept that it can work with:
ZondaX15 wrote:G'day Gents.

Seeing as how the insurgents/taliban don't have a purpose built anti aircraft vehicle, I thought I'd through this idea out into the pool.

A quick hacking at the technical and ZPU-4 gave me this quick render.

The blue is all the original technical
The orange is the original ZPU
and lastly, the green was the basic frame I had to make to make the gun higher than the cab.

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Enjoy :)
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

[R-COM]LITOralis.nMd wrote:Don't forget about this techie with the ZPU, it is already made, and waiting for a relevant use, you seem to be the first possible gameplay concept that it can work with:
mmm, Still want to use the ZPU-4 as less as possible. But it could do until doc.pock finishes the ZPU-1 which he is starting on. Is that one fully coded? Also see the ZPU-4 on the Ural truck. Same question, coded?
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LITOralis.nMd
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Re: [WIP] Syrian Community mod - need help

Post by LITOralis.nMd »

I just do tech support monkey work around here, I don't know if anyone coded that Ural or the Pickup.
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

also, spush mentioned that I shouldn't worry about the AKM. Is this a confirmation about the AKM coming to PR in 1.0? As I have not been able to find any other highlights confirming this. There is a kit listed as the AKMS in the handheld weapons folder, however this is incorrect as it is a AKS-47 mesh.
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sylent/shooter
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Re: [WIP] Syrian Community mod - need help

Post by sylent/shooter »

As a fellow mapper I would really advise against having more than one person working on a single map. We all have different ways of thinking and overcoming problems. If you get more than one mapper that has different styles its like painting a piece of fantasy dragon art with Picasso. It'll look nothing like a dragon, or.... will be half and half.

Leave the mappers be!!! xD

Killing the enemy sylently
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