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Posted: 2008-01-18 03:31
by ~KILL~Pirate
DEFENSE AGAINST INSURGENCY

Own the entire street....

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Bring on the jihad cars...

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Posted: 2008-01-18 04:56
by ~KILL~Pirate
Here is an alternate sky I am thinking of using. If I end up using this sky setting, I am gonna call the map KARBALA STORM.
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Posted: 2008-01-18 12:51
by [T]Terranova7
From the google earth image you posted, it looks like there's a row of a trees within the walled area. Not to mention most pictures of palaces I've seen always have some sort of planted trees around it, so maybe add some of those neat tropical trees between the two mosques. I don't think you really need the two palaces with the interior entrances, unless you plan on having the two teams fight over them. Have ladders going to the top of the mosques that players could use as a secondary defense position.

Posted: 2008-01-20 05:08
by ~KILL~Pirate
USMC Main

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KARBALA MARKET SQUARE

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Posted: 2008-01-20 10:32
by jayceon515
From what I can see you're using some BF2:SF statics. I hope you are aware that when you're going to generate the lightmaps they won't work on those statics.

Those vines around US main aren't supposed to be like that. They are meant to stick to the sides of taller buildings (have a look at Karkand for example).
I would maybe use a different ground texture for the market square but it's your choice. And set Toptiling for gravel texture to something between 50 and 70 to make it look more natural.
Keep it up.

Posted: 2008-01-20 17:55
by BloodBane611
Looks good, but those vines definitely don't work.

Posted: 2008-01-20 18:00
by ~KILL~Pirate
Which BF2-SF statics wont generate lightmaps, im guessing all of them. If this is the case, I will probably use as little as possible then. As far as the tall vines in front of main, you are right about them suppossed to against tall buildings but I am trying different looks, but I want to put the tall palm trees in front but cannot find them in my PR-edit for some reason. I am also wanting to add alot of destructible buildings like the ones in Al Basrah (double level) but cannot find those either. I will tweak the gravel like you said and see what it looks like. Thanks jayceon for your input and that is the reason im posting periodic pics so that it will be a map for all and so everyone can help with thier ideas...

Posted: 2008-01-20 18:19
by jayceon515
~KILL~....Pirate-X wrote:tall palm trees in front but cannot find them in my PR-edit for some reason. I am also wanting to add alot of destructible buildings like the ones in Al Basrah (double level) but cannot find those either.
Make sure you follow this tut
https://www.realitymod.com/forum/f189-modding-tutorials/14468-tutorial-setting-up-bf2-editor-pr-mapping-modding.html
Tall palm trees are in vBF2 objects_client.zip IIRC thats why you have to extract the vBF2 objects client and server to you pr_edit/objects folder.

Posted: 2008-01-20 20:11
by ~KILL~Pirate
Finally gotem working...i had already extracted vbf2 files but had to replace palmtree files...

Posted: 2008-01-21 23:33
by ~KILL~Pirate
Re-Made the Main vegitation and working on city now.. I am making sure there are lots of hidden places for caches and rally points.

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If anybody has any suggestions for the city layout, now is the time because I will be working on the surrounding city for a while...

Posted: 2008-01-22 00:23
by IronTaxi
my biggest suggestion would be to subdivide the city walled areas into estates or home areas with yards..

it looks very much like albasrah style city now...would like to see it a little more reaslistic...i mean its good now..but could be better...

people usually seperate off their won land and have parking spaces, gardens, outdoor courtyards etc... additionally dont forget all of the key utilities in the city..

garbage collection, power, sewage, food etc...transport, warehouses..pipelines...

and finally near the last step...effects of weather, ersosion from rain, wind etc...creates ditches.gullies..undulations...

abandoned areas VS rich neighbourhoods...

areas are not generically uniform...the grade from lower to upper class right.?

all things i think about when mapping...looks like you are doing a good job of it...keep it up...

dont be afraid to underdecorate as well...

cheers!

Taxi

Posted: 2008-01-22 00:42
by ~KILL~Pirate
Thanks for the tips IronTaxi, I am trying to make the front layer along main road more of a market/activity area because of the mosques/palace, this is where the hub of shops and activities are middle east. I am deffinately gonna divide the property up into land squares as you suggest, the further back I go. Basiclly, the rich versus the poor areas as well. Burning roadside cars, wreckage, and more mayhem/trash as I go further back into the slums of Karbala. I am gonna make about 75-80% of map urban/city like you see now and trying to think of what to do with the rest of the map. Maybe a river with a couple bridges connecting to Industrial Area etc... Thanks again for the tips IronTaxi, I will deffinately take your advice and knowledge of maps into account :grin:

Posted: 2008-01-22 00:52
by billdan
looks good. I dont know how good the sanitation is in Karbala but like irontaxi suggested, perhaps the "slums" or poorer neighborhoods could have more garbage heaps.

definately needs more PR buildings/statics! can't wait to be commanding an abrams on this map, roll down the street to a squad of marines recieving fire from a building, then directing my gunner to demolish that building with a HEAT round.

What do community-map makers do to get their map(s) added to an official PR release? Just have it be "good" enough?

Posted: 2008-01-22 01:15
by IronTaxi
and remember less is more...space is good...not everywhere has something...


there are abandoned areas.. and as a remember(from reading on internet).. in iraq they have waste settling pools on the edges of some towns...which are essentially nasty bogs of poop and pee...could be a nice addition....

ditches are a big one too, run off or dry gullies...they add sooooo much dimension and take up a good amount of space...

Posted: 2008-01-22 01:35
by ~KILL~Pirate
IronTaxi, Here is how I have the market area divided... Between two main roads, there are three divided sections, so even thought from the earlier pics it looks like one big undivided area, it actually divided, w/ broken brick entrances.....

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Posted: 2008-01-22 01:47
by IronTaxi
cool but still looks a bit too uniform...but that being said i always make things all pretty and then mess them all up at the end...keepup the good work...

Posted: 2008-01-22 03:22
by BloodBane611
Looks good, but it could use some signs of life. Trash and junk, if it's the market then some stalls to add clutter would be good. In real life cities are very crowded with junk that lets people get on with their lives, so don't forget a good amount of clutter.

Posted: 2008-01-22 15:42
by ~KILL~Pirate
BloodBane611 wrote:Looks good, but it could use some signs of life. Trash and junk, if it's the market then some stalls to add clutter would be good. In real life cities are very crowded with junk that lets people get on with their lives, so don't forget a good amount of clutter.
I wil make sure that this map looks like a war torn city..... I am working on big underground bunkers right now for cache locations. I want at least half the caches to be underground. Most underground bunkers will have houses and buildings on top of them some of them wil have small fences around the bunker entrance with destructible gates that must be blown before you can enter the underground bunker.
IronTaxi, I really like your idea of a huge ditch and will probably use that suggestion in my map.

Posted: 2008-01-24 06:03
by ~KILL~Pirate
Updates on Map...


Beware Pilots...RPG Area..

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Underground Cache, This whole will have destructible fence laying over the whole to hide it, so you gotta blow up the fence to check for the cache..

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More Cache loacations behind destructible crates, walls and fences, so get your C4 ready...

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BLOOD ALLEY.. This is a long curving alley with only one way in, and one way out, dead or alive. The alley contains two Cache locations, both of which are also behind destructible fencing.

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BLOOD ALLEY... Cache Locations 1 & 2

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Misc. Pics

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Still ALOT of work to go....