[Map] Operation Chicago [scrapped]

Maps created by PR community members.
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: [Map]Operation Chicago [WIP]

Post by master of the templars »

azreal64 wrote:
1. Oh well and I did not know PR had a militia faction. I thought it was only the two insurgent factions.
the non-middle eastern insurgent faction is also known as the militia faction
Make nukes, Not war
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map]Operation Chicago [WIP]

Post by Rhino »

azreal64 wrote:Thanx for the criticsm Rhino, hear is my respone:

1. Oh well and I did not know PR had a militia faction. I thought it was only the two insurgent factions.

2. Here is a better shot. I thought it was kinda a cool idea, but you guys don't seem to think so, so maybe I'll remove it later.

3. I know, I will do it later. It just gets a little tedious because the whole map is that kind of static.

4. Thanx, I will try it.

5. I know. For some reason the whole lightmapping process went horribley wrong. vBf2 statics are pitch black and PR statics seem fine. It really only looks good on the minimap :? ??:

Oh and I think you should keep giving critisms Rhino!
1. Same Militia faction that is on Fools Road and AoM, check them out for ideas if you have never played them.

2. ye can see what you trying to do but realistically, I can never see a jet being launched from there on its own, jets are also never launched these days off dirt. I would just maybe have a dirt runway the farmer used or just a road or something :)

3. ye, it is generally easier and quicker to move all down at the same time, thou you will get a better finish if you move each one down on there own and check them etc :)

5. ye, can see your LMs are a little screwed, was more referring to your light settings thou which you can find more info on here: Advanced Lightmapping Tutorial (using 3dsmax) - Official BF Editor Forums

As for LMs, can find info on them here: LightmapSettings explained - Official BF Editor Forums



@$pyker, ill let the moderator team deal with you if they see fit, got a ammo crate to export.
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SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Map]Operation Chicago [WIP]

Post by SuperTimo »

azreal if yuo want to take some good pics. start up your map and then in the console type

demo.recorddemo (insert demo name here)

then do some stuff and you can get 3rd person pictures of your soldier doing stuff and pics of your map with out the weapon clutterring the view.

when done in the console type demo.stopreccording.

you can find the the demo in C:/programe_files/EA_Games/Bf2/mods/pr_edit or PR/Demos

then copy the folder and paste it in: Mydocs/Bf2/Profiles/Default/Demos

you will then have a BR file in game from which you can take pictures also try using renderer.drawhud 0 in the console removes the compass :) nice work on you map btw.

here is a pic i took using this method (credit to rhino for muttrah 1 :D )

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Rhino
Retired PR Developer
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Re: [Map]Operation Chicago [WIP]

Post by Rhino »

easier way is just to type (in a local game) sv.allowfreecam 1 then you can then fly around the map, and to turn all the HUD off just type renderer.drawhud 0 then you can take just as good pics quicker. Only thing you want the demo for is players moving around etc.
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SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Map]Operation Chicago [WIP]

Post by SuperTimo »

i like my way its nice to have some life in your pictures :D
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Chuc
Retired PR Developer
Posts: 7016
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Re: [Map]Operation Chicago [WIP]

Post by Chuc »

Instead of a jet, a static helicopter would do just as good a job :)
Btw Rhino, if we did want a conventional on conventional map, I do think the chinese would be the closest feasible option (woodland equipment). And also going by Redthandead's original idea, its a good standin till the Russians are ready.
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Rhino
Retired PR Developer
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Re: [Map]Operation Chicago [WIP]

Post by Rhino »

either Russians or Militia, dont see the chinese invading any time soon that deep into eastern Europe :p
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map]Operation Chicago [WIP]

Post by Rudd »

[R-DEV]Rhino wrote:either Russians or Militia, dont see the chinese invading any time soon that deep into eastern Europe :p
If mehmet II's invasion from the ottman empire was gonna do it..but it rained really hard and his cannon got stuck in the mud

The chinese have all terrain vehicles and do not suffer this vulnerability :D
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Rhino
Retired PR Developer
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Re: [Map]Operation Chicago [WIP]

Post by Rhino »

hehe, well would be kinda hard for them when they have already got fighting in there own land with American and British forces in there :p
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Rudd
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Re: [Map]Operation Chicago [WIP]

Post by Rudd »

Unless they were absolutely dying for eastern European take out food?

edit, okies, just joshing, will stop the spammage now, the map looks interesting and fun
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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Map]Operation Chicago [WIP]

Post by space »

[R-DEV]Rhino wrote:easier way is just to type (in a local game) sv.allowfreecam 1 then you can then fly around the map, and to turn all the HUD off just type renderer.drawhud 0 then you can take just as good pics quicker. Only thing you want the demo for is players moving around etc.
How do you control the freecam?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map]Operation Chicago [WIP]

Post by Rhino »

commit suicide, unselect all spawn points, press space bar and fly.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: [Map]Operation Chicago [WIP]

Post by Sabre_tooth_tigger »

Looks good and I like the idea of using the static jet but maybe use of the wrecked version would be more acceptable otherwise you include alot of unneeded detail (though I like it personally :) )

What is said about the overgrowth is dead on, its a pain having your view obscured by vegetation that is not visible to the enemy, much like wearing a blind fold :/


IS the sun in the right place
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Map]Operation Chicago [WIP]

Post by General_J0k3r »

i like the jet but i agree with rhino's objection and second the motion that a stationary heli might be nice :)
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map]Operation Chicago [WIP]

Post by Scot »

It's a bit like Airport, but without the airport....hmmm
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Chuc
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Re: [Map]Operation Chicago [WIP]

Post by Chuc »

Actually.. this map looks a tad like England's warm green fields ;) Dare I say a homeland invasion?
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OkitaMakoto
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Re: [Map]Operation Chicago [WIP]

Post by OkitaMakoto »

Another thing, those tall intermittent chunks of grass[2nd, 3rd, 4th pics] look a bit odd to me. I think its their color and look in general. Id say use a lower cleaner grass, btu thats just me. Just looks a bit odd seeing those big tall patches here and there. Looks good on Kashan, etc but here its just a tad weird, seeing as your whole ground is meant to be grass[the undergrowth grass should be more constant if youre whole textured ground is grass, imho]

But still, maps looking really cool. Was worried this would be a map based in Chicago.. which... while being AWESOME with enough custom statics...would be very not-PR :P
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Map]Operation Chicago [WIP]

Post by SuperTimo »

[R-DEV]Chuc wrote:Actually.. this map looks a tad like England's warm green fields ;) Dare I say a homeland invasion?
arrggghhhh scramble the typhoons!!!!!!! :D
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Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Re: [Map]Operation Chicago [WIP]

Post by Ironcomatose »

SuperTimo wrote:arrggghhhh scramble the typhoons!!!!!!! :D
Oh noes they got shot down! Call the Americans!! 8-) :wink:

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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