[Map] Blackout [scrapped]

Maps created by PR community members.
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Blackout

Post by LtSoucy »

What program are you using to create this map,i think i want to try to create a night map.BTW nice map,maybe put some snowy trees in the background.
He is using the BF2 Editor and one of many terrain generators around. The snowy trees in vBF2 are ugly and don't work well, and PR doesn't have any so i say no.
3. Are they packed with the map?
Yes, you can do this like on Korengal, if you look in map folder there is a zipped file called "talaban_client" It i think would just be zipped like that.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Blackout

Post by CodeRedFox »

Yep LtSoucy
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ghOst819
Posts: 209
Joined: 2008-10-16 22:10

Re: [Map] Blackout

Post by ghOst819 »

LtSoucy wrote:He is using the BF2 Editor and one of many terrain generators around. The snowy trees in vBF2 are ugly and don't work well, and PR doesn't have any so i say no.

Yes, you can do this like on Korengal, if you look in map folder there is a zipped file called "talaban_client" It i think would just be zipped like that.

I tried downloading it but it says it only works for xp and i have vista,any suggestions????
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Blackout

Post by LtSoucy »

There have been many reported issues with Vista and the game itself along with the editor. Your best bet to fix the problem would be to got through thesesearch results.

http://bfeditor.org/forums/index.php?act=Search&CODE=show&searchid=c07cf89bd3ad1ef8d22547877c0e941d&search_in=posts&result_type=topics&highlite=%2Bvista
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Blackout

Post by Scot »

Just set your installer to Run in XP compatibility mode, and also when it is installed, your program.
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ali-tom
Retired PR Developer
Posts: 137
Joined: 2006-01-27 10:41

Re: [Map] Blackout

Post by ali-tom »

cat;855410 wrote:A few hours later....


1. Does the game support per map custom textures for some buildings.

... here is a basic tutorial:
[BF:A] Croupier's Custom Skins for your Map Tutorial - Official BF Editor Forums
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Blackout

Post by cat »

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The plan is to have a pattern of small buildings that create a maze of small passages between them. To break the pattern I want to create small gardens and fields.

However it apepars that all bushes disappear after about 100m. This is a bit of a problem because I wanted to have dense rows of hedges blocking the sight. However any player viewing the town from the hill can see through them becuase of the drawdistamce.

Is it possible to create a custom version of certain bushes to change the drawdistaanc? And how does it drag the performance?
AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Re: [Map] Blackout

Post by AncientMan »

You need to change how it's all hilly around the village, then it's super flat in the village. Looks really bad and completely unrealistic.
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Blackout

Post by cat »

The terrain will be smoothed into the hills once the buildings are placed. I basically flatened it to have a working place to create the town.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Blackout

Post by HughJass »

[R-DEV]AncientMan wrote:You need to change how it's all hilly around the village, then it's super flat in the village. Looks really bad and completely unrealistic.
kinda like muttrah? :D

anyway cat, you got the skill, I'd say dump this move on to a larger map.

imo anything below 2km is just unplayable, unless you can bring us mao valley v2 or something.
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Blackout

Post by cat »

I would prefer making 1km maps. it is easier to keep a high detail level on a small map. Atm the map features ~80 enterable houses (I did not count excatly). Almost every single one is rotated alone to make it follow streets contours. The plan is to make the hills very obstructed with trees, pressing the combat distance down, similar to kornengal. There will be dense "core" areas with narrow passages between the houses and ways to access the roofs and hop over some gaps between buildings. Assassins creed inspired this in some way.


Insurgency
AAS
Skirmish

if I get the custom textures to appear I also fot of adding custom arab factional logos on the mg-jeeps. However I would try to stay away from any real world things (ie. hamas or fatah) because I want to keep real world politics out of my maps
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Blackout

Post by HughJass »

cat wrote:I would prefer making 1km maps. it is easier to keep a high detail level on a small map. Atm the map features ~80 enterable houses (I did not count excatly). Almost every single one is rotated alone to make it follow streets contours. The plan is to make the hills very obstructed with trees, pressing the combat distance down, similar to kornengal. There will be dense "core" areas with narrow passages between the houses and ways to access the roofs and hop over some gaps between buildings. Assassins creed inspired this in some way.


Insurgency
AAS
Skirmish

if I get the custom textures to appear I also fot of adding custom arab factional logos on the mg-jeeps. However I would try to stay away from any real world things (ie. hamas or fatah) because I want to keep real world politics out of my maps
well good luck, but i'd do something bigger. And the only thing that controls the amount of detail in a map is the mapper ;)
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cat
Posts: 260
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Re: [Map] Blackout

Post by cat »

more news
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OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Blackout

Post by OkitaMakoto »

cat wrote:I would prefer making 1km maps. it is easier to keep a high detail level on a small map. Atm the map features ~80 enterable houses (I did not count excatly). Almost every single one is rotated alone to make it follow streets contours. The plan is to make the hills very obstructed with trees, pressing the combat distance down, similar to kornengal. There will be dense "core" areas with narrow passages between the houses and ways to access the roofs and hop over some gaps between buildings. Assassins creed inspired this in some way.


Insurgency
AAS
Skirmish

if I get the custom textures to appear I also fot of adding custom arab factional logos on the mg-jeeps. However I would try to stay away from any real world things (ie. hamas or fatah) because I want to keep real world politics out of my maps
Just going by this I am a bit worried about it having any place in PR.
Right now Im thinking
1km map [already small]
hills a round the entire city taking up a large portion of the map making the 1km map even smaller still
hills that will tower over the city and allow those with scopes to camp up in the hills [EJOD]

I see this being a slightly larger "street" and Im not sure I like that idea.

But, its still early. Keep it up, just maybe keep these things in mind as you work on the outer terrain, try to include more of the outer terrain in gameplay. Korengal is small but it uses most of the map all the way to the edges, this one looks like it is a city within a bowl of mountains/hills and nothing outside.... meaning thered be no reason for anyone to go into the outside area...

Im still thinking 2km would be a good call for this, that way you could have the city inside the hills, but also have room inside to have some open areas, space between city sections, etc.

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Are these all destructibles? Make sure you know how it will look when say, a bottom one blows out and the one on top is still in one piece... will is be floating? I dont remember what these look like when destroyed
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Blackout

Post by cat »

The hills will be heavily obstructed by trees. And There are some areas on the hills I want to place smaller farms on. The town will get some more fences and hedges (if I can get around the problem with draw distance)
the buildins are not destructible for the exact point you brought up and because I am not sure about limit for breakable things.
AS for the EJOD hills. One of my main goals is to make the hills visually obstructed like korengal.

Yeah I am aware of the possible dangers of small maps and the points you mentioned. The goal is to pack the map as dense as korengal (reducing the combat distance to similar ranges).
What I really like on korengal is
1)the feeling of danger when driving down the road as US (probably the most dangerous road on any PR map)

2) Average combat distance of 2.5m (lawlz). Fun playing medic on this map, actually using more epipens than bullets. Or crawling through the high grass totally cluelesswho is firng from where.
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [Map] Blackout

Post by crazy11 »

Yep they float and when the top one is destroyed the debris floats too.
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OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Map] Blackout

Post by OkitaMakoto »

If you simply turned off their destructibility in the editor Im not 100% sure that fixes the problem because you can turn off ladders on buildings but they are still counted in the tally for the max amount of ladders...

Might wanna keep that in mind.

And yeah, either way, if they float itll look hilarious and if they are indestructible, they might still be adding to the count anyway :\
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Blackout

Post by cat »

I used "nondestroyable".
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Blackout

Post by LtSoucy »

It looks like you never completed all your buildings, it looks like there edges are sticking out. It looks liek that at least fro the pics, maybe move them closer to each other.
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [Map] Blackout

Post by cat »

This is just the low lightmaps. The buildings were snapped together before moving them into the place.
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