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Re: [Map] Kumzar
Posted: 2009-03-05 12:34
by Tannhauser
Good ideas there.
As for the warping, there will be warping even in 2km maps, it's just less apparent than on 4km maps where you'll see people ''floating'' over warped hills.
But this is WIP, just mentionning tho. Also, what about making a slightly higher elevation near those cliff 'bases' where houses will be, to make it feel like the houses have been built over the terrain, and not the terrain built for houses? Just an idea,

Re: [Map] Kumzar
Posted: 2009-03-05 13:08
by badmojo420
I was just building according to the pics. Further back they get a bit of elevation. For the most part it's flat right up to the cliff walls....
http://img17.imageshack.us/img17/6937/14119531dg7.jpg
But on the left side of the mini map there a place accessible only by boat with a small settlement, built on a hill, that i will be adding....
http://img15.imageshack.us/img15/9776/go5s0067.jpg
Re: [Map] Kumzar
Posted: 2009-03-06 01:01
by aperson444
It would be nice to to IED some houses, so when USMC comes to raid a house for a cache, it goes off. That would be tight.
Re: [Map] Kumzar
Posted: 2009-03-06 07:54
by badmojo420
Couldn't stand looking at that green texture from the sat photo, so i did a quick edit in PS, makes it look a whole lot better, less granite rock looking and more deserty looking.
http://img8.imageshack.us/img8/5913/buildings4.jpg
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 03:08
by fuzzhead
Remember you will need to keep the destroyable limit below 350.
Looking good!
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 07:33
by badmojo420
[R-DEV]fuzzhead wrote:Remember you will need to keep the destroyable limit below 350.
Looking good!
Thanks, yeah i was told 300, so 50 more is good news. I've got about 250 right now.
I finally finished placing all the buildings in the village. It was the hardest part imo, like writing lines in school. Anyway, glad its over and i can start polishing stuff.
http://img24.imageshack.us/img24/7803/buildings6.jpg
http://img9.imageshack.us/img9/8940/buildings7.jpg
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 07:54
by Element66
badmojo420 wrote:

that village is gonna be a waste land after a few minutes with all those destroyable buildings...
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 12:53
by =Romagnolo=
This map is looking really awesome !
Good luck and patient with the terrain.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 13:16
by fuzzhead
PM paramedic about how to get the terrain to not warp
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 13:22
by Rhino
[R-DEV]fuzzhead wrote:PM paramedic about how to get the terrain to not warp
Terrain Lods, A Possible Fix? - Official BF Editor Forums
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 13:57
by =Romagnolo=
delete post, thank you.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 14:03
by badmojo420
Awesome, thanks guys. Those settings make a huge difference, no warping as far as i can see.
But i still have one problem. For some reason wherever i go in the editor or in game, i'm surrounded by blackness on the terrain. What setting did i screw up to make that happen? The black patch has gotten even bigger since applying those settings.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 15:04
by badmojo420
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 15:05
by =Romagnolo=
You need to apply textures to your terrain, you cant use the map texture.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 15:24
by PARAMEDIC.CA
=Romagnolo= wrote:You need to apply textures to your terrain, you cant use the map texture.
redo colour and detail maps.. not big deal really as you 'may' want to redo them anyways... Try hooking up with Spaceman as he does great work..
Re: [Map] Kumzar [WIP]
Posted: 2009-03-08 16:23
by Rhino
you probably put the 4km map tweak in to your terrain.con, it says in PMedics post on the editor forums about it.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-10 00:20
by badmojo420
I've gotten a little stuck on part of my map, and was hoping for some opinions. I've gotten the whole thing laid out except for two small settlements on the left side of the map (circled in green).....
http://img10.imageshack.us/img10/1066/minimap.jpg
First of all the blue dot is the Coalition base (CF, but US Army for now) and the red dot is the Opfor (Taliban) Now on the right side of the village there is a road running along the water to the coalition base. On the left side however there is no road, it's mostly cliffs and the only way i can see of getting there is swimming boating or helicopter. That's how it is in real life.
So my question is what should i do with them? Should i give the taliban boats? Should they spawn out there? Caches out there? Should i be unrealistic and make a foot path or another road going that way? A mountain pass? The problem with the area, is if a cache spawns out there, and everyone on the taliban side is in the village, they're pretty much screwed. Only way i could do it would be to put a temp spawn point or taliban boats. And having taliban and coalition boats driving around isn't exactly something i want to happen. Unless another boat can be made/added.
PS> that minimap is very WIP.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-10 00:36
by MarineSeaknight
Keep in mind that the way the Insurgency Game Mode works right now is that if a new cache appears on the map for the Taliban, then you will receive a spawnpoint directly on that cache until it is discovered by the BLUFOR team gaining Intel points. After it's been discovered, then the spawn point on the cache eventually expires.
So in fact, there would be a way for Taliban to spawn in there (at least for a while anyways, leaving the Taliban enough time to set down hideouts/rally points) without having to add extra spawnpoints.
For gameplay's sake, you really have two choices.
Let's say you stack the odds against the BLUFOR and add either an inland/coastal road or path to those two small settlements. Not only can the Taliban directly spawn on the villages but they also have a supply line now, allowing movement of vehicles like technicals(if you should decide to add them).
On the other hand, sticking it to the Taliban and keeping the realistic map with no route from the main village can also be very interesting, because once the BLUFOR arrive there (assuming by air), if they manage the clear the Taliban out, then they're wiped out for good, with no chance of counter attack from the main village.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-10 01:20
by badmojo420
The only thing i don't like about spawning off caches, is that when you are coalition and see enemies out in those areas, you know 100% that there is a cache there, weather it's marked or not.
Re: [Map] Kumzar [WIP]
Posted: 2009-03-10 01:30
by MarineSeaknight
badmojo420 wrote:The only thing i don't like about spawning off caches, is that when you are coalition and see enemies out in those areas, you know 100% that there is a cache there, weather it's marked or not.
I think that's more of a player tactics problem than a map problem.