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Re: More than 4km?
Posted: 2009-04-23 14:27
by fuzzhead
Yeap I didnt credit rhino but hes the one who put alot of work into making it possible.
However like he said, the only map working atm with 8km is very low detail and not really interesting for anything on the ground, although for air units its awesome
Psykogundam.... 2 years to make a map is not really that surprising... it took paramedic nearly 2 years to make op archer (with alot of false starts) and it took duckhunt over a year to make al basrah. I dont know about muttrah 2 but it was at least 1 year of planning/work I think. Of course if these guys were getting paid for this and doing it 9-5 it would be alot different in time frame but its just to say, to make a large map with plenty of detail you will be investing some LOOONG hours into it.
Large and detailed maps dont get built in a week or a month, it takes many long hours to make em, if you dont believe me try for yourself

Re: More than 4km?
Posted: 2009-04-23 14:56
by Jaymz
[R-DEV]fuzzhead wrote:Of course if these guys were getting paid for this and doing it 9-5 it would be alot different in time frame
If we were getting paid you'd be able to fastrope out the back of player controlled C-130's.
Re: More than 4km?
Posted: 2009-04-23 15:04
by Rhino
At the end of the day, to make full use of a 8km or larger map, you really need 2 carriers, which would mean making at least 1 new carrier and really some support ships along side.
[R-DEV]Jaymz wrote:If we were getting paid you'd be able to fastrope out the back of player controlled C-130's.
lol.
Re: More than 4km?
Posted: 2009-04-23 15:20
by Psyko
im a noob map maker but i know how time consuming it is. its just i thought coderedfox was pretty good at churning out maps in a reletivly short period of time. maybe i was wrong. and im not saying your maps are low quality, i love you CRF :-*
i assume that the 2 years that paramedic spent doing archer includes all the test builds and not just the period of time from when he started until he presented it to the Dev team.
Re: More than 4km?
Posted: 2009-04-23 15:38
by space
CRF has churned out one map so far, but he mentioned on another thread recently that when he made Korengal, was off work for a few months and worked on it full time.
As you know, Im working on a 4km map atm, and once its finish I expect Ill have spent around a 1000 hours on it. My next map will be quicker, as alot of time has been spent learning techniques etc, but which ever way you look at it, mapping just eats your free time.
Re: More than 4km?
Posted: 2009-04-23 19:10
by SocketMan
[R-DEV]Rhino wrote:At the end of the day, to make full use of a 8km or larger map, you really need 2 carriers, which would mean making at least 1 new carrier and really some support ships along side.
lol.
or 1 carrier and a landing strip in the opposite end of the map (sea/ocean):
Make the carrier cappable as well as the strip.
Assets:jets,choppers,apc's + boats
or 2 carriers with MEC or PLA high jacked one and the US has sent another one (or 2) to the rescue.
Re: More than 4km?
Posted: 2009-04-23 19:17
by Rhino
[R-TEC]SocketMan wrote:or 1 carrier and a landing strip in the opposite end of the map (sea/ocean):
Make the carrier cappable as well as the strip.
Assets:jets,choppers,apc's + boats
or 2 carriers with MEC or PLA high jacked one and the US has sent another one (or 2) to the rescue.
no because its not possible to have a map larger than 4km and have the terrain textured outside of the centre area unless anyone can find a way to rescale the colour and detail textures, even thou they look really bad as it is in scale 4 being screeched soo much, let alone scale 8 or above...
The only other way is to make a terrain as a model, and import it as a static model then place it in your map, but then it would have no undergrowth (unless you modelled that as overgrowth) and you would have to hand place any overgrowth, and then the terrain would most likely look pretty crappy as a model.
So really the most seance is 2 carriers, although work wise, it would be easier to make a island out of a model with a runway on it than a carrier.
Re: More than 4km?
Posted: 2009-04-23 19:21
by Wilkinson
If we were getting paid you'd be able to fastrope out the back of player controlled C-130's.-JAYMz
ahhaa Win.
I tried to do this once. failed Miserably. but like stated before, For Air Assets its amazing. You could do alot with the cloud cover.
Re: More than 4km?
Posted: 2009-04-23 19:35
by Jigsaw
Paramedic.Ca mentioned in his blog a while ago that he was working on a huge map called
Devils Tower.
Didn't say that it was working but from what I can tell thats bigger than 4x4klicks.
So the answer OP is that yes it can be done, however its a massive undertaking that would require an awful lot of time, not just to get the map complete but also to prepare the game to handle that kind of scale and would probably need to coincide with an increase in the number of players on a server as well.
Re: More than 4km?
Posted: 2009-04-23 19:46
by Rhino
its a 4km map... he said the road to get from one side of the map to the other was something like 6kms long if you included all the bends in the road.
Re: More than 4km?
Posted: 2009-04-23 22:58
by Jigsaw
[R-DEV]Rhino wrote:its a 4km map... he said the road to get from one side of the map to the other was something like 6kms long if you included all the bends in the road.
Ah right, I thought he meant it was 6km as the crow flies. My bad.
Re: More than 4km?
Posted: 2009-04-23 23:06
by CodeRedFox
When I was working on Korengal I had taken 3 months off of work. I worked everyday 8+hours. I started Korengal March 08 and didn't complete it until August 2008 (0.8 release). And this was for a 1km map. For a first time mapper I would expect 3-5 months to complete a map working 8 hours a day.
Just some food for thought. Your experience may vary as I'm kinda of a perfectionist sometimes. This is in no way to deter you from trying as having people play on your map is a great thing to experience.
To quote myself
Then on top of all that you need:
1. Testing: which you think might not a big deal until a tester finds some major exploit.
2. Light mapping: Takes a long long long...did I say long time.
3. Testing: again
4. Fixing stupid **** that comes up
5. Rinse repeat until its passed the Dev's
Re: More than 4km?
Posted: 2009-04-24 00:15
by LithiumFox
[R-DEV]Jaymz wrote:If we were getting paid you'd be able to fastrope out the back of player controlled C-130's.
can i quote that?
... i'm going to anyways XD
Re: More than 4km?
Posted: 2009-04-24 01:51
by HughJass
[R-DEV]CodeRedFox wrote:To quote myself
Then on top of all that you need:
1. Testing: which you think might not a big deal until a tester finds some major exploit.
2. Light mapping: Takes a long long long...did I say long time.
3. Testing: again
4. Fixing stupid **** that comes up
5. Rinse repeat until its passed the Dev's
we really need a new engine.....
Re: More than 4km?
Posted: 2009-04-24 01:57
by Rhino
HughJass wrote:we really need a new engine.....
A new engine is not going to make it suddenly easier to make maps, if anything it will probably make it harder.
Re: More than 4km?
Posted: 2009-04-24 02:03
by Koroush47
There was a new engine that PR was considering?
Not a game.. just a engine.
What was it again?
Re: More than 4km?
Posted: 2009-04-24 02:04
by Rhino
PR won the TGEA engine in MOTY, but we can't use it, its terrain is far too bad and the amount of rework that would need before we could even consider using would be huge, we might as well make our own engine if we where going to do that

Re: More than 4km?
Posted: 2009-04-24 02:09
by Gore
Can't you sell that engine Rhino?
