[Map] Jormdarreh Range (4km) [WIP]

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Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Tonnie »

any ingame screenshots or editor screenshots? cant really tell much from the minimap

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
$pyker
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Joined: 2007-12-27 18:49

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by $pyker »

Do this for the french forces mod, I want to fly eurotiger (with cannon) on this map :D
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"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by arjan »

we demand screenshots! :razz:
looks verry promising indeed
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

*** UPDATE ***




i will post new screens only in the first post
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by arjan »

Looks sweet, infantry sure will have to cooperate with apc's in that environment nice and open!
imagine talib's will love this for ambushing.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Silly_Savage »

I hope you plan on implementing some kind of cave system?

From my pessimistic point of view, I forsee the Taliban getting hard-core raped by BluFor air assets without some kind of overhead cover.

It all looks so open and unforgiving for anything less than a weapon-equipped, armored vehicle.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
RedWater
Posts: 361
Joined: 2008-12-03 15:59

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by RedWater »

^ Just as Al Basrah is ^

Thats my pessimistic point of view :D , but Im actually looking forward to EVERY new map ^^
Silly_Savage
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Silly_Savage »

RedWater wrote:^ Just as Al Basrah is ^

Thats my pessimistic point of view :D , but Im actually looking forward to EVERY new map ^^
Umm...not quite?

First off, Basrah doesn't even have air assets...and secondly, there's a whole city for the insurgents to hide in. From what I can see from the screenshots posted, there only seems to be maybe one or two villages, with the rest of the map fairly bare aside from some trees.

I thought I might have spotted a couple of rock formations that could end up being caves? Of course, this is all subject to change seeing how it's still a WIP.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
$pyker
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Joined: 2007-12-27 18:49

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by $pyker »

Dont use those barracks from the industrial section. If you go to staticobjetcs > PR > Military you will find portacabin and tent use these they look much better than those vanilla BF2 objects.
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"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

@ Silly_Savage : there will be caves but using always the same static is boring thats why i cant place to much of them
and how [R-COM]marcoelnk said ! the GPO.con is not finished yet !!!

@ [R-COM]$pyker i use the Vanilla statics cause PR dont has doubled containers
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Tonnie
Retired PR Developer
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Tonnie »

looking promising mate, should look kick *** once you get a good lightmap down on it. Tho i agree with others when it comes to game play balance, Air assets will just rule over this map np, you really might wanna think about adding some more villages ect but looking good ;)

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

atm there are no lightmaps done cause of some problems with the undergrowth i had to delete them
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Amok@ndy
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*** UPDATE ***

Post by Amok@ndy »

*** UPDATE ***

after a objectiv discussion i started the map totally new and placed the base away of the middle (sry for those who liked this but its better so)
Image

here i have a small video what i have done after i got the map back to the old status


EDIT: Fixed YT link :) /Pride

greetz @ndy
Last edited by Amok@ndy on 2009-10-13 15:28, edited 3 times in total.
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N.Kuntze
Posts: 116
Joined: 2007-07-16 14:26

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by N.Kuntze »

Just place that -> CWrAu2Zyl9M <- between
Adriaan
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Adriaan »

Heheh, nice vid :) . Gives kind of an idea how much time goes into making a map...
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H.sta
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Joined: 2006-12-07 12:40

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by H.sta »

how can a plane land there, its a mounatin in front of the runway.... may i suggest turning the base 90 degrees to the left
Amok@ndy
Retired PR Developer
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

H.sta wrote:how can a plane land there, its a mounatin in front of the runway.... may i suggest turning the base 90 degrees to the left
then you will maybe start into the surrounding terrain ^^

but you will see its possible to start and land ;)
of course you have to act like a REAL pilot and start with you afterburner to start easy but it is also possible without afterburner
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Arnoldio
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Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Arnoldio »

Jet on 4km isnt good...maybe if airspace would be like in CA, but this would be bad...
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Durkie
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Joined: 2009-01-12 08:10

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Durkie »

looks really nice :D

did you make the terrain with geocontrol?
and one tip for the road IMO it is expensive too lower a road in that kind of terrain you need al sorts of heavy equipment to do it instead you can better raise the terrain so you don't have to dig it out and you need to fill it up with sand anyway so you get a stable foundation
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Jormdarreh Range (4km) [WIP]

Post by Amok@ndy »

yes this terrain is generated with geocontrol2 it tooks me some hours to get behind geocontrol ;D
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