[Map] Badghis mountains (2km) [WIP]

Maps created by PR community members.
Post Reply
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Badghis mountains (2km) [WIP]

Post by dtacs »

'Abandoned Russian helicopter base' doesn't look that abandoned. I want to see some old T-55 wrecks and tipped HESCO bariers, or removal completely of the HESCO barriers since the Russians (presumably) didn't use them.

To be honest this is suffering from the same thing as Jormdarreh Range, a real lack of areas for caches to spawn. You have to take into consideration that the Norwegians have optics and big burly APC's that can rape from ages away while the Taliban are left to close range combat.

My suggestions would be to:
  • Increase urban and developed areas for more cache possibilities and Taliban-friendly areas. I mean they don't control huge expanses of desert, they control thick areas where there are civilians present. An idea could be some Kabul-style favelas on the hills.
  • Add a centerpiece to the map, like the villages on SEagle and Archer.
  • Decrease view distance. Look at the main base pic, and imagine a techy in those foothills. Choppers will stand no chance getting out depending on the skill of those in the CV90-30's (if you're going to have them)
Regardless, it looks like this could be an excellent map, good luck.
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: [Map] Badghis mountains (2km) [WIP]

Post by karambaitos »

the buildings look really weird, though i like the color of the map its different :)
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Map] Badghis mountains (2km) [WIP]

Post by Wakain »

the village could use some more detail, like fences, perhaps some sheds or stone walls, also a village needs something close that justifies the building of a village, perhaps a stream or well(latter seems more likely in this landscape) and some fields to grow the necessary crops or the population would starve.
takes those things into account and you'll do fine
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

dtacs wrote:'Abandoned Russian helicopter base' doesn't look that abandoned. I want to see some old T-55 wrecks and tipped HESCO bariers, or removal completely of the HESCO barriers since the Russians (presumably) didn't use them.
the map was originaly made for US vs MEC so this is leftovers from that version. working to "Russianize" it atm

To be honest this is suffering from the same thing as Jormdarreh Range, a real lack of areas for caches to spawn. You have to take into consideration that the Norwegians have optics and big burly APC's that can rape from ages away while the Taliban are left to close range combat.

this map will not be like jermdarreh range... the taliban is so hidden inside the mountain that its almost impossible to rape from a distance and there is going to be only 2 dirt roads leading into the backside of the mountain.

My suggestions would be to:
  • Increase urban and developed areas for more cache possibilities and Taliban-friendly areas. I mean they don't control huge expanses of desert, they control thick areas where there are civilians present. An idea could be some Kabul-style favelas on the hills.

    a good tip ;) . have to figure how to implement this propperly
  • Add a centerpiece to the map, like the villages on SEagle and Archer.

    i will expand the current central village
  • Decrease view distance. Look at the main base pic, and imagine a techy in those foothills. Choppers will stand no chance getting out depending on the skill of those in the CV90-30's (if you're going to have them)

    the viewdistance will be optimized so that you just cant see the base from the mountains but still get long view.
Regardless, it looks like this could be an excellent map, good luck.
thanks :p

response in bold ;)
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rudd wrote:if you post up a picture of something, expect comment on it, if you don't want comments on it, don't put a picture of it up
ofc ;) i didnt mean to be rude or anything :o ops:
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rudd wrote:but the terrain looks really good, though the moutnains start a bit suddenly
they are made entirely of realworld data so this is excactly how they are rl :wink:
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Badghis mountains (2km) [WIP]

Post by =Romagnolo= »

how are you generating the terrain ? I see you didn't that by hand...
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

he used DEM data, as per his own tut

https://www.realitymod.com/forum/f189-m ... heavy.html

however I'm willing to bet he did not use a 2k area from RL to put in to a 2k map - hence why the mountains start suddenly.
Image
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Map] Badghis mountains (2km) [WIP]

Post by anglomanii »

@zeno, for the afghan favela style village.
here is a little story. as i was trying to teach myself how to map (epic failure on my part) i tried a few things so i could teach my self the process. when i tried to make a village i kept running into problems with it looking unnatural. it never had that maze look to it, i then took a simple maze from one of my sons activity books and used it as inspiration on the village lay out. it actually came out looking really good. pitty i sucked at every thing else. it might help,it probably wont and i probably cant explain my self well. but i try.
still your map looks good to me, i hope to play it some day...



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rhino »

Zeno wrote:they are made entirely of realworld data so this is excactly how they are rl :wink:
DEM data for the most part is really low quality. Using DEM data on its own is not enough for a FPS like BF2 which each grid square is 2ms. Right now your only using like 10m grids worth of data.

You need to add the missing detail the DEM dosen't have, unless you want really low detailed terrain.
Image
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rhino wrote:DEM data for the most part is really low quality. Using DEM data on its own is not enough for a FPS like BF2 which each grid square is 2ms. Right now your only using like 10m grids worth of data.

You need to add the missing detail the DEM dosen't have, unless you want really low detailed terrain.
smooth tool is my friend ;-)
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
SWIZZ=kettcar=
Posts: 167
Joined: 2007-07-15 15:58

Re: [Map] Badghis mountains (2km) [WIP]

Post by SWIZZ=kettcar= »

sure

nice work so far zeno
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rhino »

Zeno wrote:smooth tool is my friend ;-)
You sir have just lost 20pts. Smoothing is the opposite thing you want to be doing... :roll:

Ok lets take muttrah for example a sec, here its its primary heightmap:
Image

Now if we zoom in 500% on the mountains to the north, we can see all the differences in height by the colour of the pixels.
Image

notice there is a lot of variation in the pixel colours from one to the next, some very dark with the other right next to it might brighter. All this variation makes for the natural looking rock face where you have some bits of rock sticking out etc, as seen here:

Image
Image

Now for a start, if I make the image much lower scale (which basiclaly what a DEM image is like) you end up with it looking like this:
Image


Notice all thous small detail pixels have gone, all thous small jitters etc have been lost and basically "smoothed out" into the surrounding area.

Now that's what you have to work with that's fine but you now need to add the detail back in, not take even more out by smoothing it even more.... :roll:
Image
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

i see your point but when you directly import terrain from DEM you get a very uneven terrain that is almost impossible to walk on... thats why i use the smooth tool and then go over with the random tool/smooth tool to add details ;-)
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rhino »

Ye the main reason its probably impossible to walk on thou is because you most likley didn't use a 2km area off the DEM data, your most likley squeezing something like a 16 or 32km area into 2kms which then ye makes it impossible to walk on :p

If you use 2km DEM on a 2km area, its very easy to walk on as its incredibly smooth hehe.
Image
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rhino wrote:Ye the main reason its probably impossible to walk on thou is because you most likley didn't use a 2km area off the DEM data, your most likley squeezing something like a 16 or 32km area into 2kms which then ye makes it impossible to walk on :p

If you use 2km DEM on a 2km area, its very easy to walk on as its incredibly smooth hehe.
i know all this 8-)

im making the the desert dunes green now :mrgreen:
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: [Map] Badghis mountains (2km) [WIP]

Post by MikeDude »

This map gives an freaking awesome feeling! +10 for this map!
Image
Image

[3dAC] MikeDude
Loving PR since 0.2.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

OP updated:

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Last edited by Zeno on 2012-01-19 21:50, edited 1 time in total.
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

how do i place caches and code it to work properly? and link to tutorials or explenation how to?
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by AFsoccer »

Zeno wrote:how do i place caches and code it to work properly? and link to tutorials or explenation how to?
We hope to have a tutorial for this shortly.
Post Reply

Return to “Community Maps”