[Map] Sultan (2km) [WIP]

Maps created by PR community members.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Sultan (2km) [Concept]

Post by AFsoccer »

Image

LOL... perfect
This is so much easier than my long tutorial :)
Broseph
Posts: 99
Joined: 2011-05-09 18:08

Re: [Map] Sultan (2km) [Concept]

Post by Broseph »

Yo, back, apparently people are wanting to make my map now? Eh

To think that means I was wasting my time in the past week without internet

Though I literally have no motivation to do this map

But god damn it my image host decided to die
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic55011_1.gif[/img]
Broseph
Posts: 99
Joined: 2011-05-09 18:08

Re: [Map] Sultan (2km) [Concept]

Post by Broseph »

Anyway imgur time

Image

Also is it okay to have stuff hanging pass the edge of the map like this?

Image
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic55011_1.gif[/img]
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Sultan (2km) [Concept]

Post by VapoMan »

Good start!

Its ok to have buldings on the edge or even outside of the map as long as you're not planning on having people running out there.

Image"Eight glorious sides and eight stunning angles!"Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Sultan (2km) [Concept]

Post by Amok@ndy »

if your city is that close to the edge of the map your city shouldnt stop on the map border

also i would use less vBf2 statics and more PR statics
Image
Broseph
Posts: 99
Joined: 2011-05-09 18:08

Re: [Map] Sultan (2km) [Concept]

Post by Broseph »

[R-DEV]Amok@ndy wrote:if your city is that close to the edge of the map your city shouldnt stop on the map border

also i would use less vBf2 statics and more PR statics
Well the PR statics are nice and all but they tend to be ether over sized or too small with it being impossible to fit them together while keeping the layout since this map is one hell of a jigsaw puzzle with the way it's set up in the urban areas :-|

I really shouldn't have cropped that satellite image when I was drawing up the concept in photo shop since it gave me too much sea with no purpose even though I was originally planning the carrier to be there :? ??:

Though I could always bring it back up but those paths took forever to create, but still :(

Also do we have any wreck statics apart from the T-55 and T-62 that would be usable?
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic55011_1.gif[/img]
Sgt_JoeKickAss007
Posts: 8
Joined: 2011-03-31 07:43

Re: [Map] Sultan (2km) [WIP]

Post by Sgt_JoeKickAss007 »

Hahah, this is interesting, as I was building a map that involved the US Marines (or ADF) assualting the Salalah Airport, just north of your map!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Sultan (2km) [WIP]

Post by Rudd »

Interesting layout

however try and space out a few enterables in there, they are what PR gameplay is based around alot of the time. (not too many ofc though, performance etc)

to the right of the center of the picture is some statics set at an angle, I suggest using the corner shop static from the muttrah statics to get a cleaner curve.
Image
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