[Map] Kumzar (2km) [WIP]

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

lucky.BOY wrote:Here is some feedback:
Thanks for bringing those issues to my attention. I've fixed them all.

lucky.BOY wrote:For gameplays sake, make this wider that apc can fit in. Talibans will still be able to block it with single mine.
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I know you didnt get to textures yet, but i just want to point this out - maybe its a problem with that static - the textures are very repeating, looks odd:
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I really dont know what is this, but when i climbed up to the hill above Blu4 main and looked back, I saw this:
Image
-I don't really think vehicles should be driving between the fields. But IIRC the APC can push its way over those low walls.

-That's a texture on a building that was made for Fallujah.

-I know about this bug, not sure why it does that or if it can be fixed. I asked for help earlier in the thread, nobody responded.

lucky.BOY wrote:In overal i really like this map, i like the vilage, the use of caves is great, maybe one thing to point out concerning caves, but i need pix to explain it, so i will post it next time.
However, the terrain morphing is really bad, i dont know what can be done against it, heard some rumors about some terrain fix to avoid that, im not into mapping...
Yeah, the terrain morphing sucks, but that's just part of bf2, and it exists in every map.

But, thanks for all the feedback.

[R-DEV]J.F.Leusch69 wrote:please dont use the old afghan statics, they will be removed from the mod soon.
Just like Pleym asked, is that just the buildings? or does it also include the walls & props? And is there any plan to replace these with better items?
Last edited by badmojo420 on 2011-01-25 00:03, edited 1 time in total.
Hans Martin Slayer
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Re: [Map] Kumzar (2km) [WIP]

Post by Hans Martin Slayer »

-I know about this bug, not sure why it does that or if it can be fixed. I asked for help earlier in the thread, nobody responded.
About that last picture - that static (part of the airstrip set?) is meant to be snapped to the terrain, you simply can't use it like that. I don't think there's a way to fix it other than using different statics.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

[R-DEV]Hans Martin Slayer wrote:About that last picture - that static (part of the airstrip set?) is meant to be snapped to the terrain, you simply can't use it like that. I don't think there's a way to fix it other than using different statics.
What does that mean? Snapped to the terrain? It's used in exactly the same way on Ramiel without issue.
Hans Martin Slayer
Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]

Post by Hans Martin Slayer »

Placed on the ground.

It looks to me it's placed above the ground, judging from those pics?
Amok@ndy
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Re: [Map] Kumzar (2km) [WIP]

Post by Amok@ndy »

no its the Bf2 Engine, roads get lifted in the distance so that they dont dissappear under the morphing terrain I guess
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Hans Martin Slayer
Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]

Post by Hans Martin Slayer »

Yeah, could be.

It's a road static, so that would make sense.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

Ahh I see, I guess I'll just remove it then.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

Well don't get hasty. There might be a work around alternative that we can think of that may fix the bug. Or at least we can portray it. Maybe use the texture from the object as a detail texture? would that work...

Killing the enemy sylently
Amok@ndy
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Re: [Map] Kumzar (2km) [WIP]

Post by Amok@ndy »

you can burn them into the colortexture
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sylent/shooter
Posts: 1963
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Re: [Map] Kumzar (2km) [WIP]

Post by sylent/shooter »

how hard would that be to do? Theoretically it'd be simple. But it seems when dealing with the editor nothing is simple xD

Killing the enemy sylently
Amok@ndy
Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]

Post by Amok@ndy »

to burn your roads (also roadstatics i think (not sure)) you press the Final Road button and slightly change your colortexture and then save the texture
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

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

Post by Mora »

lucky.BOY wrote:However, the terrain morphing is really bad, i dont know what can be done against it, heard some rumors about some terrain fix to avoid that, im not into mapping...
There is a way to fix it. Iron Eagle uses it as well. To be honest i think all maps need to use this fix as it looks much better. Also the problem with floating people on a hill in the distance will be fixed by this.

If my memory serves me right it has something to do with the cull size. You need to increase it.
badmojo420
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Joined: 2008-08-23 00:12

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

Post by badmojo420 »

Yeah, I've used the fix before, it looks great. Maybe i'll add it in the next release. I just wasn't 100% sure it could be used on a real multiplayer server, so I didn't rely on using it.
Robbi
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Re: [Map] Kumzar (2km) [WIP]

Post by Robbi »

*****!!
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Image
Iguanadjy
Posts: 215
Joined: 2008-04-12 23:31

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

Post by Iguanadjy »

Just to tell you that I was amazed by the level of ressemblance. Good job man! I spent more thant one hour gathering arround this new map. The suburbs part is definatley one pretty neat location for firefights! Everything looks great even if In progress.

I do really like those harsh difficult roads, it will calm down the rush, and allow many ambushes.


Well I wrote an article on my team community forum, Just to let you now, in case you take a peak.

Go to: FOXTEAM FEDERATION in case
register yourself

Page is here: Forum

Iguanadjy ;)

Supporting this game since 0.6 Never gonna give up!
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

Map is still in progress, even if just slightly ;)

I updated the first post with old videos and an updated minimap.

Also..

Before
http://img27.imageshack.us/img27/9933/map3.jpg
After
http://img863.imageshack.us/img863/2946 ... 492335.jpg
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

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

Post by mockingbird0901 »

Nice to know.
Not sure if I realy like all that grey, but it might work :smile:
After all, in the video it looks good :)
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
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Volens et potens

Tema567 just might be my new hero
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Arc_Shielder
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Re: [Map] Kumzar (2km) [WIP]

Post by Arc_Shielder »

badmojo420 wrote:Map is still in progress, even if just slightly ;)

I updated the first post with old videos and an updated minimap.

Also..

Before
http://img27.imageshack.us/img27/9933/map3.jpg
After
http://img863.imageshack.us/img863/2946 ... 492335.jpg
Strange, I don't remember it ever being brown when I tested it. More like grey of the 2nd url. Sure you didn't make a mistake there?
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

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

Post by badmojo420 »

Arcturus_Shielder wrote:Strange, I don't remember it ever being brown when I tested it. More like grey of the 2nd url. Sure you didn't make a mistake there?
It was brown when I first started the map. That picture is from post #51

But, I'm still not sure what to do with the terrain colors. I'm open to suggestions.
Arc_Shielder
Retired PR Developer
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Re: [Map] Kumzar (2km) [WIP]

Post by Arc_Shielder »

badmojo420 wrote:It was brown when I first started the map. That picture is from post #51

But, I'm still not sure what to do with the terrain colors. I'm open to suggestions.
Hmmk, in the video it looks different than the screenshot - and that means for the better.

To be honest I'm not too sure what to think of it. It's all grey, sterile and cold. The sky included, so dramatic that made me think of Mordor for some reason. The terrain colors - as you put it - certainly need some variation as it looks way too homogeneous. Especially when you think of the village by the beach, it can't be that dark and gloomy like it's devoided of life.

Apart from that, it will surely be something different than usual so I recommend that you keep this concept. Just try to alleviate it somewhat so it doesn't turn out to be a sore to the eye.
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