[Map] Black Hawk Down / Ramiel [Released]

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OkitaMakoto
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Post by OkitaMakoto »

.Intense wrote:Well I looked at all 25 pages and followed all possible "fixes" and I'm still crashing when starting. Someone mentioned reformatting worked, but unfortunately for me, that's a bit too drastic to get 1 map to work.

Good luck.
try just downloading the most current version on fielfront as of right now. make sure you have a Black_Hawk_Down foler in your levels folder in PR, and then make sure you have these three things in that BHD folder:
info folder
client.zip
server.zip

And also make sure you are starting it in a create local game in 64 player conquest mode.

thats all i know to tell you...
OkitaMakoto
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Post by OkitaMakoto »

I just spent another 2 hours trying to get the object spawners to work. i deleted all the old CP's, made a new layer for solely CPs and CP objects, made new spawns and everything, and now the map doesnt even show up in the game.. so I dont know. I have the backup of before I did these changes tonight... but as of right now, i dont know what else to try... if anyone wants to editor folder of the map, PM me, maybe you can get it working...

Im taking a break. Until I dont want to throw the editor(not my PC) out of the window...
[uBp]Irish
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Post by [uBp]Irish »

any news on the map okita?
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OkitaMakoto
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Post by OkitaMakoto »

'[uBp wrote:Irish;481155']any news on the map okita?
*grumble grumble*

maybe in a few days I'll add more statics and some more textures(the city trash texture) throughout the city... but for now, object spawner updates are not gonna happen anytime soon... unless someone wants to do it for me...ha...haaa~~~ :cry:
[uBp]Irish
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Joined: 2007-01-17 23:47

Post by [uBp]Irish »

well i was just wondering what the news was on this latest map. i know it must be pretty hard, but keep it up. got alot of people here that wouldnt mind playing a masterpeice.
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OkitaMakoto
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Post by OkitaMakoto »

same here... ill get back on it eventually, maybe in a week... just, the whole not being able to get new object spawners put in the CP's is killing me... and flag cap wont work... nothing to do with flags works and I dont know what to do.. so im stuck...all i can really do at this point is add to the city... which will get old when people CANT cap flags..... :(
[Fr]WhiteMoon
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Post by [Fr]WhiteMoon »

Get some rest, forget a little all the work you already did. You'll come back later on it with a new dynamism, just forget our impatience ;)
IronTaxi
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Post by IronTaxi »

if you send me the whole map and the layout of the cps and ill fix it...

just zip the whole level directory..might take me a few days but can be easily fixed...

better yet just leave the cps you made in there..
Rambo Hunter
Posts: 1899
Joined: 2006-12-22 18:40

Post by Rambo Hunter »

have you tried doing it in notepad? I can try do some for you if you want, i hate the editor, and notepad has never failed me yet...
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OkitaMakoto
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Post by OkitaMakoto »

Rambo Hunter wrote:have you tried doing it in notepad? I can try do some for you if you want, i hate the editor, and notepad has never failed me yet...
the thing is, i dont know anywhere near enough about the code for this aspect of the editor. I could add vehicles, MAYBE, but id prolly mess up... and its also going as far as not even updating CP names etc.
OkitaMakoto
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Post by OkitaMakoto »

[R-DEV]IronTaxi wrote:if you send me the whole map and the layout of the cps and ill fix it...

just zip the whole level directory..might take me a few days but can be easily fixed...

better yet just leave the cps you made in there..
Expect a PM when it's on my filefront.
Thank you IronTaxi, I really really appreciate it.
And take your time.
These freeloaders can wait, they've already proven that ;)
Last edited by OkitaMakoto on 2007-09-11 06:23, edited 1 time in total.
IronTaxi
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Post by IronTaxi »

no problem

waiting

prefer not filefront but hey....btw...you have alot of big files in the map that can be reduced in size...ie lightmaps...minimaps...alot of these can be deleted or reduced in size...the minimap alone by default is 16meg!
OkitaMakoto
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Post by OkitaMakoto »

[R-DEV]IronTaxi wrote:no problem

waiting

prefer not filefront but hey....btw...you have alot of big files in the map that can be reduced in size...ie lightmaps...minimaps...alot of these can be deleted or reduced in size...the minimap alone by default is 16meg!
heh... too late. im sorry. I should have thought about removing things you wouldnt need (lightmaps, minimap) if it causes troubles, please let me know, ill reupload... but as for right now, its at maybe 37 minutes left

Let me know if this causes problems/too long to download. i think its 141Mb... :( im a noob. or is it newb?

:)
Okita
IronTaxi
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Post by IronTaxi »

dling now and will have a look tomorrow daytime...night all
IronTaxi
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Post by IronTaxi »

looks like ill be able to fix it...although ALOT of things were in very bad shape...

ill also tweak your undergrowth to make it look more natural...

lots of advice for you but you have done a good job of getting this far so we might just make it yet...

cheers...get back to you soonn

fyi undergrowth was set to 200m...will never pull that off....100m if we can but not much more... we basically cant rely on it for much beside decoration... additionally ill do a patch in a natural way and then you can check it out and see what you think...just to give you ideas...
OkitaMakoto
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Post by OkitaMakoto »

[R-DEV]IronTaxi wrote:looks like ill be able to fix it...although ALOT of things were in very bad shape...

ill also tweak your undergrowth to make it look more natural...

lots of advice for you but you have done a good job of getting this far so we might just make it yet...

cheers...get back to you soonn

fyi undergrowth was set to 200m...will never pull that off....100m if we can but not much more... we basically cant rely on it for much beside decoration... additionally ill do a patch in a natural way and then you can check it out and see what you think...just to give you ideas...
:o ops:

:) thanks. Im sure you'll be finding MUCH more wrong with it! haha.
Take your time, like I said. But really, thank you.

I know undergrowth was working just fine at 200 because nothing else is rendering up close. I was flying over the city with 60+fps. I cant fly over basrah like that in al basrah...

But anyway, do what you can/need to :)
IronTaxi
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Post by IronTaxi »

Here is a detailed list of things i observed and think need to be changed or fixed etc...

this is not a criticism of what you have sone in any way...the fact that im doing this says that i am willing to spend the time to help you complete this map...

all right lets get started...

1.USMC base is fine. a little spartan but im assuming you are not planning o have fighting going on here..suggest setting the humvees to wave spawn but we can worry about that later..

2.coming out of the base we have the sea grass zone of certain death. i suggest putting regular grass and some ditches etc along this road as ATM this makes no sense.. although feel free to enlighten me if there is some purpose.. just looks weird.. :)

I know this is still a WIP but the little lake needs alot of detailing.. needs some more low smooth banks..and maybe some other natural features.. a rock or something at least.. kill the lines of bushes they arent natural poor people dont have time to manicure the paths to their houses i would think *)

3. first US base on town edge. bunker is facing out but we know enemy is in the city? maybe add another or turn it around and add some sand bags around it and some ammo dumps etc to make it a good supply point.

ill do this for you just to show you exactly what i mean..and to give you some examples

also combat areas chokes just after this position. suggest opening the left side field and make it a kind of wet marchy area or a garbage dump or just open field.. would be really annoying to be pinned down from the city and not be able to cut through that perfectly natural shortcut

4.city layout is pretty good no real problems so far..love the burning rubble piles.. very effective...will be really cool too because if you are brave you can drive right through them and the smoke..

would suggest alot drainage ditches, gullys and general non smoothness to all parts of the city especially the edges.. right now all of the mountains and elevation changes are far too smooth. you could aslo remove a building or 2 and make some stone wall enclosed areas. right now its all city buildings and no functional space for the mechanics..why not make a suicide car bomb factory somewhere in the city? (if you are planning to use them)

additionally could add a waste settling pool (yum..stinky)

5. going into the coty on the right we have the olive fields. I redid the ovegrowth and got it drawing to the proper distance. had to un writeprotect your init.con, change the level view distance and then write protect it again. make a backup of it and then when it says "do you wish to make it writeable?" always say no(when saving in the editor)

grass is far too uniform. try to add 2-3 types of the grass you want and tweak each a little and then mix them together.. will give a much more natural appearence.

6. generallly little market areas are to uniform.. try to rotate one or 2 of the stands just a bit to make it look more used and natural..

7. Combat area. Overall im not sure what you want to do with this but right now it is too close to the city and will cause heaps of gameplay problems. especially when reatreating regrouping and you suddenyl hit the edge of the city and have to stop.. i would suggest expanding it all the way out and then making it extremely swampy and bumpy so humvees will have a real hard time using it for movement. also infantry will be more exposed than in the city so will offer them little advantage.

8. insurgent main base is a death trap from the blackhawks.. they will rape the heck out of it.. ive added some players spawners in a group so that the place shouldnt be campable. suggest adding at least one main building there.. perhaps a warehouse..

9. final suggestion. Make some of the open buildings into safe hosues for the insurgents by blocking the windows and putting some defence at the entrances.. i would say 4 good safe houses would make it alot of fun.

anyway...ill do the us outpost and then send this baby back to you...
OkitaMakoto
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Post by OkitaMakoto »

hey, i just sent you a PM like 2 seconds ago... so ignore it...

OK, wow, i really appreciate it. Thanks for the comments, Ill get on all of that right away.

Its still really early on in the maps process... so really, this feedback is just what I need.

Thank you so much for doing this. A lot of your comments are very constructive and I think I will add most of them in (I dont want C4 Cars though, nor am i planning on including Ambusher class, unless someone convinces me otherwise... I mean, I want it mogadishu, not Al Basrah, but, if you all think it should stay in as its a part of PR, let me know)

Combat Zones was one of the things that after that fateful night, i couldnt get it to update... So no matter what I thought, or wanted, I couldnt get it implented... but now i can hopefully!

insurgent main base needs work, i know... you should have, well, probably did, see it BEFORE i added the stuff right before sending it to you. It was BARREN. I'll add those safe houses, I was already working on one that would have a few rpgs and PKMs... but once again, the object spawners was keeping it from updating...

Thanks for fixing the overgrowth, and everything.

I cant say thanks enough, really. i once did something for someone through a PM and never got a thank you. So I just want you to know how much this really means to me. Its my first map, and all of this great constructive criticism and attention is keeping me amazingly optimistic! (for all those times when the editor crashes on me)

Im sure i missed some things from your post, but I plan on reading through each one and checking them off as I do them (things like fixing the lake and such were on the list anyway :) )

Thank You!
Last edited by OkitaMakoto on 2007-09-14 01:49, edited 1 time in total.
IronTaxi
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Post by IronTaxi »

couple of things i forgot to mention.

leave the spawners till the end.. they can be real messy..
I didnt find anything wrong with them to be honest.. although the civ1 car was causing massive editor lag which i deleted.. leave that suff till later and ill help..


i tweaked your lighting a little so that it should use fewer resources for generating..

also CP order and aas should be fixed now.

the variable "minNRtotakecontrol" is used to define the aas capture radius and you had it set to like 1 or 2 so that the team would have to be within 1-2 meters of the flag to start capping...

should be set equal to your cp radius generally speaking..
OkitaMakoto
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Post by OkitaMakoto »

[R-DEV]IronTaxi wrote:couple of things i forgot to mention.

leave the spawners till the end.. they can be real messy..
I didnt find anything wrong with them to be honest.. although the civ1 car was causing massive editor lag which i deleted.. leave that suff till later and ill help..


i tweaked your lighting a little so that it should use fewer resources for generating..

also CP order and aas should be fixed now.

the variable "minNRtotakecontrol" is used to define the aas capture radius and you had it set to like 1 or 2 so that the team would have to be within 1-2 meters of the flag to start capping...

should be set equal to your cp radius generally speaking..
Oh, i took minnrtotakecontrol to mean minimum number of people to take control of the point, and even then, i think in Rhinos tut it says it doesnt work...

Thanks for tweaking the lighting and fixing AAS.

Just PM me once you get it up for me to download. :)
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