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Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 09:32
by Arc_Shielder
Damnit, I noted everything down but lucky.BOY just had to be faster than me. :P

It's really interesting the amount of cover there is for both armor and infantry, so it's an amazing work on terrain there. However I'm still very dubious about the no placement of flags as I truly believe that to be naive thinking. But what the heck, it's your map and I'm sure we can all tolerate a different C'n'C gamemode version on test day. ;)

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 09:35
by Agemman
Wicca has already acknowledged probably all of them. He is on it man ;)
EDIT:
Flags are gonna be lowered into the ground. The bushes that are in the air is in one place and some bug with them actually being outside of the map or something. The bridge is there because there used to be water running under it, but since Wicca doesn't like water he removed it. Don't know about the rocks but I guess they should be fixed. Wicca mentioned the lightning as well.

I am surprised you didn't bring up the fact that all the houses lack lightning inside, they are completely black :P

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 09:42
by lucky.BOY
The bridge its does not bug me at all, what bugs me is that tearrain bumps on its both ends ans that there are no roads leading to it.

And yeah, lightning is pretty, well, wicked..

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 10:02
by karambaitos
isnt the flickering of effects through stuff a BF engine problem, since ive seen it in vBF2 and BF2142

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 10:08
by Wicca
lucky.BOY wrote:Hello, ive just messed around and found out few things:

The sun effect is mispositioned, as can be seen in the video. Tested it all around the map:
Image

The sun effect is also somehow flicking through various surfaces:
Image

The flag in MEC main is not sunk porperly:
Image

A magical flying rock:
ImageImage

Some flying bushes on the edge of map, on the western end of river creek:
Image

There is also a very wierdly placed bridge in J 6 kpd8 - video:
Image

Vehicles seem to slide sidewards on slightest slopes, reminds me of Op. Snowstorm. I thought they should stay or roll over...
Image Image

I dont like this mix of statics, too wierd:
Image

On a positive note, i really love the view distance and general map layout. Would be interesting to see how it works out without flags :)

-lucky
Yeah will be interesting without the flags. Like CnC only. Fobs arent so important.

I think also i havent set the sound distance for the veichles etc.

Also yeah alot of floating objects. Thanks for the feedback :)

Also that sun part is sooo hard to get right. I swear. Its like trying to hit a dot with a dot.

But what mix of statics did you mean?

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 10:17
by lucky.BOY
Eh, sorry, wrong photo - xfire has fooled me.

Image

I meant this statics, its in NOR main, its just my opinion really, but it looks wierd, those concrete bunkers aside some old ex-soviet concrete wall aside HESCO...

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 10:56
by Wicca
Yeah i guess your right ill remove em boooy :)

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 13:51
by ChiefRyza
Wicca wrote:
Also that sun part is sooo hard to get right. I swear. Its like trying to hit a dot with a dot.
Lighting > Set Sun Direction > Set Sunflare Direction To Camera - Viola!

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 14:14
by VapoMan
'[R-CON wrote:ChiefRyza;1583997']Lighting > Set Sun Direction > Set Sunflare Direction To Camera - Viola!
To get it even more accurate, first go to: Render > Hud > Toggle Draw Reference Cross
It will put a cross on the screen so you can line up the sun with the sunflare perfectly.

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-04-27 16:28
by Amok@ndy
lucky.BOY wrote:A magical flying rock:
ImageImage
thats why i dont give anymore feedback to you wicca ... its pointless you dont take advices and you dont learn even if you get shown a lot of times ...

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-05-01 21:46
by sparks50
I love this map, massive, good view distance, but still plenty of terrain for infantry to hide behind. Great for 100+ battles.

Also: bouncing dead or wounded bodies. Hilarious, but I wonder what is causing it. Our squadleader became mighty hard to revive when hes body flew over the land like a oversized grasshopper on speed.

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-05-01 22:27
by Mora
The main bases are too small if you ask me. There are only 2 helipads and 4 hueys. Could do with some room. Also possibly put a supply crate near the helipads so that people who spawned in can get their kits and dont need to walk all the way back to the vehicle depot.

Other than that it could do with some flags and vegetation but you already knew that.

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-05-01 23:00
by Wicca
Vegetation yes. Personally i hate flags. But thats just me :P Ill see if i can put some down.

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-05-08 17:58
by Doc.Pock
just do 2 diffrent versions of the map? one with flags... otherwise nice

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-05-09 23:08
by Stealthgato
Yeah, mainbases need a revision. More helipads (and not glued to eachother preferrably), repair station should be marked on the map and closer to the spawn point.

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-07-17 20:02
by Wicca
Turn Helipads upside down
Replace rocks v2
Sand Ripple Textures
'[R-DEV wrote:Rudd']http://www.bfeditor.org/forums/index.ph ... opic=10002

go to editor folder, open objectlight.con replace everything in that with this

Code: Select all

rem ******** Lightmap Generation Settings ********
if v_arg1 == BF2Editor

LightMapGeneration.init
LightMapGeneration.GILightsBaseDir 0/0.33/-0.66
LightMapGeneration.GILightsIntensity 0.33
LightMapGeneration.GILightsShadowIntensity 1
LightMapGeneration.GILightsFov 45
LightMapGeneration.UseGITopLight 1
LightMapGeneration.GITopLightIntensity 0.1
LightMapGeneration.GILightsViewDistance 10
LightMapGeneration.skyWhite 0.3
LightMapGeneration.numberOfGILights 8
LightMapGeneration.sunLightShadowIntensity 1
LightMapGeneration.sunLightFov 2
LightMapGeneration.sunLightIntensity 1

endIf
rerun BF2_tpaint, your terrain changes need to be consistent with your terrain changes

http://img707.imageshack.us/img707/7796/wiccastuff.jpg

play with these settings, the general settings let you set the low detail texture settings which lets you make it look alot nicer

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-07-20 02:19
by Wilkinson
I'd run this. Except my gaming computer died. :(

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-07-30 13:20
by Wicca
Moved both mains.

Changed the Objecligmaps.con

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-07-30 15:02
by AK47 WARRIOR
Wicca when will you release the map it' taking to long ?

Re: [Map] Karez Offensive (4km) [WIP]

Posted: 2011-07-30 15:26
by Wicca
Ill get it ready as soon as possible mate :)