[Map] Al Kufrah Oilfield [released]

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TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

Thanks Griffon2-6 and V3N0N_br!
V3N0N_br wrote: Just a few points I'd like to report to help you improve the map.

1- There's a letter floating near the village. It's like a 30m ladder, won't be hard to find.
The ladder is supposed to lead up into the top of the church, but the church is not appearing for some reason.
2- There's a texture wich you did not generate the low detail map properly. It's showing up really uggly.
Fixed.
3- I'd suggest adding the oil towers as well, not just the oil pumps ;)
Good idea.

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How's this?

4- Add a few crates to the plane crash... they might even be sort of sunk into the ground...
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How's this? Too many crates?
5- IMO you'd need more wirefences or whatever kind of fence you like around some places. The refinery for example, I don't think it would not have anything to prevent anyone from entering it.
Good point.

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6- I'd say making a more accidented terrain near the bridge, it's tooooo smooth... Or adding some more undergrowth, I don't know, it just looks kinda too empty =P
Fixed.

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Overall, congratulations, I really hope this gets into next PR release.

edit: had forgotten, the helipad on the chinese base is the wrong one. You have to use the one in common\roads\staticsnoblend\concreteblock_helipad, or anything that matches that name.
Fixed.
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Note: All of these screenshots where taken in the editor, so the quality is bad, and I have deleted the old lightmaps and have not re-generated them yet.
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Yay, nice to see you're really up to stuff! hehe
The Oiltower is nice, so are the fences.
And yes, too many crates, remove those that are too far from the plane. And make sure they're pretty shoken up, turn'em around and make all that stuff to look like they where droped before tha plane crashed (supposing there were ammo or something in then, I really think they would have done that to prevent them from blowing up with the plane)
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TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

V3N0N_br wrote:Yay, nice to see you're really up to stuff! hehe
The Oiltower is nice, so are the fences.
And yes, too many crates, remove those that are too far from the plane. And make sure they're pretty shoken up, turn'em around and make all that stuff to look like they where droped before tha plane crashed (supposing there were ammo or something in then, I really think they would have done that to prevent them from blowing up with the plane)
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How's this?
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

I think you got it ;)
It's not a priority, but it'll also look nice if you edit the plane's texture. Use the texture sulfix scheme, don't know if you are aware how to use it, any doubt send me a PM.

What you could do is making the wings and some parts black, as if they'd burned or something.
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TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

V3N0N_br wrote:I think you got it ;)
It's not a priority, but it'll also look nice if you edit the plane's texture. Use the texture sulfix scheme, don't know if you are aware how to use it, any doubt send me a PM.

What you could do is making the wings and some parts black, as if they'd burned or something.
The dds plug-in is not working. When I try to open a .dds file (the plane textures), it gives an error, saying that it is not compatable.
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Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

TheDarkOverlord wrote:The dds plug-in is not working. When I try to open a .dds file (the plane textures), it gives an error, saying that it is not compatable.
Yeah i get the same thing :(

I want to make my own billboards and change the texture of the hotel a bit 8)
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TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

New Beta available here
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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Downloading now... hope to have a review soon.

EDIT:

93 mb? Holy shit!
TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

GeZe wrote:93 mb? Holy shit!
Oops. I accidentally included the a file from when I was trying to get the church to work (the static objects folder). It's 78 MB without it, and the filesize will be less when I do the Lightmap atlas, which I haven't done yet.

I'll upload a new beta without the static objects folder.
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Sounds good.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Hmmm... I installed it correctly, but it is not showing up in the map list for Create Local
TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

Correct download here
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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Okay, downloading again.
GeZe
Retired PR Developer
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Joined: 2006-02-09 22:09

Post by GeZe »

Okay, I played around in it a bit.

It looks nice, shit loads of vehicles, but it's to flat/not enough detail. There needs to be more bumps, more cover. More detail at the points.

You should use the trenches, like in Al-Falujah, and you should use tank bunker thingies like in EJOD desert.

Also, if China is getting Air (helis etc), then you should give MEC some anti air.
TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

Update:

-Trenches, Sandbag defences and tank bunkers added in front of the PLA Outpost
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-More huts and a ammo dump added to the PLA Outpost
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-More detail (objects and overgrowth) added to the map, especially the Village CP
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-Static AA added to the Village CP
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I'll upload a beta once I fixed 16 and 32 player mode and generate lightmaps.
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

First off, looks pretty good, these are my observations, some of them may seem a bit picky but if its only minor things it beens theres no huge errors ;) my feedback from those screens:

-This looks cool, maybe cut down on the number of the 'quonset huts' Seems a bit cramped and an unnecasary amount. Also are they choppers spawning inbetween them roads in the middle of the base? Stick em on helipads like the others. I like the bunkers outside.
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-Are they all crates inside that big trench? way too many.
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-This looks wierd, the houses seem a bit 'thrown down randomly' and too cramped. Also it seems strange there are loads of tank wrecks and tank stoppers in the middle of the small village. Maybe give the village a tad more 'structure' and add in some little roads to put the houses along,also, heh, that village houses stacked up, rotate it so the steps are not trailing off the edge of the building. Just spread it out a bit more and just because you are adding things doesnt neccesarily make it better.
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-In the middle of this screen, that bend in the road needs to be widened because its all squished and funny, move the 2 spline points further apart.
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I think it looks like its got alot of potential, and im not being harsh just sayin my opinion. I just think maybe think a littl more about some of the layout features.There is alot of room in the map! Use it but you can still hav open tank battles. Also try to economise staticobject count to enable more viewing distance with better performance for tank battles.. Keep up good work! :D
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Ok, Overlord, I'm going to take this chance to ask: do you have collision mesh errors with the "quonset huts"? And, I'd assume, the barn too? This is really annoying and makes it hard to put objects inside them.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

if you cut down on the amount of objects you use, and think much more about putting objects down and where they go you will grately improve the map. at the moment you can see u are just using to many random objects in the wrong places or too many.
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Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

sbetter performance for tank battles.o try to economise staticobject count to enable more viewing distance with
YES! We need more huge *** maps with big view distance! Looks promising BTW.
TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

First off, thanks for the feedback.
'[R-DEV wrote:duckhunt']
-This looks cool, maybe cut down on the number of the 'quonset huts' Seems a bit cramped and an unnecasary amount. Also are they choppers spawning inbetween them roads in the middle of the base? Stick em on helipads like the others. I like the bunkers outside.
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-Are they all crates inside that big trench? way too many.
Those are ammo boxes, as it is supposed to be an ammo dump. I reduced the number of ammo boxes a bit though.
-This looks wierd, the houses seem a bit 'thrown down randomly' and too cramped. Also it seems strange there are loads of tank wrecks and tank stoppers in the middle of the small village. Maybe give the village a tad more 'structure' and add in some little roads to put the houses along,also, heh, that village houses stacked up, rotate it so the steps are not trailing off the edge of the building. Just spread it out a bit more and just because you are adding things doesnt neccesarily make it better.
Image
How's this?
For the stacked houses, I moved the steps a bit so they are not trailing off as much, but they are still trailing off a little because that's the only way it fits on top the other house.
-In the middle of this screen, that bend in the road needs to be widened because its all squished and funny, move the 2 spline points further apart.
Fixed.
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I think it looks like its got alot of potential, and im not being harsh just sayin my opinion. I just think maybe think a littl more about some of the layout features.There is alot of room in the map! Use it but you can still hav open tank battles. Also try to economise staticobject count to enable more viewing distance with better performance for tank battles.. Keep up good work! :D
Thanks!
I raised the view distance to 800, and the fps is still good due to the reduced amount of objects.
'Griffon2-6' wrote:Ok, Overlord, I'm going to take this chance to ask: do you have collision mesh errors with the "quonset huts"? And, I'd assume, the barn too? This is really annoying and makes it hard to put objects inside them.
Ya, I get that problem too. It makes it hard sometimes to place stuff inside because it keeps disappearing, but it works fine when you run the level with PR.
'[R-DEV wrote:Rhino']if you cut down on the amount of objects you use, and think much more about putting objects down and where they go you will grately improve the map. at the moment you can see u are just using to many random objects in the wrong places or too many.
As stated above, I've reduce the number of objects, and thus was able to increase the view distance.
Does the number of objects now look fine? If not, where do I need to add/remove objects?
'Guerra norte' wrote:YES! We need more huge *** maps with big view distance! Looks promising BTW.
Thanks!
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