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Re: [Map] Yibal Oilfields

Posted: 2008-06-13 19:06
by DeltaFart
its supposed to be hence mini :D

Re: [Map] Yibal Oilfields

Posted: 2008-06-13 19:15
by hall0
LoL :D
No i mean on the screen it looks not so big als on the videos :wink:

Re: [Map] Yibal Oilfields

Posted: 2008-06-13 20:57
by Outlawz7
DeltaFart wrote:the american place you might want to make less sturctured like it was just hastily set up
Heh, ty for the reminder planned redoing the main bases anyway.

The minimap probably got resized by Photobucket

Re: [Map] Yibal Oilfields

Posted: 2008-06-13 21:48
by Outlawz7
Riight...finally uploaded the latest update video...

http://uk.youtube.com/watch?v=H81UD0RhBAI[/youtube]

Now I can go to bed and when I resurrect I'd like to see some feedback :p

Re: [Map] Yibal Oilfields

Posted: 2008-06-13 21:57
by agentscar
Awesome work!

What was the song through most of the update vid. BTW?

Also,I think the MBT's should have respawns on this map...

Re: [Map] Yibal Oilfields

Posted: 2008-06-13 22:58
by HughJass
Great vid, but once again PLEASE POST A MINIMAP! it is very hard to understand the map with you just flying around in a bird...


other then that from what i've seen the map looks nice, very cool for a tank assault.

Re: [Map] Yibal Oilfields

Posted: 2008-06-14 07:08
by marcoelnk
Looks nice :)

Im still not satisfied with some things though :

-the small city just doesnt fit imo...you improved it but i would use smaller statics for a small city like that.if you had in mind that these are the houses of the working crews then i would rather choose barracks as their home :)

- get a bit more infrastructure to these oilrefineries and stuff ...kufrah-mapper has done that very well

- i think that this oilrefinery with these huge silos or whatever that is should either be larger or you shouldnt use these highbuildings...the same goes with the small city

-the sunflare is unlogical as there is no sun in that direction from what i can see


otherwise it looks pretty good so far

Re: [Map] Yibal Oilfields

Posted: 2008-06-14 07:14
by Outlawz7
Still WIP so it can change. :)
Thanks for the ideas.

I already posted the minimap, but I guess you want to see the one with CPs on, will edit this post soon.

edit:
Image

Umm, currently there are 6 MBTs on a 10 minute spawn delay and respawn, although I might change it to 15 minutes as I intend to make both teams rush at start with jeeps and such.

Re: [Map] Yibal Oilfields

Posted: 2008-06-14 07:26
by HughJass
very nice my friend, looks superb, id like this to replace al kufrah possibly..what is the cap order? and maybe just keep the tanks on a 20 minute delay.

Re: [Map] Yibal Oilfields

Posted: 2008-06-14 08:36
by MAINERROR
Looks awesome. Whats the status of the map?

Re: [Map] Yibal Oilfields

Posted: 2008-06-14 11:16
by hall0
Nice i realy like the tankoutpost :mrgreen: But we need a little bit more stuff in the outpost. At the moment it looks a little bit "dead".
-the small city just doesnt fit imo...you improved it but i would use smaller statics for a small city like that.if you had in mind that these are the houses of the working crews then i would rather choose barracks as their home
I agree the idea that this would be the houses of the working crew isnt good. As is said some posts ago. But i dont think the houses are to big for the city. Maybe the city itself is a bit to small but the houses are fine for me. Otherwise this would be again one of the thousend (destroyalbe) villages we seen in so many times before. :neutral:
My idea would be to make the city a little bit bigger, maybe nearly the whole e4. But keep the city than on the same level. Because a realy high building than would looks stupid.
- i think that this oilrefinery with these huge silos or whatever that is should either be larger or you shouldnt use these highbuildings...
Agree. The three little silos left (video 2.07) should stay but the other high ones dont fit. Maybe add a big construction as we have it on qwai or sunset for these silos. Because its even a construcion or isnt it?
And the containers there looks more we are on a harbour or trainstation as we are in the desert.

Btw. The forklift is great :mrgreen:

Re: [Map] Yibal Oilfields

Posted: 2008-06-15 06:44
by Outlawz7
I removed the silos and kept only one, the place will now be a gas refinery (need to check if something like that exists :p ), made another pipeline and placed a bunch of gas towers in the fields around it.

I'll be improving the tank outposts and add in some more.

The city isn't actually a city now, I meant it as a small random hamlet, kinda like the lone gas stations and motels in the middle of the desert in the U.S. ;)
Will expand it a bit though as suggested.

Re: [Map] Yibal Oilfields

Posted: 2008-06-26 17:20
by Outlawz7
*drumroll*

I decided to put up the first public version of the map.
Please note, that this is very very WIP.

Download here:
FileFactory.com - free file hosting -- yibal_oilfields_zip

How to unpack
1. extract the folder out of the .zip
2. go to Battlefield 2/mods/pr/levels/
3. place the yibal_oilfields folder into that directory

Important
When creating the local server run the Yibal Oilfields 64 as I haven't created the 16/32 layers yet.

Also make sure you have Music turned on in the Audio options ;)

Known issues:

-object spawners are not working properly - if you request a kit the rifle will be invisible etc.

-do not use commander assets, if you put up a co post you game will CTD when the truck spawns, related to above.

-cannot request kits at main base - haven't set up that yet, use APCs

-do not use emplaced LMGs as you'll get stuck in them - no idea why this happens

-USMC main base is under construction - use the MEC team assets to mess around, but you are welcome to try taking off the Littlebird on a sloped hill :D

-shacks at MEC main are floating

-no lightmaps in buildings - those come at the very end.

-all CPs will be captured in 10 seconds, again haven't set that up so it uses default options

-a technical spawns at MEC main - shitz n giggles :p

-a building is glitched and floating half way at the city - haven't cleaned up the last time I was placing stuff there :o ops:

Do post anything else I missed.

Re: [Map] Yibal Oilfields

Posted: 2008-06-26 18:21
by Rudd
downloading, looking forward to having a looksee

Re: [Map] Yibal Oilfields

Posted: 2008-06-27 00:48
by HughJass
very intresting map, i see a lot potential. Yeah just listen to johnny.

My main concern is that the town looks so unpolished, and needs the new statics (witch I have) :P

Re: [Map] Yibal Oilfields

Posted: 2008-06-27 09:33
by Outlawz7
Replying to Johnny:

1. Definition of "****". If you are referring to the dense undergrowth, yes that will be corrected, I don't live with an impression that desert = botanic garden. :p

2. Good idea, but as you mentioned you can't really have much outside the map than just terrain. Another problem would be that the surrounding terrain is not included in the minimap, meaning that any units or spawn points outside the map would appear on the side of it, would cause some confusion tbh.

3. I never said that it's going to be 1-1-3-1-1 layout, went for the suggested 1-2-1-2-1 a while ago, as you suggested.

4. I always set the cap radius to 100m so I am aware of areas where rally points can be placed instead of making some neat RP spots and realize they're too close to the CP to have RPs placed there

The assets will be symmetrical, as I said the US base is under construction.

5. 10 minutes, 5 for jeeps and APCs. 5 minutes for 6 tanks is crazy and PR's game play is too slow to handle such mass number of armor IMHO.

6. The map is textured with the surrounding terrain...??? Probably a mistake on my side when putting the map together for upload.

7. More roads, ok :lol:

8. Yes, but if you want me to use the big oil pipelines and have a pipe to each and every pump it's gonna look like pipemania. I'll go Google up oilfields a bit more.

8.5 Will do.

9. Non-respawnable Littlebird and Eurocopter maybe? (like the old 0.6 Kufrah)

10&11. Thank you very much.

12. I don't have access to any sort of 0.8 statics, same goes for any ideas in point 13.
I was thinking about removing the CP and just have it as a gas station or warehouse thing next to a crossroad.

13. Working on that one.

14. Very good suggestion.

15. I think it's the other way around, the color maps don't match the roads :p
Yes yes, will redo.

Re: [Map] Yibal Oilfields

Posted: 2008-06-27 10:56
by Outlawz7
Hmm well as long as the .info doesn't get overwritten only game mode listed in the game menu should be the 64 conquest version.

I could delete all other game mode folders when the map is done.

Re: [Map] Yibal Oilfields

Posted: 2008-06-27 11:04
by SuperTimo
Little bird with hydras?

that would be epic, if you have seen the new rereleased greasy mullet it works, Mec team has two eurocopters, US team has 1 LB gunship with hydras, and one transport.

somthing you may want to think about but for now keep shoving in the armour.