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Re: [Map] Radio Moscow

Posted: 2008-11-11 19:52
by cat
Are there squads/clans that do have the server capacity and do want to test new maps? Or is there a place to ask for it?

Re: [Map] Radio Moscow

Posted: 2008-11-12 01:56
by cat
Image

Download:
http://www.tr-racing.de/pr_maps/rm/radio_moscow_beta1.rar


Readme file
-----------------------------------
Radio Moscow
BETA v1
12/11/2008
created by cat ([email protected])
-----------------------------------




Info:
This is a map for Reality Mod. Playable on V08.
Any server admins feel free to play this map on any public server.
However modifying the map is not allowed.



Beta status:
This is a public beta. This means it is completely playable.
The only things missing are final lightmaps. This version is
intended for public testing of balance.

The map complies the PR Mapping Guidelines to the letter.




Installing:
Unpack the rar into your Battlefield2/mods/pr/levels folder.
(After unpacking, there should be a radio_moscow folder next to
the other map folders)



Detailed Info:


Back story:

The USMC moves in to destroy a radio outpost used by russian separatists for
subversive activities in the Caspian Sea region.

*All events and location are purely fictional*
*No political statement intended*


Gear:

USMC
2x Support Truck
2x Humvee M2

Militants
2x Support Truck
2x Technical
1x BRDM


USMC Base is not cappable. The area is protected from spawn attacking.
Militia Base Is cappable once the other flags are lost.

All spawn times follow the Mapping guidelines

Default Tickets is 300 for both teams.

Re: [Map] Radio Moscow

Posted: 2008-11-12 02:37
by CodeRedFox
Looking good man, haven't had time to download it but will see what the unforgiving public thinks :-P

Re: [Map] Radio Moscow

Posted: 2008-11-12 07:57
by ReconAus
Every time i click join game i CTD. I followed exactly what it said in the readme and i've re-downloaded it 3 times, but it still does it.

Recon

Re: [Map] Radio Moscow

Posted: 2008-11-12 09:09
by cat
Does it give out an error message? If not can you try starting windowed? Then it should give an error when it does crash.

I checked the files by removing all map files from my local pr folder, downloading it off the net and starting it. So I hope this is just a single cause.

Re: [Map] Radio Moscow

Posted: 2008-11-12 09:49
by ReconAus
cat wrote:Does it give out an error message? If not can you try starting windowed? Then it should give an error when it does crash.

I checked the files by removing all map files from my local pr folder, downloading it off the net and starting it. So I hope this is just a single cause.
Still didnt come up with an error, i'll try and install it again


Recon

Re: [Map] Radio Moscow

Posted: 2008-11-12 10:52
by cat
Does it crash only on this map?
If not perhaps this may help
https://www.realitymod.com/forum/f27-pr ... erver.html

Re: [Map] Radio Moscow

Posted: 2008-11-12 11:29
by cat
Just got reports from other players that the files are not crashing for them. However I am still intrested what was causing this crash for you.

Re: [Map] Radio Moscow

Posted: 2008-11-12 12:41
by OkitaMakoto
@Whoevers crashing: What are your textures on?



@Cat: did you generate all lightmaps/texture details/etc?

Re: [Map] Radio Moscow

Posted: 2008-11-12 13:01
by cat
I think I found the error. Game crashes on low settings.

>>>>>>dreaded low detail error

generating low details for every textrue layer does fix it yes?

How can such a newb error happen to me? I fot I am the pro.

Re: [Map] Radio Moscow

Posted: 2008-11-12 13:01
by Polka
So like...I can still play online with this installed ? LAL

Re: [Map] Radio Moscow

Posted: 2008-11-12 13:05
by cat
I am going to fix it now and upload v2. However if you run the game in MED or HIGH settings the error should be not a problem.

But then again I would wait for v2 because some admins are going to get that one.

Re: [Map] Radio Moscow

Posted: 2008-11-12 13:19
by OkitaMakoto
Itd probably be best to give it to only one server so that everyone who downloads will be able to gather in one place to test.

If you give it to multiple servers the testers will be all over...

Not to mention with only one server you can request a time everyone could log on...

Re: [Map] Radio Moscow

Posted: 2008-11-12 13:29
by ReconAus
cat wrote:I think I found the error. Game crashes on low settings.

>>>>>>dreaded low detail error

generating low details for every textrue layer does fix it yes?

How can such a newb error happen to me? I fot I am the pro.
Yer i run most things on low, well at least this problem came up now and not later. Hope to play V.2 soon Cat

Recon

Re: [Map] Radio Moscow

Posted: 2008-11-12 13:55
by cat
I re-generated the low detail textures for all 5 used slots and saved the terrain (resaved with all terrain releated options). However it still crashes on LOW.

Any suggestion what is wrong?

Re: [Map] Radio Moscow

Posted: 2008-11-12 13:58
by Rudd
Just had a run around in a hummer, gotta say it feels great, it looks great, and performance was great (I'm on a really really really crappy laptop)

but a couple things i noticed

The road leading from US main to the sawmill seems a little odd, It might be too late to change? I would suggest you make it intersect with the road leading south from the US main, and possibly make at least one portion of the roads, such as the road leading from militia main to the sawmill a dirt track, you get the feeling your on a race track circuit instead of a utility road

also, theres this green stuff, might just be my computer though
http://img136.imageshack.us/img136/4557 ... 001fi8.jpg
http://img521.imageshack.us/img521/8814 ... 000nu2.jpg

Driving around, especially off road, felt really realistic.

The inter-base distance looks just right for some sniping and other ranged combat,

the central hill flag is great! the only way the US will take that from a determined defending squad is with a firesupport group, its a match made in heaven with the current bunker system

question - what firesupport are each teams getting

only thing I'd personally like to see added is a couple more defending positions, not flags. e.g. a couple of single trenches (not full trench networks, just an indentation in the ground and lined with wood alla Barracuda) and perhaps the Militia could benefit from an AT gun defending their main? the map is perfect for such weapons :D

another edit- central hill could benefit from a couple more rocks an stuff near the top, seems a little pointy

great map :P

only other suggestion is to make a training version and put FAVs on it so we can race around the circuit :lol:

edit- just noticed you can see in to the enemy main from the central hill, was this intentional? a couple of well placed trees could prevent any baserape? - edit, duh, if the americans are on the hill it will be because they have taken the flag and can now legit attack, so no problems.

Re: [Map] Radio Moscow

Posted: 2008-11-12 14:23
by cat
The road leading from US main to the sawmill seems a little odd, It might be too late to change? I would suggest you make it intersect with the road leading south from the US main, and possibly make at least one portion of the roads, such as the road leading from militia main to the sawmill a dirt track, you get the feeling your on a race track circuit instead of a utility road
The roat will stay where it is. Because it would be too much work changing it. An intersection OVER the ridge I wanted to avoid because of asthetic reasons and I wanted the ridge actually be very impassable to vehicles.
What do you mean by dirt track? I painted the texture under the road with a "dirt" material for better looking. However it appears to affect driving performance, making it alot more slippery which is a pure accidental but nice effect which i am going to keep.


For the extra positions I dfinately plan to add in some more bunkers or trenches. There is some room for some fortifed positions. I am still going to add more detail for the final version.

About the fire support. I like playing automatic kits a lot. So the barren hill tops were designed with machine gunners in mind. Also the smaller hill features a very uncvered approach, making machine guns for defense very useful.

AT Guns would fit but the USMC do not have any armored vehicles so its not needed.


Baserape
Which base do you mean? The USMC base is not cappable and it is also protected by a kill zone. And the cars are parked next to the hesco barriers making a direct hit from a rpg very hard.


The Militia Base is supposed to be cappable. However if testing show its too easy to kill people inside I am going to add in some interior hesco to block the view.

Re: [Map] Radio Moscow

Posted: 2008-11-12 16:11
by cat
Ok what is wrong with this shitty editor? I have compared all my files to mestia, and they are all in where they are supposed to. The lowdetail maps have the newest time date when I saved it and still it crashes on LOW.

Re: [Map] Radio Moscow

Posted: 2008-11-12 16:17
by OkitaMakoto
Did you "Generate Low Detail Maps"?

I forget what else causes that... its been awhile :\

Re: [Map] Radio Moscow

Posted: 2008-11-12 16:24
by cat
Yes, I opened the terraineditor. Clicked on each terrain layer (i use 5) seelcted the lowdetail texture. Then clicked generate low detail. For each layer. Then saved. It checked some boex like compiled terrain. The lowdetail folderin base folder (not editor) also carries the newest dds files with the time stamp of the time I saved it. However I noticed that the lowdetail folder IN the editor subfolder only holds seoncary lowdetailmaps that are 1 day older.