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Posted: 2007-01-07 03:09
by Pantera
Mongolian_dude wrote:LOL how about a map which is insurgent VS MEC?
Except the insurgents arnt the cheaky, American hating, Muslim ones that have all the bomb cars and that on Albasrah.

There is no War vet class(or spec ops), but an American specal force imbedded, who trains and fights along side the people of.....where ever, in a plight against the opression of the MEC.

The USMC spec force is requestable
Doctor class is still present but Medic is requetsable.
Weapons officer(SAW) is requestable.
Demolitions expert is requestable(C4, Clamore,AT mine and more).

All USMC classes will bare M4s(when they are toned down).
native forces bare the AK-47, primarily.

The Insurgent/USMC have no hardwear except for a couple of chinowigs, civi cars and techinicals. maybe a RIB or rwo.

The MEC have the heavy russian Tanks and APCs and maybe even the Gazell scout chopper(when its main guns have more firepower than sneezing nun).
There is no arty what so ever.
MEC have suplply drops as do insurgents/USMC forces.
Bring back the viechle drop for the USMC eh? ;)


...mongol...
http://realitymod.com/forum/t12712-wipalfaz.html

:roll:

Though i havent had much time to update that post of mine, i will do so as soon as i finish waterfall. This is no place to discuss this mongol.

Sorry for going off topic there

Posted: 2007-01-07 03:12
by Mongolian_dude
Darth.Skyline wrote:http://realitymod.com/forum/t12712-wipalfaz.html

:roll:

Though i havent had much time to update that post of mine, i will do so as soon as i finish waterfall. This is no place to discuss this mongol.

Sorry for going off topic there
Nah, mines different/better (j/k)

Teh_difference is the embedded US forces and that the Insurgents are not the Islamibaddies.

...mongol...

Posted: 2007-01-07 03:21
by Pantera
Mongolian_dude wrote:Nah, mines different/better (j/k)

Teh_difference is the embedded US forces and that the Insurgents are not the Islamibaddies.

...mongol...

Yeah i know, i was just answering to the :
LOL how about a map which is insurgent VS MEC?
:mrgreen: :)

Posted: 2007-01-07 04:29
by Mongolian_dude
Darth.Skyline wrote:Yeah i know, i was just answering to the :

:mrgreen: :)
Yeah, i know i was just Shadda Theya hella Upa!
:D

...mongol...

Posted: 2007-01-07 15:44
by Rhino
TheDarkOverlord wrote:The Refinery is based on a reference image, does it need any more work?

The West Oilfield has been replaced by an "Oil Storage Area", and is based on a reference image.
Image
Does this need any more work?

The East Oilfield has been replaced by an "Oil Production Facility", and is loosely based on a reference image.
Image
Does this need any more work?

I know more work is needed to make the Village more realistic, but cannot find any reference images. Any suggestions on how to improve it?

Does the MEC Deployment Area need any more work?



Done. I removed the mezzanine and added another small pile of crates near the side, so you can get out.
they look ok but they dont look quite like a working oil refinery yet. If you ask me they need to be alot more buisser with pipes, buildings etc. These places seem to have loads, and loads of pipes going everywhere in real life. Also things like a permiter fence etc would probaly be a good idea :)

Posted: 2007-01-07 19:33
by MMad
TheDarkOverlord wrote:...does it need any more work?
Both areas could be visually improved with a bit more piping, I think. Perhaps a big-*** pipeline running away or something.. Look at the vBF2 map Zatar Wetlands for references. :) I like the feel and look of that map.

Also, adding some random **** like barrels and a barrack or two could give players a bit more stuff to hide behind. Don't overdo it though, always keep in mind how people might move through the area, where cover would be useful and where you don't *want* assaulting players to have cover.

Posted: 2007-01-08 23:27
by TheDarkOverlord
Darth.Skyline wrote:Looks good :)
Thanks!
Darth.Skyline wrote:The "Oil Storage Area" looks a bit lonely, add some fences maybe ?
'[R-DEV wrote:Rhino']Also things like a permiter fence etc would probaly be a good idea :)
Permiter fences added to the Oil Storage Area and Oil Production Facility.
'[R-DEV wrote:Rhino']
they look ok but they dont look quite like a working oil refinery yet. If you ask me they need to be alot more buisser with pipes, buildings etc. These places seem to have loads, and loads of pipes going everywhere in real life.
'MMad' wrote:Both areas could be visually improved with a bit more piping, I think. Perhaps a big-*** pipeline running away or something..
I've added pipes running through the level

Screenshots:
ImageImageImageImage
'MMad' wrote:Also, adding some random **** like barrels and a barrack or two could give players a bit more stuff to hide behind. Don't overdo it though, always keep in mind how people might move through the area, where cover would be useful and where you don't *want* assaulting players to have cover.
I'm in the process of added more detail to the Oil Storage Area and Oil Processing Facility, including some cover.

Posted: 2007-01-08 23:35
by Pantera
Looking really good now, you have time on your hands :p ;)

Am i the only one that thinks the Terrain is a bit..."too Flat" ?

Jazz it up a little, add some more hills or "steeps".....althouth before you do that wait for more feedback :)

Posted: 2007-01-08 23:38
by Figisaacnewton
I'm an ******* when it comes to maps, and I think this is a good idea, and the map looks good. kudos!

Posted: 2007-01-08 23:41
by Guerra norte
Am i the only one that thinks the Terrain is a bit..."too Flat" ?
YES! Do not, I repeat DO NOT make this another Indiana Jones fantasy hill map.

Posted: 2007-01-09 00:50
by Griffon2-6
Lol. I made some of those by accident on my map, but they don't affect gameplay much. I just wanted some nice cliffs lol.

Posted: 2007-01-09 01:40
by TheDarkOverlord
Darth.Skyline wrote:Looking really good now, you have time on your hands :p ;)
Figisaacnewton wrote:I'm an ******* when it comes to maps, and I think this is a good idea, and the map looks good. kudos!
Thanks!
Darth.Skyline wrote:Am i the only one that thinks the Terrain is a bit..."too Flat" ?

Jazz it up a little, add some more hills or "steeps".....althouth before you do that wait for more feedback :)
I don't want to add too much variation in terrain. The map is made for long range tank battles (the view distance is 800). Most of the ditchs in the oilfield were made big enough to hide a soldier, but not big enough to conceal a tank. There are a few that can conceal a tank though, but not many.

Posted: 2007-01-09 01:41
by Guerra norte
TheDarkOverlord wrote:Thanks!



I don't want to add too much variation in terrain. The map is made for long range tank battles (the view distance is 800). Most of the ditchs in the oilfield were made big enough to hide a soldier, but not big enough to conceal a tank. There are a few that can conceal a tank though, but not many.
Awesome! Thank you, let's hope we'll see this map in PRM.

Posted: 2007-01-13 19:54
by TheDarkOverlord
Guerra norte wrote:Awesome! Thank you, let's hope we'll see this map in PRM.
Thanks!

I've added some more detail to the CPs.

Refinery:
Image
I added more cover near the SE entrance. The fence restricts vehicle entrance to the road, but their are areas where you can crawl under the fence behind the warehouse and oil tank is the distance (where the road curves sharply).

Oil Storage Area:
Image
I added more cover near the entrances and some defensive structures (including a static AT launcher). The terrain provides cover so infantry outside the fence. Again, entrance is limited to the road and a area where you can crawl under the fence, which is located at the back of the CP.

Oil Production Facility:
Image
I added some cover to the South entrance. There is a ditch outside the fence that produces cover for infantry, and an area where you can crawl under the fence at the East (behind the office) and the West (beging the oil tanks).

Crashsite:
No longer a CP.

Bridge:
Image
The combat area has been expanded, so you can cross at an area to the SOuth and to the North that is not as deep. The "shallow" areas have hedgehogs and tank wrecks.

MEC Deployment Zone:
Image
Light helicopter added.

Do any of the CPs need more work? I know the village needs to be made more realistic, but I do not know what to change. Any suggestions?

Posted: 2007-01-20 15:20
by TheDarkOverlord
I've updated the village, adding more paths and making sure every house is near a path. Also, I increases the view distance to 950 and the fps is still fine.

Image

Does this need any more work? Do any of the other CPs need more work?

Posted: 2007-01-20 16:09
by Rhino
Refinery at the moment dosent look like a Refinery, with just a chimney there how is it make to refine oil? :p hehe

you have to think how these places work etc, then make them into good gameplay at the same time. a Refinery is something that takes quite abit of detail. the vBF2 Refinerys dont even come close to how complex and busy they are but they still give a slight impression that they might just be one. thou there is no way enogth pipework etc to make them really one :p

go on google, find some good refrence pics and then pick and mix to try and make something that will 1 look good and 2, fun.

Now if i just search "oil Refinery" on google images, look what I find.
http://images.google.co.uk/images?svnum ... tnG=Search

you can see just though the thumb nails, these places are complex. But you might also think that these aint arab refinerys. Well I dout there is going to be that much diffrence and really, all you are looking for from these are references and ideas for your one.

heres a nice pic for you just to get the idea of how much pipe work is really in a small area of one of these places. Not that im saying you should do this ingame, hell it would take a hell of a long time to place all thous pipes (trust me ive tried) and would take alot of memory.
http://www.infomotions.com/gallery/hear ... CN0735.jpg

here are some cool statics, if you can find anything like these in vBF2, or to get the modeled etc if you can.
http://www.ccg-estimating.com/images/Oil-Refinery-3.jpg
if not, just gives you a nice idea on what the place looks like still.

can see the sort of scale of how big one of these places are in real life here.
http://www.webbaviation.co.uk/gallery/d ... 00218a.jpg
thou keep your one small, unless you want to make a entier map based on one.

some static layouts:
http://www.ncedaust.org/images/oil_refinery.jpg
http://static.howstuffworks.com/gif/oil ... olumns.gif
http://static.howstuffworks.com/gif/oil ... finery.jpg
http://www.stockpix.com/stock/humanende ... m/2642.jpg
http://www1.istockphoto.com/file_thumbv ... _white.jpg

and ye you should get the idea. Google image search is your friend :D

Posted: 2007-01-20 16:52
by Snake_doctor
this map looks nice yep more maps beter i wood say thats why ai start mapping coz u cant get nuff maps more the beter

Posted: 2007-01-20 18:59
by TheDarkOverlord
@Rhino

Here's a pic of a oil refinery in Sudan.
http://exploringafrica.matrix.msu.edu/s ... 09sh02.htm

The oil refinery I made was as close as I could get to it, except farther north and after a dry season.
'*=LD=*Snake_doctor' wrote:this map looks nice yep more maps beter i wood say thats why ai start mapping coz u cant get nuff maps more the beter
Thanks!

Posted: 2007-01-20 19:01
by Rhino
lol, I wouldn't fight a battle over that thing :p

but umm ye, that thing I couldn't call a "refinery", it dosent look like massive production etc. with all your oil wells around you would be talking big production. that thing looks like 1 tiny crappy one :p

Posted: 2007-01-20 19:12
by dhimmi
That looks like an oil well.
But the map looks good and with the new optics rumored for .5 I look for ward to some long distance gunnery