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Re: [Map] Yibal Oilfields
Posted: 2008-06-27 12:07
by marcoelnk
i think you forgot these lines of code in the init.con :
at least i add them as told in rhinos tut.
gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
so it should look like this :
...
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
correct me if im wrong

Re: [Map] Yibal Oilfields
Posted: 2008-06-27 16:13
by Outlawz7
heh whats that for? And in which tut is that mentioned?
Re: [Map] Yibal Oilfields
Posted: 2008-07-15 09:55
by Outlawz7
I placed some more random oil tanks and some more roads around, but I can't think of anything to add to the map tbh
Middle flag is now a military FOB, half finished.
Issues:
-map currently balanced towards USMC due them getting faster to the FOB than MEC
Should I make the map a bit asymmetrical by making it so that MEC starts out with FOB capped and maybe a RP spawn there and possible some non-respawnable TOWs or BMP3s?
-hollow minimap spots - happened when I made the new minimap and the smoke clouds got rendered on it.
-gas pumps on fire - should they fire be on top or on bottom making it look like the entire thing is burning?
Also having troubles uploading the new version, Xfire me if you want it: outlawz7
Re: [Map] Yibal Oilfields
Posted: 2008-07-15 15:45
by Outlawz7
Jonny wrote:
I think the small town was a good idea and made sense, there are no other towns on the map yet, but there does seem to be another military base on the map.
Oh God, make your mind up. :/
12) the city is, quite honestly, ****. Its a waste of your time doing it without the hotel statics from fallujah west. This as the centre, surrounded by the archer/basrah destructible buildings is what you need. This will make the city the focus of the infantry.
Jonny wrote:
Do TWO military bases make sense here? This close together?
Qinling has an FOB and Basrah's VCP could also be considered as one.
It's not supposed to be a second main base, more like a small outpost/checkpoint big enough to house armor.
I should really rethink the map layout before I went doing it

Re: [Map] Yibal Oilfields
Posted: 2008-07-15 16:40
by Outlawz7
Re: [Map] Yibal Oilfields
Posted: 2008-07-16 16:15
by agentscar
I would prefer the city also...
downloading..
Re: [Map] Yibal Oilfields
Posted: 2008-07-16 17:59
by Outlawz7
Jonny wrote:
Cant get the D/L link to work, can you upload to somewere else, like 4shared or rapidshare?
Me neither
Uploading somewhere else...
Re: [Map] Yibal Oilfields
Posted: 2008-07-16 18:35
by Outlawz7
Re: [Map] Yibal Oilfields
Posted: 2008-07-18 18:01
by Outlawz7
As far as the SUVs go, it's a bloody joke, I keep messing around.
Those out of nowhere silos have been removed.
I considered most of the rest. Ty for the nice bug report.
tbh, can I actually get some ideas instead of what to remove and fix and move all the time?
I appreciate all the remarks, but it's frustrating me to death removing everything all the time because it isn't right that way or another. Like what am I suppsoed to have in the map?
Re: [Map] Yibal Oilfields
Posted: 2008-07-18 22:19
by Waaah_Wah
That Stinger on top of the little shack in the US base looks weird, and so dies that TOW on top of the building.
Once you get in the fixed RPK in MEC main you cant get out.
I think i have more critisism, but i forgot
Btw, are you planning on having more flags in the middle?

Re: [Map] Yibal Oilfields
Posted: 2008-07-19 06:04
by Outlawz7
AA is bing fixed, I'll try and fix all the emplaced SMGs that get you stuck and the flag number is staying 7, I'll see how it plays out compared to either 8 or 6.
Re: [Map] Yibal Oilfields
Posted: 2008-07-24 16:45
by Outlawz7
Experimenting with lighting effects, I'm going for sort of a bright/hot felling to the map, it is desert after all
Lightmaps are done on Low, so ignore the strange darkish buildings. The map CTD'd on loading because the game wanted the lightmap atlas, so I had to render some.
And yes, BMP3s are coming,currently still thinking if I should implement them as a one time non-respawanable asset, regular asset as a replacement for the two BTR90s or two out of 6 T90s, or just keep them as something to unbalance the map deliberately.

Re: [Map] Yibal Oilfields
Posted: 2008-07-24 18:33
by 77SiCaRiO77
if the bmps3 are maded right (30 mm , 100 mm HEAT , AT-11 ATGM and mg) then im all for it replacing the btrs.