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Re: [Map] Colesberg [WIP]
Posted: 2009-02-27 03:09
by Wilkinson
Re: [Map] Colesberg [WIP]
Posted: 2009-02-27 10:39
by PikminDoctor
[R-DEV]Drav wrote:Yes excellent, agree with Cookie monster on all points. Ran with no lag on my comp either, athlon dual core at 2.5GHz (I think?!) 2 gigs of ram and a Radeon 2900 PRO.
A few pointers I'd make. The grass render distance is about 230m. This is nice, but seeing as the tanks can see out to 500m+ I dont think this is a good map for them. As mentioned the grass needs to be about half the height it is now. The parts I particularly like are where rows of bushes mingle in with the grass. It creates a very rich cover, something we lack in PR atm.
The map itself needs quite a lot of work, but the environment you have created is very nice indeed. I can imagine some really nice infantry ambushes in there, and think it would make a great map for humvee mounted infantry fighting.
Certainly a very interesting setup.....I'd like to see some stuff fixed and a little more definition added to the level then give it a test with some other players.
Hi, I'm surprised you got a grass draw distance of 230m, becasue I set it to 500m but maybe if the graphics settings draw distance is not at maximum the undergrowth is turned down more then the main draw distance? I'll have a look at this and see if maybe adding more fog could help.
Thanks you!
Re: [Map] Colesberg [WIP]
Posted: 2009-02-27 19:51
by Dr Rank
Don't ever use undergrowth as cover! Keep the view distance down to a max of 80m, its just there for decoration. If you want to have grass etc as cover you'll have to use the overgrowth field technique, and get it added right at the end of development. For now, focus on the rest of the map, and keep the undergowth height and view distance right down

Re: [Map] Colesberg [WIP]
Posted: 2009-02-28 12:40
by AnRK
Wow nice textures man, are they custom? Maybe it's the lighting or something but I haven't seen a BF2/PR/etc map with that kinda moorland feel to it.
Re: [Map] Colesberg [WIP]
Posted: 2009-02-28 14:52
by Mora
For some reason it wont show on my maplist.
Re: [Map] Colesberg [WIP]
Posted: 2009-02-28 16:57
by Drav
rename colesberg_unpacked to colesberg.
Re: [Map] Colesberg [WIP]
Posted: 2009-02-28 17:35
by D|ehard
looks nice. Still could use some tweaking, but overall good.
Re: [Map] Colesberg [WIP]
Posted: 2009-03-03 18:52
by Cpl.Small
looks great you'll have to show me next time u're down in pz
Re: [Map] Colesberg [WIP]
Posted: 2009-03-03 19:17
by PikminDoctor
Cpl.Small wrote:looks great you'll have to show me next time u're down in pz
cheers!

Re: [Map] Colesberg [WIP]
Posted: 2009-03-03 19:51
by marcoelnk
PR2 ???? wth ?
Re: [Map] Colesberg [WIP]
Posted: 2009-03-03 20:02
by tmnoobage
Congrats on becoming an R-Con Pikmin

Re: [Map] Colesberg [WIP]
Posted: 2009-03-03 20:04
by marcoelnk
yeah congrats , but for PR 2 ?
Re: [Map] Colesberg [WIP]
Posted: 2009-03-03 23:20
by MarineSeaknight
That must be purdy special.
Re: [Map] Colesberg [WIP]
Posted: 2009-03-04 00:05
by HughJass
[R-CON]marcoelnk wrote:yeah congrats , but for PR 2 ?
ditto
wat
Re: [Map] Colesberg [WIP]
Posted: 2009-03-04 00:35
by Tannhauser
TGEA?... Wait wut?
Re: [Map] Colesberg [WIP]
Posted: 2009-03-04 00:37
by Wilkinson
If you all will look below at Scot's post please you will understand everything...
https://www.realitymod.com/forum/f10-pr ... 6-pr2.html
[Flash] (MIB Thing.)
.....damn this "good time" thing

Re: [Map] Colesberg [WIP]
Posted: 2009-03-04 00:45
by Scot
Please look here:

Re: [Map] Colesberg [WIP]
Posted: 2009-03-04 00:52
by Wilkinson
YES SCOT! YOU ROCK!
Re: [Map] Colesberg [WIP]
Posted: 2009-03-06 04:19
by crazy11
Ok so I was driving around the map and bam Im in this hole:
Wonderful map though.
Re: [Map] Colesberg [WIP]
Posted: 2009-03-14 09:25
by Cpl.Small
pikmin doctor can u put the file back up?? i'll see if i can run it