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[Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 15:27
by Pvt.LHeureux
Hello everybody, after 1 year without mapping (my last try was Grozny) I wanted to get back in :)

This time I bring fresh air to PR with a map set in Africa! The map will feature african plains (savannas), plateaux, some rivers going across the map and a desert to the south of the map

I need an acacia tree model for my map, if anyone is interested PM me please.

Map Name: Blazing Sun
Terrain Type: Savannas/Hills/Plateaux/Desert
Factions: French Forces vs ARF/A.U-U.A
Size: 2km x 2km
Map Region: Africa - Kenya (Fictive)
Assets:

ARF - Tanks, APCs and some Light vehicles

French Forces - Transport Helicopters, Tanks (maybe), APC's and some Light vehicles


I don't have in-game screens to show but I got a WIP minimap :

Image

The map will feature French Forces (UN skins) against the African Union/ARF. The map will contain some old bunkers and forts in the desert, some lake villages, some acacia forests and other.

The big green plains you see will mainly be savannas with some acacia forests.

More to come, I'll keep this thread updated often :-)

Thanks to RedDeath for the idea and to ChiefRyza for the thread concept.

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 15:41
by LalalaOUCH
Looks really nice! looking forward for another desert map!

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 16:05
by Pvt.LHeureux
Well it's a mix of desert and vegetation :)

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 16:31
by Arc_Shielder
Do you have any POI in mind for the top right corner?

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 16:55
by Pvt.LHeureux
I'm going to put water there, I'll delete the mountain, what's POI anyway?

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 16:59
by splatters
Pvt.LHeureux wrote:I'm going to put water there, I'll delete the mountain, what's POI anyway?
Point of interest, I'd suppose

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 17:18
by Pvt.LHeureux
Oh right :p

There will be lots of POI around the map! Bunkers, Fort, Lake Village, a I'm thinking about a little village in the plains, others..

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 17:33
by ChiefRyza
Good luck champ, nothing beats a new, unique setting for a PR map :-P If you need any help or advise just give us a shout :-)

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-03 17:49
by Pvt.LHeureux
[R-CON]ChiefRyza wrote:Good luck champ, nothing beats a new, unique setting for a PR map :-P If you need any help or advise just give us a shout :-)
I'll certainly need some, thanks ;)

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-06 18:37
by Pvt.LHeureux
I hate doing military complexes, so boring..zzzZzzz. Going to make overgrownth instead lol

EDIT : Damn overgrownth crashed my editor.... dduuuuuuuuuuuuuuuuh

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-06 21:45
by Pvt.LHeureux
Anyone knows the differences between a tree made via overgrowth and one placed in the level editor? (static)

Any differences in perfomance, lightmaps, etc?

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-06 21:53
by Rudd
I've been told that any OG object placed by hand will conform to teh same settings in the overgrowth.con

it does have an advantage if the number of OG objects on the map is very large, splitting teh colmeshes being loaded between the overgrowth collision files and the object collision files seems to result in better results.

Lightmaps aren't an issue, since OG doesn't get LMed.

Just try to keep the number of OG objects rendered at any given time to a reasonable level

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-06 23:21
by Pvt.LHeureux
Ok thanks Rudd, what I wanted is to draw the overgrowth on the minimap, I did the lightmapping of one object, got the some of the overgrownth on the minimap (some are not appearing, weird).

But while lightmapping a simple crate I get this error line :

Ignored Warning [Ra] : Could not find valide technique for the shader : shaders/rashaderstmbasedetailndetaillightmap.fx

And it goes on forever, the message doesn't stop. Also I can't do anything, the screen is fixed on what was before that error, so I need to reboot the editor or reload my level.

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2011-11-07 16:57
by Rhino

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2012-02-15 01:31
by sharpie
Any progress?

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2012-02-15 02:34
by Pvt.LHeureux
No. I'm working on a map for Project Normandy right now. And I don't like where this map (Blazing Sun) is going, I might redo it all over and make a map based on a World In Conflict's map instead, or a 4km insurgency map. If a proper tutorial on insurgency is ever released ^^

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2012-02-15 03:07
by pr|Zer0
you dont need it mate

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2012-02-15 03:22
by Rhino
pr|Zer0 wrote:you dont need it mate
Indeed, you first of all don't need a tut to make an INS map, you just need to have played INS a few good times on other maps to understand how the gamemode works, then make your map in the same sort of setup, with the main things you need being a blue main and cache locations throughout the map. The better you understand the gamemode itself and what works and what doesn't work really comes 95% though playing the mode, rather than a tut to set it up.

All an INS tut can really help you with is the very final, game mode creation bit on how to basically place a cache location, which btw is basically the same as placing down a vehicle other than you select a cache in the spawn box, and placing it in the locations you made in your map for caches to go into then the python code dose the rest with the randomizing etc. Also worth noting that the Game play objects (GPOs), the things you place down the cache location in your map is like one of the final things you do in the map's creation so there is nothing really stopping you from making a INS map even if you don't understand the technical side of setting up the GPO.

But making an INS tut is on our to-do list for anyone who doesn't quite understand how to set up the GPOs for an INS map.

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2012-02-15 03:42
by pr|Zer0
Before quitting the map, maybe you could turn it to someone else to take over...like me :D
Oh, on everymap there are BORING moments...i HATE, for example, placing rail tracks and marking parking lots/pedestrian crossings...but i have to. Faster you do it, faster ure done with it :lol:

Like Rhino said.... place your statics, tweak the terrain, place your OG/UG...don't mind the game modes yet(like flags/object spawner etc)...its a LONG way to go until that.
When u get to caches placing, for example, we are all here to help

LE. First post link is not working

Re: [Map] Blazing Sun (2km) [WIP]

Posted: 2012-02-15 13:46
by Pvt.LHeureux
Oh, if you want the map you have it :)

The terrain is painted and all. You just need to apply lowdetailmaps on the terrain for it to be ok. Except that I got the 2 main bases to do, place alot more statics around..

Thiking about it.. it was going quite good, so you wouldn't have a lot of work to do except all the gameplay settings like placing flags and stuff. So if you want it I can upload it for you :)