[Map] Bi Ming [released]

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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

[Map] Bi Ming [released]

Post by Dr Rank »

Hey Lads

Posted one screenie from this here http://realitymod.com/forum/t14532-nigh ... fixed.html and [R-PUB]Garabaldi asked to see some more. So I thought hey, I was gonna do this a when I was a bit further down the line cos everything is still subject to change, the lightmaps aren't right, terrain needs serious work, details need to be added, cp's finished etc etc. If you click on the link above you'll see I'm hoping to get nightvision googles working for it too 8-) But here we go, here's the map that has been consuming most of my life for the last few months. Still got a long way to go, but its starting to take shape...

General Woodlands Shots

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Ammunition Dump CP Area

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Communications Outpost CP Area


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Qi Wang CP Area

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(Top of the Waterfall)

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Bi Ming CP area

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PLA Outpost CP Area

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I've already done a lot of performance enhancement, and I'll be running tests on a pretty good system with 1GB RAM. My aim is to get it running smoothly on that (which so far it is! :grin: ). I've got the backstory written down and I'll post that as soon as I can lay my hands on it. I'll also post a minimap pretty soon too.

Dr Rank

P.S. For anyone who's interested, 'Bi Ming' means 'Place of Death', and 'Qi Wang' (British Insertion Point) means 'New Hope' :wink:
Last edited by Dr Rank on 2007-02-01 22:25, edited 1 time in total.
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

Nice.
Now i can sit in a bunker and shout 'VC IN THE WIRE!!!!'
Like the good ol days :grin:

Night shaders? :(

...mongol...
Military lawyers engaged in fierce legal action.

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eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Looks fantastic! Love the collapsed statics and such :)

I'll see about sorting out NVGs for v0.6 cuz I personally like a bit of a mix of night maps (but always hated the vBF2 conversions we had).

We've never had a good quality night map in the mod .. looks like that might change :D
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

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=HR=Drayu
Posts: 411
Joined: 2006-05-28 17:54

Post by =HR=Drayu »

wow, looking impressive.
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

'[R-DEV wrote:eggman']Looks fantastic! Love the collapsed statics and such :)

I'll see about sorting out NVGs for v0.6 cuz I personally like a bit of a mix of night maps (but always hated the vBF2 conversions we had).

We've never had a good quality night map in the mod .. looks like that might change :D
If your planning on changing up them NVGs, could you do something about putting NVGs on in aircraft? its impossible to see wtf is going on.
Except the zommed gunner sights, sick.

...mongol...
Military lawyers engaged in fierce legal action.

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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Ah, so this is the map you said on teamspeak you were working on . Looks very nice. And dark. Hopefully you can get some NVG in there.
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

I say no NVG's for soldiers, would make for an absolutely amazing and immersive experience
Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

causticbeat wrote:I say no NVG's for soldiers, would make for an absolutely amazing and immersive experience
and unplayable in the day time for me, as i cant see passed the screen glare
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Mekstizzle
Posts: 882
Joined: 2006-10-30 17:15

Post by Mekstizzle »

causticbeat wrote:I say no NVG's for soldiers, would make for an absolutely amazing and immersive experience
You wouldn't be able to see anything.....you can barely make out freind from foe on the jungle PLA maps (that's probably all of the PLA maps)

This is like......a nightmare when it comes to identification. I hope there's vehicles, even an air vehicle. So i can spend the map in the air transporting people instead of walking around like a headless chicken having no idea what's going on or who the hell is who. :(
!ViEtCoNgToM
Posts: 110
Joined: 2007-01-19 01:15

Post by !ViEtCoNgToM »

'[R-MOD wrote:Mongolian_dude']Nice.
Now i can sit in a bunker and shout 'VC IN THE WIRE!!!!'
Like the good ol days :grin:

Night shaders? :(

...mongol...

SHOOT THEY've found me! hahah.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

And would also scare the sh*t out of you playing that. But in reality, both armies represented here have NVGs. Dr. Rank, I don't know what you mean about lightmaps not looking right, they look just right.

And what object are you using for the light sources? I want to use those.
Dr Rank wrote:P.S. For anyone who's interested, 'Bi Ming' means 'Place of Death', and 'Qi Wang' (British Insertion Point) means 'New Hope'
Man, that is aaannnncient Chinese, even I didn't know what that meant!
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

Now what would just grab me by the nuts is if they got the flashlight to work on the Spec op pistol by changing to seconday function. Then you could jump all the guys with NVGs and blind them!

...mongol...
Military lawyers engaged in fierce legal action.

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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

That's what a flashbang is for.
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Thanks for all the positive feedback lads! Yeah, I've noticed that on some monitors it looks quite a bit darker than others and that obviously has a fairly big impact on the way it looks. I'll probably be tweaking away at those levels near the final stages. I certainly don't want to make it any darker for the sake of the nv googles, they'd be there for long ranges and for added atmosphere etc. If the map makes it into the mod then I may do test versions with and without (99.9% chance they'll go in if possible!). I'll see how its all looking nearer completion. Still got LOTS to do!!!

Thanks again for the support! :)

Dr Rank

Hmmm... Flashbangs eh? That would pretty awesome!
Griffon2-6 wrote:And what object are you using for the light sources? I want to use those.
Glow 3 ;)
Last edited by Dr Rank on 2007-02-01 23:00, edited 1 time in total.
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Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

The problem with night maps is they are either not dark enough to require the NVGs. I want a map so dark that NVGs are absolutely required to see anything except in lighted areas.
acadiancrusader
Posts: 140
Joined: 2005-06-14 00:30

Post by acadiancrusader »

omg, those screenshots are impressive indeed! i would also love to see airvehicles on this map... with one very cool add-on (devs, hint, hint, nudge, nudge)

...spotlights on choppers would be amazing. think of all the tactics involved with this possibility!!
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

looks very nice...
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Sealights
Posts: 215
Joined: 2006-05-13 18:46

Post by Sealights »

in the 3rd last screenshot looks like it needs some grappling hook rocks :)
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

having played this map at dr ranks place of residence, I can say it is definatley something to look forward to.
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