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Available custom maps?

Posted: 2005-12-15 17:20
by tech9_79
Why could we not use for PRMM the custom maps that are already available on the net? the totalbf2 map pack2 was cool, which has the real strike at karkand2
ect, this would really help with getting more ppl on board this mod.

they have a number of custom maps here.
http://battlefield2.filefront.com/

Aslo the files for the full install and the hot fix need to be on he same page, People are downloading the hotfix thinking its the mod, installing it finding out that its not the mod, installing the mod and it CTDs. Then they never come back to PRMM again.

One more thing, a link should be on the main page(like under the files link) to the playable prmm server thread. they may not know to turn off the rank filter, there are alot of dumb dumbs out there..

Posted: 2005-12-15 19:29
by DEDMON5811
we can use those maps they dont all work with aas

Posted: 2005-12-15 21:19
by Rg
I just tried out Strike At Karkand 2 (Not yours Dedmon) and it is sweet!
Having 2 versions of Karkand (completely different layouts, but same city feel) on a server would be very cool.

Try it out......install to mods/PR.2 folder if you want, you don't have to install to mods/bf2. http://battlefield2.filefront.com/file/ ... 1#Download

Can't we just get in touch with the person who made this and ask if we can add in AAS support to the map?

As it is now, we need some good custom maps. There are a lot of good map makers outside of this community. It would be very cool if we could get a PR map pack together for this community (getting permission from the people who made the maps and giving them credit of course), so we all have the same maps. It would just take some effort (by the PR team and/or the community) to add in AAS support and any other small fixes.

Anybody with me?......Anybody with ME!??? :grin:

Posted: 2005-12-15 23:21
by southtarnation
Cant we put the maps tha t due work with aas into the rotation though?

Posted: 2005-12-15 23:29
by DEDMON5811
im with you and yeah that map is hot

Posted: 2005-12-16 05:45
by Rg
Here are some cool maps I tried out tonight, keeping PRMM in mind.
Try some of them out. Install to PRMM .2 folder.
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Similar feel to Karkand with stone roads. Very cool layout.
http://battlefield2.filefront.com/file/ ... iege;48443

Lush jungle infantry maps!
http://battlefield2.filefront.com/file/ ... ream;45972
http://battlefield2.filefront.com/file/ ... ever;47301

Jungle TKOH style. 2 base spawns that you can’t cap and 1 middle flag (for 16 player, not sure about 32)
http://battlefield2.filefront.com/file/ ... 2005;49308

Cool river layout
http://battlefield2.filefront.com/file/ ... inal;46607

Posted: 2005-12-16 22:05
by Figisaacnewton
Village Lost is very good as well, don't know where it is though.

Posted: 2005-12-19 16:22
by tech9_79
ok so, can we get a developer to comment on this? I mean I love this mod but it's firggin useless if no one is playing??? you guys are working on .3 right now, stop doing models and what not, and put together a PRMM map pack w/ the available custom maps!! this would really draw people to this mod. I want to see at least 24 ppl on a sever at any givin time!!

Posted: 2005-12-19 17:04
by Wolfmaster
tech9_79 wrote:ok so, can we get a developer to comment on this? I mean I love this mod but it's firggin useless if no one is playing??? you guys are working on .3 right now, stop doing models and what not, and put together a PRMM map pack w/ the available custom maps!! this would really draw people to this mod. I want to see at least 24 ppl on a sever at any givin time!!
I can assure you that models are definetely not the only thing the Project Reality devs are doing. But a Work In Progress model is much easier to show off than (for example) a Work In Progress map. About the map pack with available custom maps, personally I think this is a good idea but I'm not the one who decides. It should not be too much work to put together though, so make it a suggestion (in the suggestion forums) and I'm sure the people in charge will take a look at it and make comments.

Posted: 2005-12-20 11:42
by Dethleffs
im getting ctds with all these custom maps... any suggestions?

edit: never mind me... i was being stupid.. problems solved

Posted: 2005-12-20 11:54
by Evilhomer
We are working on maps yes, aswell as coding and modeeling. But, just like many others have said, people say they will probably start flocking to the mod when it comes out of it's infancy (prmm) and into adulthodd (PR). Pr will contain all the new maps, models, sounds, coding statics etc etc. This is when we feel there will be a larger increase in players.

Posted: 2005-12-20 21:03
by dawdler
'[R-DEV wrote:Evilhomer']We are working on maps yes, aswell as coding and modeeling. But, just like many others have said, people say they will probably start flocking to the mod when it comes out of it's infancy (prmm) and into adulthodd (PR). Pr will contain all the new maps, models, sounds, coding statics etc etc. This is when we feel there will be a larger increase in players.
Curious question: Is there any strict demands on PR maps in terms of realism?

For example I started a map a couple of days ago (plenty of time with holidays and all). Its a mazelike valley (the maze itself is a custom model to create sharper cliffs) which will have a couple of bases/villages/towns or whatever fits it.

But that's a layout that never happens in the real world. I'm just curious what your angle is there, I havent really thought of PR maps...

Posted: 2005-12-21 16:16
by Wolfmaster
As far as I know the maps should be as realistic as the other aspects of the mod. This does not mean you have to recreate an area that exists in real life but it does have to be a possible situation. I.e. it should be a situation that may not exist in reality but could exist.

So, if you think your map is unrealistic as in it could never happen IRL it has little chance of being accepted for the mod.

Posted: 2005-12-21 17:01
by dawdler
'[R-PUB wrote:Wolfmaster']As far as I know the maps should be as realistic as the other aspects of the mod. This does not mean you have to recreate an area that exists in real life but it does have to be a possible situation. I.e. it should be a situation that may not exist in reality but could exist.

So, if you think your map is unrealistic as in it could never happen IRL it has little chance of being accepted for the mod.
Well technically anything could exist ;)

My map could exist in real life, like a miniature Grand Canyon. I looked up a couple of other gorges/canyons too, they look pretty similar although mine is again on a smaller scale. But then again the chances of there being civilisation, towns, mines, mosques and stuff in such a valley is pretty low. So I suppose it is unrealistic (with the exception of Petra).

At the moment all I'm hoping for is that the editor works without crashing or freezing :-?

Posted: 2005-12-21 17:03
by Wolfmaster
Yeah, I'm making a map myself (or very vaguely trying to anyway) and I know all about the editor's flaws....

About your map, yes, that is pretty unrealistic. :p

Posted: 2005-12-21 18:04
by dawdler
'[R-PUB wrote:Wolfmaster']Yeah, I'm making a map myself (or very vaguely trying to anyway) and I know all about the editor's flaws....

About your map, yes, that is pretty unrealistic. :p
We all hate the editor :(

In retrospect (or not since I'm not even 2% done) I could always skip the towns and such stuff and stick to a relativly pure desert gorge (and maybe some old ruined houses with hasted defenses). It would be quite a realistic scenario and location layout thinking that the MEC would dig in and fortify such a gorge (its the perfect defensive position) and the USMC has to drive them out.

Plus its a much easier effort on my behalf since towns are such a mess to build ;)

Posted: 2005-12-21 18:31
by Wolfmaster
Hehe, I'd go for the layout without towns. Building a whole town sucks, which is why I've been avoiding the need for one. :p Besides, I prefer nice open maps. The idea of a fortified gorge sound really good to me.

Posted: 2005-12-21 20:45
by dawdler
'[R-PUB wrote:Wolfmaster']Hehe, I'd go for the layout without towns. Building a whole town sucks, which is why I've been avoiding the need for one. :p Besides, I prefer nice open maps. The idea of a fortified gorge sound really good to me.
But if you like open maps you're not going to like fighting in a gorge.
picture
Its pretty crummy, with temporary cliff textures (BF2 crash without them even though the editor use a default, wtf...) and no shadow/lightmap/lowdetail generated of course. Still learning to map. That portion is not really fortified though, haha!

Sidenote: I wont hijack the thread anymore, dont want to give moderators so much hard work ;)

Posted: 2005-12-22 15:07
by Wolfmaster
Well, lets change open into non-city. But your map looks really good I think. As far as hijacking this thread is concerned, just make a new thread for your map and I'll clean this thread of all off-topic posts. ;)