[Map] Steel Thunder (4km) [WIP]

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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

[Map] Steel Thunder (4km) [WIP]

Post by HughJass »

Settings:
Germany (US Marines/ US Army/ GB Forces placeholder) vs Russia (Chinese Place Holder)
AAS v3

Description:
A fairly new establishment in Belarus, that relied on its water plant for electricity and water, suffers from large water level drops and is quickly abandoned. This area now servers as a major interest and strategic point for both factions, as it is the best way to get across the river, and on to each others territory.

Map is 4x4

Loadout:

tanks/apcs/possibly a heli

Screens:

in game minimap
http://imgur.com/KGUBw.jpg

"shack village"
http://imgur.com/MpBgL.jpg

"tunnel village"
http://imgur.com/LjxTD.jpg

over view of "east farm"
http://imgur.com/ZBjmI.jpg

"central village"
http://imgur.com/DWKrD.jpg

"costal village"
http://imgur.com/90M2U.jpg

village near russian main
http://imgur.com/O5lJ6.jpg

"ru main"
http://imgur.com/HF1cK.jpg

got bored
http://imgur.com/cMxgu.jpg

not pictured: "abandoned mine", "us main", "old village", "farm village", "north farm"

Minimap:

http://i37.tinypic.com/903ej7.jpg

(large image)

Its what i got so far...tell me what to change
Last edited by HughJass on 2010-07-08 22:12, edited 17 times in total.
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~XHW~Flamestorm
Posts: 273
Joined: 2008-01-17 20:00

Re: [MAP] Steel Thundere [WIP]

Post by ~XHW~Flamestorm »

Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [MAP] Steel Thundere [WIP]

Post by Spec »

Looks interesting, keep it up!

Though, perhaps you should use the british army as placeholder, the L85 comes a bit closer to the G36 than the M4 imo.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [MAP] Steel Thundere [WIP]

Post by HughJass »

Spec_Operator wrote:Looks interesting, keep it up!

Though, perhaps you should use the british army as placeholder, the L85 comes a bit closer to the G36 than the M4 imo.
Why not? I just wanted to put army because they woun't have that much maps.
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Morgan
Posts: 826
Joined: 2007-08-27 10:06

Re: [MAP] Steel Thunder [WIP]

Post by Morgan »

The pictures are looking amazing :D good effort.

Just one thing I noticed on the mini map, don't 3a/b seem easier to defend than 2a/b? I'd need to actually have a look around the map but by the looks of things the Ruskies are gonna have a nice easy time picking off any advances. Again, I'm not sure and I'm probably wrong but the map looks a bit lop sided.

Looking very nice though.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [MAP] Steel Thunder [WIP]

Post by marcoelnk »

Looks nice so far
Keep it up :)
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Panzerfire
Posts: 1717
Joined: 2008-03-19 01:37

Re: [MAP] Steel Thunder [WIP]

Post by Panzerfire »

Map looks very cool. Let's see how much you can improve this WIP :)
I'll be looking forward to the final version. ;)

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gx: KILL! KILL! KILL 'EM ALL!!
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [MAP] Steel Thunder [WIP]

Post by Spec »

Why not?
Like i said, "perhaps" because of the rifles, that could change the gameplay. Which doesnt have to be a bad thing.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [MAP] Steel Thunder [WIP]

Post by LtSoucy »

looks great. And for the placeholder leave US Army, they fitted the map well in 0.5, and if the Russians not done put Chinese back on.
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Leo
Posts: 2082
Joined: 2006-11-29 00:40

Re: [MAP] Steel Thunder [WIP]

Post by Leo »

Won't both Germany and Russia be Team 2?
LekyIRL
Posts: 1345
Joined: 2007-06-23 16:34

Re: [MAP] Steel Thunder [WIP]

Post by LekyIRL »

They've made it so anyone can fight anyone.
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[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [MAP] Steel Thunder [WIP]

Post by HughJass »

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marcoelnk
Retired PR Developer
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Joined: 2007-03-03 11:30

Re: [MAP] Steel Thunder [WIP]

Post by marcoelnk »

this barn on the farm village...is that the one from the subfolder house_dest? if so remove it cause it will crash your map ;)
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [MAP] Steel Thunder [WIP]

Post by HughJass »

marcoelnk wrote:this barn on the farm village...is that the one from the subfolder house_dest? if so remove it cause it will crash your map ;)
isnt that one red? and no its not from dest. Besides it looks ugly :D
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

Having problems with the maps overgrowth, I have no idea how to get so much trees in a map and make it not lag, or not get LOD problems. Irontaxi, HOW DID YOU DOEZ IT?
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Steel Thunder [WIP]

Post by marcoelnk »

LOD problems => go to compile and generate overgrowth atlas.
Lag => open fools road in the editor and see how he did it.
italso might be that your undergrowth is too dense or high
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

marcoelnk wrote:LOD problems => go to compile and generate overgrowth atlas.
Lag => open fools road in the editor and see how he did it.
italso might be that your undergrowth is too dense or high
im already analizing fools, and the compile thing did not work.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Steel Thunder [WIP]

Post by marcoelnk »

wat is your LOD problem exactly? you always post your problems that superficial that noone can help you...
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Steel Thunder [WIP]

Post by HughJass »

marcoelnk wrote:wat is your LOD problem exactly? you always post your problems that superficial that noone can help you...
yeah lol im sorry but i've explained it to some guys personally that I forget to post about what it is exactly in the forums. No worries tough, ill be using other trees to differ it from your map.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Steel Thunder [WIP]

Post by marcoelnk »

nono...that was not the way i meant it :)
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