[Map] Assault on Grozny (2km) [Released]

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CTRifle
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Re: [Map] Grozny (2km) [WIP]

Post by CTRifle »

No it wont be a problem, because you don't see underwater...
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waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Mrslobodan wrote:While making the map I always think about gameplay and therefore also how the CP will be set up. My question is:
If I set up my SGID like this:
RU_Base: 1 (Uncappable)

North Airport: 42(Neutral)
Oil-center:42(Neutral)

North City:30(Neutral)

South City:20(Neutral)

Trainstation:12(Militia)
South Hills:12 (Militia)

Mil_Base: -1 (Uncappable)




Will The Militia cap the flag in reverse ID? so they will get attack flag on south city with ID 20?
Shouldn't the militia own the majority of the map and the Russians be forced to take it off them? A double attack map would seem a bit out of place.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

waldov wrote:Shouldn't the militia own the majority of the map and the Russians be forced to take it off them? A double attack map would seem a bit out of place.
Yes you are absolutely right about that, that was just one of my many ideas, since I'm trying to combine good gameplay with realism. I can give you an idea of how I think I will set up the CPs:
Minimap
Image
CP's:
Image
This is just the capture order in numbers, no correct SGID.

1.Airport (Neutral)
2.Oil-center (Neutral)

3.North City (Neutral)

4.South City (Militia)

5.(East)Trainstation (Militia)
5.South Hills (Militia)

(Same numbers means simultaneous attack/defence)

So first of all my idea is to have a spawnpoint for the Militia which let them spawn in South City for like 1 min in the beginning of the game.(If this is possible). They will then be able to move into North City to capture it and start to set up a defense. The Militias Armored vehicles will ofcourse spawn in their Main base (Southeast corner).
Also I will have 2 bridges outside the city, one north and one south, both will be destroyable so the militia got the option of funneling the Russian armored units into the city where they are vulnerable, and the bridges inside the city will not be destroyable.

The last 2 CPs Trainstation and South hills I'm not really sure about yet, I may make them separate so russians will first have to take Trainstation and then last South Hills. by the simultaneous defense on them I wanted to try to simulate that if Militia are pushed out of the city they will loose their only "real" defense (The city itself) and therefore have a hard time, but I think russias Armored superiority will maybe be enough and there is no need to let them defend both at the same time.

This is just a concept, what do you think?
rodrigoma
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Re: [Map] Grozny (2km) [WIP]

Post by rodrigoma »

hey , you should get photoshop or gimp with the dds plugin so you can show some higher resolution minimaps, or send the dds file to me and ill post it here if you really don't want to get those programs.
Though from what I can see the river is looking good
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

Looks like 2 and 3 should be given the same SGID, otherwise you have to pass 3 to obtain 2? Though it might work if 3 is already in team 1's hands.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-CON]rodrigoma wrote:hey , you should get photoshop or gimp with the dds plugin so you can show some higher resolution minimaps, or send the dds file to me and ill post it here if you really don't want to get those programs.
Though from what I can see the river is looking good
EDIT: nvm :p I have tried getting ps , the problem is there are so many different versions and stuff so I get very confused, If you could provide links or tell me the name and version of the ps i need and also to the plugin maybe i can sort it out, if not I can send you the dds file, thanks btw :)
Looks like 2 and 3 should be given the same SGID, otherwise you have to pass 3 to obtain 2? Though it might work if 3 is already in team 1's hands.
Yes you may be right about that. But maybe it would make it too hard for the russians to capture south city if they need to defend both of them, but then again they have superior assets and both oil center and North city are pretty close to eachother so yeah, maybe a good idea.
Last edited by Ason on 2013-03-31 23:24, edited 5 times in total.
CTRifle
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Re: [Map] Grozny (2km) [WIP]

Post by CTRifle »

If you want send me the .dds file, Ill doit, itll take 2 sec
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

CTRifle wrote:If you want send me the .dds file, Ill doit, itll take 2 sec
thanks man! I'm a bit of a noob on forums, so what is the best way to send it? Should i upload the file to a website or can i send it directly over forum somehow? And also which file is it , what is the location and name of it?
Rabbit
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Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

yourlevel/editor/minimap.dds
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AfSoccer "I just don't see the natural talent."
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waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Mrslobodan wrote:Yes you are absolutely right about that, that was just one of my many ideas, since I'm trying to combine good gameplay with realism. I can give you an idea of how I think I will set up the CPs:
Minimap
Image
CP's:
Image
This is just the capture order in numbers, no correct SGID.

1.Airport (Neutral)
2.Oil-center (Neutral)

3.North City (Neutral)

4.South City (Militia)

5.(East)Trainstation (Militia)
5.South Hills (Militia)

(Same numbers means simultaneous attack/defence)

So first of all my idea is to have a spawnpoint for the Militia which let them spawn in South City for like 1 min in the beginning of the game.(If this is possible). They will then be able to move into North City to capture it and start to set up a defense. The Militias Armored vehicles will ofcourse spawn in their Main base (Southeast corner).
Also I will have 2 bridges outside the city, one north and one south, both will be destroyable so the militia got the option of funneling the Russian armored units into the city where they are vulnerable, and the bridges inside the city will not be destroyable.

The last 2 CPs Trainstation and South hills I'm not really sure about yet, I may make them separate so russians will first have to take Trainstation and then last South Hills. by the simultaneous defense on them I wanted to try to simulate that if Militia are pushed out of the city they will loose their only "real" defense (The city itself) and therefore have a hard time, but I think russias Armored superiority will maybe be enough and there is no need to let them defend both at the same time.

This is just a concept, what do you think?
Concept looks quite good though my main concern is that some sneaky russians will drive off to cap 3 instead of 1 which means the Russians will already be in the city once the Chechens get there depriving them of there defensive advantage(which is meant to balance against the Russians stronger weaponary and equipment)
Apart from that map looks quite good as always.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

waldov wrote:Concept looks quite good though my main concern is that some sneaky russians will drive off to cap 3 instead of 1 which means the Russians will already be in the city once the Chechens get there depriving them of there defensive advantage(which is meant to balance against the Russians stronger weaponary and equipment)
Apart from that map looks quite good as always.
You may be right on that, Although the Airport and Oilcenter would have other SGID which means Russians first have to cap Airport and Oilcenter. I could always place the militias 1 min spawner in the north city instead, So the Militia gets to start with North city capped aswell(Which also would make more sense), and only having Oil center and Airport neutral, that might be better.
waldov
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Re: [Map] Grozny (2km) [WIP]

Post by waldov »

Mrslobodan wrote:You may be right on that, Although the Airport and Oilcenter would have other SGID which means Russians first have to cap Airport and Oilcenter. I could always place the militias 1 min spawner in the north city instead, So the Militia gets to start with North city capped aswell(Which also would make more sense), and only having Oil center and Airport neutral, that might be better.
Yeah the 1 minute spawn in North city sounds good. a little bit like dragon fly.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Progress:
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rodrigoma
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Re: [Map] Grozny (2km) [WIP]

Post by rodrigoma »

hey, nice looking town from what I can see, great steady progress.
You should start messing with the light settings in tweaker bar and make some quick lightmaps ;)
You will see its not much work at all and it changes your map visual immediately.
Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Grozny (2km) [WIP]

Post by Rabbit »

Coming along very nicely, great job. Agree with Rod, lighting, skydome, fog and lightmaps would really help with the show off and not take to long either.
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AfSoccer "I just don't see the natural talent."
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Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

as long as he sticks to LOW settings on the lightmaps, no point wasting time on nice lightmaps yet
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Thanks guys :) I have thought of lightmapping it but I heard it takes a really long time, atleast final lightmapping, so I thought I would leave it for the end. How long will it take on low resolution setting, is there a significant time difference between low and Final setting? And also should I choose both terrain and objects if I want to do a "quick" lightmap?
Last edited by Ason on 2013-04-04 22:03, edited 1 time in total.
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

For a quick lightmap, do your terrain only imo, absolutely no point in doing the objects (apart from any waterplane objects so that they will reflect properly in initial testing) unless you really want to look at a preview of your final product. The only advantage of doing object LMs now is to see how your sky.con looks on the objects with LMs.

Low Terrain LMs will take about <30mins on a reasonable machine, it's dependent on your CPU afaik. There are other factors like number of trees which make it slower.

The difference between Low, medium and high LMs is resolution (and mipmaps, but don't worry about that)

Low LMs will give you an idea of how teh final product will look without taking much time up, but note that it will have other effects if you are testing your map ingame, such as offset colourmaps (most easily seen under your roads) but this resolves when you do your final lightmaps so don't worry.

As far as lighting goes, I recommend just using another map's for now, you'll want to tweak later I guess but you should concentrate on continuing your work on placing statics etc.

To quickly use another map's lighting you need that other map's sky.con to be unzipped in its folder in your pr_edit. Then go to the menu on the picture
https://dl.dropbox.com/u/1696532/preset.jpg
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rodrigoma
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Re: [Map] Grozny (2km) [WIP]

Post by rodrigoma »

my old pc that was kind of crappy I guess "reasonable" did low res and low setting terrain Lm's in less than 10 min ;P But Rudd explain it well, I forgot to explain it when I suggested it sorry
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

'[R-DEV wrote:Rudd;1882027']For a quick lightmap, do your terrain only imo, absolutely no point in doing the objects (apart from any waterplane objects so that they will reflect properly in initial testing) unless you really want to look at a preview of your final product. The only advantage of doing object LMs now is to see how your sky.con looks on the objects with LMs.

Low Terrain LMs will take about <30mins on a reasonable machine, it's dependent on your CPU afaik. There are other factors like number of trees which make it slower.

The difference between Low, medium and high LMs is resolution (and mipmaps, but don't worry about that)

Low LMs will give you an idea of how teh final product will look without taking much time up, but note that it will have other effects if you are testing your map ingame, such as offset colourmaps (most easily seen under your roads) but this resolves when you do your final lightmaps so don't worry.

As far as lighting goes, I recommend just using another map's for now, you'll want to tweak later I guess but you should concentrate on continuing your work on placing statics etc.

To quickly use another map's lighting you need that other map's sky.con to be unzipped in its folder in your pr_edit. Then go to the menu on the picture
https://dl.dropbox.com/u/1696532/preset.jpg
Alright thanks man! :D
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