[Map] Prizrak (4km) [WIP]

Rudd
Retired PR Developer
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Re: [Map] Prizrak (4km) [WIP]

Post by Rudd »

Are there any cons to using the vBF2 Pine Trees instead of the PR ones, like the pine trees on Kozelsk? They seem to be thicker and more natural looking than the PR pine trees.
PR firs are considerably better for performance iirc, but you're right they don't look as good at range.

I'll wait for your next version before reviewing myself :)
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Prizrak (4km) [WIP]

Post by The_Turkish_Moose »

Really looking great, can't wait to give play it!
tatne
Posts: 100
Joined: 2008-12-06 23:37

Re: [Map] Prizrak (4km) [WIP]

Post by tatne »

I personally love forest maps and this map looks awesome even it is WIP.
I hope you finish your project and we get to play it (ofc with FDF faction)
Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: [Map] Prizrak (4km) [WIP]

Post by Kovanaama »

Situation with this one?

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [Map] Prizrak (4km) [WIP]

Post by Element-X_IV »

Not forgotten, just very slow work, been more focused on Kumbula. Still a lot of work to be done in the points of interest.

I diverted from the original plot. Added airfields to accommodate jets to both sides to make gameplay a bit more interesting since the map mostly has varying terrain and forestry that wouldn't be too friendly or accessible to ground vehicles.

Also switched to Saarema's trees, thanks to that OG is now down to 19430 objects, with a much denser look, and about 5000 static objects, around 4000+ of which are hand-placed bushes and rock cover.

Also totally forgot to give teh files to Hulabi a while back. lol
But I guess I'll upload it if the FDF team would like to have it now.

Anyway, here's a few random screens and another minimap.

The changes aren't really noticable as I mostly spend time roughening up the terrain and putting bushes and stuff where I see them needed. Less focus on the POIs atm.

Radar Station 1
Radar Station 1-2
Forest
Swamp View
Riverside
Riverside 2

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Finrar
Posts: 174
Joined: 2010-11-24 16:03

Re: [Map] Prizrak (4km) [WIP]

Post by Finrar »

Looking good :D
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Prizrak (4km) [WIP]

Post by rodrigoma »

looks nice, you can probably use some more objects in detailing as you dont use many but good job ;)
Hulabi
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Joined: 2009-08-08 22:15

Re: [Map] Prizrak (4km) [WIP]

Post by Hulabi »

Is the map v1.0 compatible yet? If so, i'd love to get my hands on the files and add the map to the FDF repo :)
LITOralis.nMd
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Re: [Map] Prizrak (4km) [WIP]

Post by LITOralis.nMd »

For the swamp,
on La Drang, the "Cutoff Platoon" control point has a swamp, it has a unique "muddy" water plane, it looks really cool. (I think it was also on the VN map that was removed from 1.0, forgot the name atm)
IDK what the swamps look like in Prizrak, but I'd guess the water is muddy.

Map looks really organic, the placement/grouping of trees/flora looks really nicely done.
Rhino
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Re: [Map] Prizrak (4km) [WIP]

Post by Rhino »

Looking good, but my main concern is with your dirt runway, a modern jet aircraft would never take off from one as there is far too much risk of engine damage from the engine sucking in some dirt, stones or w/e into the engine on take off as well as the very large risk of the wheels digging down into the dirt and the entire aircraft flipping over or having its landing gear damaged at the very least, which was a massive problem for the Pucara in the Falklands war, even thou it was a repetitively light, turboprop aircraft.

In the Falklands war the Brits did make a Forward Airbase for their Harriers at San Carlos using some kind of metal matting, something similar to Marsden Matting which they used back in WW2, Vietnam and still a bit today, entire airbases where crated in the Pacific using them: http://openvault.wgbh.org/fedora/get/um ... /Image.jpg).
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You could perhaps look at doing something similar? Although don't know if this kind of matting is stable or safe enough for modern day jets with a long take off. Also it is more of an option for the Harrier not only because it has a much slower take-off speed than most aircraft but also a much shorter take-off in general which meant that it didn't need to be very long. Fast Jets, although require a much shorter runway ingame than in r/l, wouldn't really have this option I don't believe but still a far better option than a dirt runway.

I would also suggest you seriously consider and look into making a proper airbase, especially if you go down the metal matting route as they would be best done in this new system: https://www.realitymod.com/forum/f189-m ... rbase.html
I know that finding someone to model them isn't easy but doesn't take much to draw up the dimensions and layout of what you need then ask someone on these forums if they would give a shot at making it :)


As for the rest of the map it looks pretty good, some nice colour work I see with the terrain, although your water colour needs quite a bit of tweaking.

EDIT: also from this pic: http://i.imgur.com/jY53lTi.png looks like either your low detail texture is very, very repeated, or your detail texture is drawing really far away, you can see the repetition from only 100m away... This doesn't only look bad but is really bad for performance. Should lower your low detail tiling a lot and/or reduce your detail texture draw range for the same reasons. And also you should remove the undergrowth off of your roads and fix up the alpha but most likley your GFX card that's the problem there.
Last edited by Rhino on 2013-10-23 12:41, edited 3 times in total.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Prizrak (4km) [WIP]

Post by rodrigoma »

Looking at it now, one thing that is looking weird is the UG.
Have you messed with the AlphaRef? what texture are you using?
K4on
Retired PR Developer
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Re: [Map] Prizrak (4km) [WIP]

Post by K4on »

[R-COM]Hulabi wrote:Is the map v1.0 compatible yet? If so, i'd love to get my hands on the files and add the map to the FDF repo :)
Screw that, get this awesomeness right into the DEV repo. :)
Leopardi
Posts: 409
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Re: [Map] Prizrak (4km) [WIP]

Post by Leopardi »

Finnish hornets should use highway strips :P

Last edited by Leopardi on 2013-11-19 22:45, edited 3 times in total.
Hulabi
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Re: [Map] Prizrak (4km) [WIP]

Post by Hulabi »

Hey Element, can you give us a status update? Is there still something left to do on the map? :)
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Map] Prizrak (4km) [WIP]

Post by temexter »

Hey Element,

Absolutely awesome to see this map progressing :) Could you upload the files somewhere so that I could download and put them to our repository? I'll then make a new build and put it on our test server (FDF Faction Test Server, you find it in server browser ingame). You can then test the map ingame, with multiple players as well...

Would be nice to have some small scrims in an "real" map instead of a "test" one. Could be motivating for our team and we could get some new blood to work with us as well :) Not to mention battletesting your map.

As I have a working 1.1 FDF build, running @ our test server too (thanks for PRTA for hosting it) I would very much like to see new FDF assets ingame! Anyone interested in contributing the Finnish Faction, raise your hands :) pls contact us by PM (Hulabi, Temexter) or visit our IRC channel #fdfpr @ quakenet.
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Rhino
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Re: [Map] Prizrak (4km) [WIP]

Post by Rhino »

Leopardi wrote:Finnish hornets should use highway strips :P

Ye, this is something that tbh can apply to all factions, although like my post on the last page, only really the Harrier and other STOVL jets can truly take advantage of this since a CTOL jet needs a very long, straight, smooth bit of road with no obstetrical in or around it (that at least can't be removed), which pretty much rules out all the roads currently on this map. The Harrier and other STOVL jets, only need a short straight bit of road without any obstetrical to take off and can even land vertically if required (although not such a good idea over a surface that can throw up bits into the engine).

(watch from 2mins in for the main bit)
But it also has been theorised, dunno if its ever been put into practice, of setting up some arresting cables and an OLS onto a short runway or road to allow for CATOBAR/STOBAR aircraft to land on a small stretch of runway/road, in the same way they would on a carrier. Small issue in some cases of getting CATOBAR aircraft back in the air again without very light armaments in some cases since placing a catapult on a runway/road isn't excatly a simple task, but the main issue is really landing these aircraft as that's far higher (without arresting cables) than a conventional take off: What is the minimum lenght of a runway an F 18 need to take of f and land? - Yahoo Answers
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camo
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Re: [Map] Prizrak (4km) [WIP]

Post by camo »

I like how the soldier just casually touches the plane as he walks past it.
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Leopardi
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Re: [Map] Prizrak (4km) [WIP]

Post by Leopardi »

'[R-DEV wrote:Rhino;1983970']
But it also has been theorised, dunno if its ever been put into practice, of setting up some arresting cables and an OLS onto a short runway or road to allow for CATOBAR/STOBAR aircraft to land on a small stretch of runway/road, in the same way they would on a carrier. Small issue in some cases of getting CATOBAR aircraft back in the air again without very light armaments in some cases since placing a catapult on a runway/road isn't excatly a simple task, but the main issue is really landing these aircraft as that's far higher (without arresting cables) than a conventional take off: What is the minimum lenght of a runway an F 18 need to take of f and land? - Yahoo Answers
Yeah Finnish Air Force uses cable landings on roads as well. Short landing capability was one of the decisive factors when the Hornet purchase was made.

Rhino
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Re: [Map] Prizrak (4km) [WIP]

Post by Rhino »

Nice, cheers for the vid! :)

BTW for any mappers considering this sort of thing, it is somewhat possible for us to simulate arresting cables, although its a bit glitchy etc and never put into any real gameplay practice, in theory it should work :)
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Hulabi
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Re: [Map] Prizrak (4km) [WIP]

Post by Hulabi »

Bump, Element you still working on this? :)
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