Sounds cool to me. Pretty much the same set up between the British and American forts where I grew up. (War of 1812)[R-DEV]Rhino wrote:King of the valley?
[Map] The Battle for Qinling V2
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Re: [Map] The Battle for Qinling V2
AfSoccer "I just don't see the natural talent."
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:40, edited 2 times in total.
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Re: [Map] The Battle for Qinling V2
a 4 km Hills of Hyamyong[R-DEV]Rhino wrote:King of the valley?
Mean, green and unseen!
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Re: [Map] The Battle for Qinling V2
Alright, its zipped up (the folder, not the map files, I have no clue how to do that)and about to be uploaded. Is there any way I can test the map within PR itself? My PR EDIT wont let me boot\zip up the file.
Last edited by X-Alt on 2014-01-26 23:58, edited 1 time in total.
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Re: [Map] The Battle for Qinling V2
Here she is. You will notice a few things.
My 1337 fencing skills.
Something secret
Sareema firs are invasive species (sorry Oak trees, we still hate you)
https://mega.co.nz/#!KRNmgY7T!rNlfgh5bv ... yDNmJbCUGk
My 1337 fencing skills.
Something secret
Sareema firs are invasive species (sorry Oak trees, we still hate you)
https://mega.co.nz/#!KRNmgY7T!rNlfgh5bv ... yDNmJbCUGk
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:40, edited 4 times in total.
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Re: [Map] The Battle for Qinling V2
Production on the "Alpha" version is started, I hope it goes well... Updates/Download link will be posted here.
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Re: [Map] The Battle for Qinling V2
Could we have some screenshots too please?
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Re: [Map] The Battle for Qinling V2
Yes, tons of trees to overhaul, so it might look a bit "different". Keep in mind this is an early build and still needs lots of revamping.saXoni wrote:Could we have some screenshots too please?
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Re: [Map] The Battle for Qinling V2
Minimap images coming up soon
Last edited by X-Alt on 2018-04-30 02:40, edited 1 time in total.
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Re: [Map] The Battle for Qinling V2
Alright, its up. Unfortunately this is an early version from the "Pre Alpha build" since I did not apply my changes to the minimap itself and it is not shadow-only like the other trees..
http://imgur.com/TM7kVxe
http://imgur.com/TM7kVxe
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:41, edited 1 time in total.
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:41, edited 5 times in total.
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:41, edited 1 time in total.
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:41, edited 3 times in total.
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Re: [Map] The Battle for Qinling V2
I would post some in game screenshots to spark some interest.
AfSoccer "I just don't see the natural talent."
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:41, edited 1 time in total.
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Re: [Map] The Battle for Qinling V2
How would you like you flags to work? Also, add this to the bottom of your terrain.con
You will have to add it again each time you adjust the terrain, or you can just build and place it in a tmp.con
Code: Select all
terrainCuller.setUseStitchedLods 0
AfSoccer "I just don't see the natural talent."
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Re: [Map] The Battle for Qinling V2
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Last edited by X-Alt on 2018-04-30 02:41, edited 2 times in total.
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Re: [Map] The Battle for Qinling V2
Well in supply group ID you will see 2 or 3 numbers like 311. What 311 would mean is (3)3rd flag in the route order (away from team 1 whos main flag should be 1) the next number (1) would be how many of the flags with the same first number are active. So if you have 2 flags with the SGI of 311, it means its random which one will be selected, if you made it a (2) both would be selected all the time. The last number (1) is which route it is. I recommend you only use 1 route, and go back through all the control points and adjust the SGI.
AfSoccer "I just don't see the natural talent."