[Map] Al Kufrah Oilfield [released]

Maps created by PR community members.
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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

Perhaps a different skybox, right now its grey on brown. a simple sky change make a huge difference to mood
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TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

zepplin1 wrote:this is going to be sweeeeeeeeeeeeeeeeeeeeeeet dude i love u lol jk.
Figisaacnewton wrote:No but this map looks beautiful. I hope it gets into .6.
Fishw0rk wrote:+1

I've been itching for a MEC vs PLA map. I'm so sick of USA (and sometimes Brit) versus everyone. I'd love to see MEC vs Insurgent (minus embedded special force guy) and PLA vs Insurgent as well.
KP wrote:Looks good.
V3N0N_br wrote:This map has really improved... The smoke effects seens great and I love the long visibility.
It's really gotta make it to .6, we need a tank battle map.
[R-DEV wrote:IronTaxi]looking real good...keep it up...its a long road to finish even one map...

no idea what happened to the mapping contest...ill check who awas in charge of it..
Fishw0rk wrote:I downloaded the latest beta posted here and had a look around. The map itself looks GREAT.
Thanks!
Fishw0rk wrote:However I'm hoping this isn't the final representation of what vehicles we can expect. I love the idea of asymetrical (sp) balance, but I think the MEC would get stomped if you keep their current vehicle loadout.
It isn't. The current vehicle loadout is no where near final.
First, those brown jeeps with the .50cal need to go. They have really crappy performance in game (not just on your map, they're just a bad vehicle overall). I'd suggest replacing them with Vodnicks or the white technical pickup trucks if you don't want the MEC's vehicles to be so advanced.
The brown jeeps have already been replaced with Vodniks.
Also the MEC needs a better APC (i.e. BTR-90) because the one you gave them doesn't work as a mobile spawn point. IMHO the APCs will give the PLA a huge advantage over the MEC.
Good point. The BRDM-2 was put in before 0.5. Changed to a BTR-90.
Finally does the PLA really need that many heavy transport vehicles (APCs, choppers). I think you could drop one of the heavy choppers completely.
Removed one transport helicopter.
I know the map is a WIP, so my apologies if you already intended to change this stuff. Like I said earlier, awesome job on the map itself. I'd love to see it included.
Thanks for the feedback. Again, I'm still not sure about the vehicle balance, I need to look into it more.
KP wrote:But I think it's a little too bright. If you ask me, it needs a bit of a mood change. Just change the sky/light settings (although I don't know much about changing these things when mapping)? Something like this, perhaps?
Teek wrote:Perhaps a different skybox, right now its grey on brown. a simple sky change make a huge difference to mood
I'm not sure what sky to use though. Is this sky better?
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

i really like that second sky it looks photorealistic almost on that small thumb..much nicer...

also dont listen to all these yahoos....follow your own vision as far as vehicles and armaments go... if we listened to everyone id have a map with an aircraft carrier in the middle of the desert which was the base station for specter faction...
Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

Just remember this: "You cannot please everybody"
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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

I like that sample skybox better, looks like sky insted of Grey. Looks great now, Thanks.
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KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

Yeah, the sky is better now.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Me and Taxi had a blast on this map earlyer today and we have some more constructive feedback for you :)

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lightmaps need work, all the objects seemed kinda fecked up as far as lightmaps went :p

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why is the bridge being build over the deepest part of this dry river? :p
the river is also abit too deep in this area but the same deepness or around abouts should be constant with afew ups and downs here and there.
but the main part is the texture is all the same... it also looks completly like mud all the way though the map and not like a desert?

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minoro point, outside terrain needs work.

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the tracks start a fair bit after the bridge has ended? should be right upto them :p

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Grass dose not grow very well in the dark :p
you should only have very little grass and very short to sore of suggest roots, or none, probaly best just to have afew, small rocks.

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best to keep the grass off the roads unless you are suggesting this area has not been driven over or used in a very long time but the tracks on the ground would suggest otherwise.

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nice floating tank you have here :p
infact we found many floating objects on your map.. you should really as you place an object, check all around it, roate it and slightly have it sunk into the ground is better than it floating. you should do this with every object, when you place them before you move onto the next but as you already have all your objects down you will have to go though all of them 1 by 1 again checking in the editor.
More flaoting objects we found:
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too many tanks, it would already suggest to me that the battle has already begun when it has not :p
the odd tank wreck here and there is fine by 3 all side by side, with the excat same hit marks in the same place just dose not fit :p

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grass here is floating kinda as the ground under the well is going down so it dose a 50/50 with the angle of terrain, in other words remove it.


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the smoke looks cool, but its far too much, it causes a heavy drop in FPS and no one wants to fight with lag. take out around 1/2 o the smoke clouds. I think there is a custom smoke effect that you could use that would be better infact.

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you have made the ground here 100% black with the colour texture making the detail texture 100% invisibale so in the end, you are just sitting on a black colour... should make a new colour texture, or play around with other colours to make it lighter and also give the black some veriants of colour some bits of diffrent grays in it. black in real life is never that black.

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so many trucks all destoryed in 1 area? seems abit unrealistic to me...

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why are there so many army tents right next to a gas drilling station??

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these pipes need more supports.

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far to many of these oil canisters in one place (note, i destroyed a stack of them on the left)

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this area needs afew more "small" ups and downs too it. it has 1 down that you cant see i foudn out after taking that shot but it also needs a few small ups, nothing big just to give it a little more 3d aprears that will make it look more realistic and less flat :)

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this thing needs a stand. cant rmember the name of the thing but if you look in the pr statics you will find a "checkpoint stand" that will hold 1 of these very well :)

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little bit of the trench terrain clipping though your terrain here.

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sand bags not clppied correctly in lots of places.

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ground next to the heli pad aint flat and why the grassy texture?

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this mound around this ammo dump almost ment that i did not see it. was only taxi calling out about it is why i found it :p

get rid of the mound, and add a ramp going down into there of some sort.

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PLA getting 2 transport choppers, 1 attack chopper and 1 scout chopper where MEC are only getting a scout chopper? seems a little unfair to me when MEC dont even get a AAV or 2 to take them all out...

thous are all the screenshots I too in my 15min run round of the map.

The main things you need to fix are:

1. colour and detail maps. At the moment your map is mainly all 1 colour and 1 detail and 1 low detail map for the most of it. it dose not really work, atall. this map needs a totaly new colour and detail map with new detail textures aswell. I can help you out on that.

2. object lightmap settings. at the mo your object lightmaps are really bad and your map would look alot nice with good lightmaps.

3. object snapping. at the moment you have a lot of floating objects. This really needs to be fixed...

also as a side note, but easy change is for the MEC you have used many insurgant tanks as we would say, you should really use the T-90s and give them some of there BTR-90 APCs aswell and get rid of thous crappy jeeps with the gun ontop, they are really bugged and getting removed from PR, replace them with vodnics.

hope you find this usful :)
Last edited by Rhino on 2007-02-25 13:20, edited 1 time in total.
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

my mind just imploded thinking one day i would make a map but now seeing all that's needed.. i just have more respect for map builders then i did before.

the only thing i would have to dispute with you rhino about is the whole line of trunks that were exploded. You said this would be a bit unrealistic, but in essence, convoys of trucks are not hard to take out with a good couple sweeps of a plane doing some straffing runs. I might not be correct, but i think that is what he was implying. The amount of wrecks on the map, eh.. could just be a inference that there had been fighting in the last couple months, thus making the map feel like this is a really hot, disputed area between the MEC and PLA.

looks like a great map, and i wouldnt mind playing it either. Definatly after it's cleaned up should be included in a "Community-Made PR Mappack" of some sort *hint* *hint*
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

all i can add is good luck and its a good sign when rhino takes 15minutes to look around your map and you ge the list of doom with screen shots...haha..

:shock: :shock:

Just to reiterate...

1. we can easily repaint the terrain more effectively.. if its oil cover desert we can at least use 2 or 3 tones of oil covered desert right? gives some depth perception...

2. Shadows are all a little wonky..very easy to copy shadow values from another map adn use them for yours.

3. Too many TANKS! haha.. i know what you are going for but make them count! maybe cut a third of them adn rearrage the positions to be a little dramatic..hehe..

Peace TDO
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[uBp wrote:Irish']my mind just imploded thinking one day i would make a map but now seeing all that's needed.. i just have more respect for map builders then i did before.

the only thing i would have to dispute with you rhino about is the whole line of trunks that were exploded. You said this would be a bit unrealistic, but in essence, convoys of trucks are not hard to take out with a good couple sweeps of a plane doing some straffing runs. I might not be correct, but i think that is what he was implying. The amount of wrecks on the map, eh.. could just be a inference that there had been fighting in the last couple months, thus making the map feel like this is a really hot, disputed area between the MEC and PLA.

looks like a great map, and i wouldnt mind playing it either. Definatly after it's cleaned up should be included in a "Community-Made PR Mappack" of some sort *hint* *hint*
hehe, ive been doing it for over a year now for BF2 alone, and use to do a little HL2 mapping and some other games but not very much atall before. :p

the thing is, yes the idea of a convoy crossed my mind but why would there be a full convoy of oil tankers with no millatry support? reason why you have convoys is to stay grouped to gether so the weapons you do have can cover the stuff that has no weapons etc. hard to exsplain it, but it dose not seem realsitic as such.

as for the tank wrecks, if the battle has already taken place and you are going on for a "2nd push" the CPs should be neck and neck with maybe a very small no mans land, gray CP or 2 in the middle. but this is not the case, you only start off with your main bases which would suggest the first attack is about to begin.
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duckhunt
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Post by duckhunt »

ok, the line of trucks are great and can stay as they are i tihnk.
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

'[R-DEV wrote:Rhino']hehe, ive been doing it for over a year now for BF2 alone, and use to do a little HL2 mapping and some other games but not very much atall before. :p

the thing is, yes the idea of a convoy crossed my mind but why would there be a full convoy of oil tankers with no millatry support? reason why you have convoys is to stay grouped to gether so the weapons you do have can cover the stuff that has no weapons etc. hard to exsplain it, but it dose not seem realsitic as such.

as for the tank wrecks, if the battle has already taken place and you are going on for a "2nd push" the CPs should be neck and neck with maybe a very small no mans land, gray CP or 2 in the middle. but this is not the case, you only start off with your main bases which would suggest the first attack is about to begin.
very true on both points, and the responses are valid, it just might be the way that he intended it to be, but then again, i'm not his mind so i really would not know the motivation behind it, except for the fact that they are some very good and genuine ideas




still voting for a community made mappack :15_cheers
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Rhino
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Post by Rhino »

new colourmap ive just made (along with a detail map but that needs more work :p )

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V3N0N_br
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Joined: 2005-08-14 16:12

Post by V3N0N_br »

Those oilfields look great.
Maybe i'm just being annoying, but aren't the dunes too bubble-like?
Well, if in-game they don't look so, no problem hehe.
Good progress though.
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Rhino
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Post by Rhino »

'[R-CON wrote:V3N0N_br']Those oilfields look great.
Maybe i'm just being annoying, but aren't the dunes too bubble-like?
Well, if in-game they don't look so, no problem hehe.
Good progress though.
ye you can tell the heightmap was done 100% in the editor cos all the bumps are fine circles which really show up badly with the lightmap etc :p

i could have a go at making the heightmap more natrual but with statics already on the map it could cause floating problems...
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Master Shake
Posts: 159
Joined: 2007-02-23 13:02

Post by Master Shake »

Rhino, does the smoke from the burning objects in the game move along at ground level and obscure vision? Or does the smoke pretty much go straight up?

Also I would think you might need more oil tanks on site, or maybe a tanker truck or 2?
Last edited by Master Shake on 2007-03-01 16:54, edited 1 time in total.
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It's hard to be humble when your as great as I am....
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

'[R-DEV wrote:Rhino']ye you can tell the heightmap was done 100% in the editor cos all the bumps are fine circles which really show up badly with the lightmap etc :p

i could have a go at making the heightmap more natrual but with statics already on the map it could cause floating problems...

i would take the time to redo the heightmap and readjust some static,s as it looks like bubblewrap...
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Biggaayal
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Joined: 2006-11-14 15:35

map

Post by Biggaayal »

I have an idea, just make it usmc vs the brits!
Rhino
Retired PR Developer
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Post by Rhino »

Figisaacnewton wrote:i would take the time to redo the heightmap and readjust some static,s as it looks like bubblewrap...
maa, i have other maps to make :p

I'm working on like 4 diffrent projects at the same time at the mo, that combined for my new love of SupCom dose not help :p

EDIT: well since overloard is going to have to go back over all the objects hes placed anyways to check if they are floating i might aswell give the heightmap a little play, just back up the old version...
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Rhino
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Post by Rhino »

k after your post ifg ive spent the last few hrs touching up the height map, made anouther colour map, redone the light settings totally and fixed up the lightmap settings (thou none of the objects have lightmaps yet)

what you guys think?

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