[Map] Umm Qasr (4km) [WIP]

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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

Your first one in that list is all 0, this there is not fighting area, set it with proper numbers.
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AfSoccer "I just don't see the natural talent."
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

:shocked: MAP TESTING :shocked:

All map most obvious issues have been solved
As of today, I am wiling to put the map to the test, to see how it behaves gameplay wise ( flag setup, insurgency, assets, etc).
Map will be available with AAS (STD and ALT) and INSURGENCY(only STD at the moment) layers.
I want to look for bugs (static misplacement or some random statics in the midle of nowhere, cache locations, things like that), and also, want some opinions of asset loadout(on all layers).

:shocked :D ownload: https://www.dropbox.com/s/jbslsdyuktl1u6g/uq_v2.rar
Password for the rar archive is test
Unpack the content of the archive (a folder called pr) into your game install dir/ mods/ folder.(it will place the map files in your levels folder and also it will copy a file called pr_umm_qasr.utxt into localization/english/ folder; its needed for correct display of flag names etc).

Known issues:

Code: Select all

[color=Red][b]*[/b][/color] Map grid markings not visible - will bug the devs later on :p
[color=Red][b]*[/b][/color] Lightmaps - only palace compound has SOME objects lightmapped, so yeah, statics will be bright
[color=Red][b]*[/b][/color] Vehicles too many, too few, no cas, no trans, etc - thats whats testing for
[color=Red][b]*[/b][/color] water color - annoying, for me at least, will be fixed later
[color=Red][b]*[/b][/color]  sky color - too bright?
[b][color=Red]*[/color] [/b]while I was playing around, didnt noticed ANY undergrowth..need confirmation
[color=Red]*[/color] I THINK theres a problem with LOD switching distance, on statics, overgrowth etc. Again, need confirmation
Have fun.
Feedback is expected here :24_smoker
Last edited by pr|Zer0 on 2013-06-23 22:22, edited 2 times in total.
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Mineral
Retired PR Developer
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Location: Belgium

Re: [Map] Umm Qasr (4km) [WIP]

Post by Mineral »

* water color - annoying, for me at least, will be fixed later
water color will be fixed with env maps. Which I'm guessing you haven't added yet?
https://www.realitymod.com/forum/f189-m ... vmaps.html

* I THINK theres a problem with LOD switching distance, on statics, overgrowth etc. Again, need confirmation
probably not a map problem. Unless you added special lines to your init.

* Map grid markings not visible - will bug the devs later on :p
that's just a photoshop overlay :) Not really needed yet I guess.

Anyway, I saw this map in it's previous state, it looks soo nice now with some lightmaps and new lighting. Nice work man. I'll definitely come for a playtest.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

MineralWouter wrote:* water color - annoying, for me at least, will be fixed later
water color will be fixed with env maps. Which I'm guessing you haven't added yet?
* Fixed* True that...env maps dated 1 year back and one was underground :-?
* Increased OG and UG view distance (OG from 500 to 710 m and UG from 30 to 80 m)
*minor tweaks to object spawners (for example GB trans helis are facing the map area on spawn rather than secondary terrain)
*added some cache locations :p and fixed some cache location and placement(was a real mess :o ops: )
*tweaked terrain on MEC runway ends areas (now you shouldnt get damaged when getting on the runway - lots of Z-fighting though). Pilots are encouraged to use enlarged areas on runway's both end to enter/exit runway.
*replaced the cannons
*tweaked terrain around bridges, and fixed some glitched statics
*tweaked fog to match exactly bottom sky
*tweaked water spec and alpha(looks better now - NOT on map though )
* added ladders on MEC airfield sanbags bunkers - on INS layer they might be very usefull ;)

If you already dld the map, delete map folder in */levels and get the new one, and also overwrite the localization file when prompted.
Last edited by pr|Zer0 on 2013-06-23 22:32, edited 5 times in total.
Reason: improvements
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

Took a quick look, will post pictures and stuff tomorrow after work, its to late tonight.
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AfSoccer "I just don't see the natural talent."
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Umm Qasr (4km) [WIP]

Post by lucky.BOY »

Pretty solid map I must say. Lots of things and places I liked, but i took images only of those I didnt like :)

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Detail terrain texture in British main looks really low-rez.

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Docks - Not entirely convinced by the placement of those cargo stacks and cranes (not really on the picture), It felt like cranes would be a a bit limited by those stacks. Those rails under cranes should be connected IMO, dont know if its the way the static is done or not.

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Terrain is morphing on the docks, Dunno if visible on the image, but quite noticable ingame.

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This watchtower feels out of place when there is no fence.

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Clipping ground in the right wing of the palace

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We found Oil!

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Dont know why these intrablock yards should be so green? In desert like this it would require them to water the plants on purpose, I would expect more of garbage and broken car type of environment. You know, the place nobody cares about and everybody makes mess in.

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Walls around Mosques in city centre and also around the palace lack any means to get on from inside of the compound. The only way to get on top is from outside via stairs.

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You need to lower walls around the palace (should check the mosque compound as well), the staircase bit doesnt reach to the ground on this end.

Dont have a picture for this, but since you have the palace and the sanatory type building from Asad Khal in the palace compound, I dont see the need for more enterable buildings (except maybe the gate). Id certainly get rid of those other enterables you have there and replace them with nonenterables, if you need any building there.

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Moving on to the VCP, you have different tower guarding each wall. This simply doesnt make sense. Make up your mind on which one you want to use.

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Looks out of place on a quicly thrown up VCP, Id look for a replacement. Maybe even let vehicles spawn on outside parking space?

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Using barbed wire hecos like this (inside the compound, on a one block high hesco wall), i dont dig it.

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Wouldnt use those , lots of draw calls, and hescos would do the work just as fine since you are using them all around. Maybe expand the tent area a bit? looks small compared to the rest of the VCP, and It would give you a place to put the rally point in.

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Parking lot looks sad, the vehicles are dwarf-like compared to the size of it and size of the fence. Maybe put more cars there, maybe some big trailers, maybe make the lot smaller?

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Plants being where they shouldnt be.

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Similarily, things are quite in the way here. Either remove the road or remove those props.

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Misplaced car.

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Two hangars in a small compound, why not make at least one of them enterable?

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Similar here, there is a enterable on the far side of the compound, but having one here woundt hurt either.

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Ground inside those bunkers is bumpy, why is that? Id build them with a solid concrete floor, dont you think? (Sure this is why i flipped the chopper on takeoff :D )


Like I said pretty good map, look forward to playing it, I think you can go much farther with the view distance (if you optimize the palace compund a little), as it ran considerably faster than other maps for me. On vehicles and such I cant really comment, maybe give Brits a Panther CLV? these things rock :)

cheers :)
Rhino
Retired PR Developer
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rhino »

http://i.imgur.com/0IGnAEH.jpg

You shouldn't be using any Afghan v2 (or v1) statics in your map, these are being phased out of the mod.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

that was replaced with Image

Will recheck the map for afghan statics.

Thats is valid for afghanwallhigh01? like some walls on fallujah(with holes in them)?
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Rhino
Retired PR Developer
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rhino »

pr|Zer0 wrote:Will recheck the map for afghan statics.

Thats is valid for afghanwallhigh01? like some walls on fallujah(with holes in them)?
Yes that's part of the Afghan v2 series.
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Umm Qasr (4km) [WIP]

Post by The_Turkish_Moose »

Don't expect anything less from Zero!
Last edited by The_Turkish_Moose on 2013-06-24 19:14, edited 1 time in total.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rabbit »

I will try and not pot anything anyone else has.

You have a lot of walls missing end pieces, I mean A LOT, so I don't want to post them, so I recommend going through each area again.

Be sure to Raise objects that are placed inside other static objects.

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Floating wall

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Don't use these, use the bf2 crates.
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As said before, parking lot is very lackluster, lightpoles, more vehicles, they are also facing the same where. Think something more like this.

http://pavingatlanta.com/Portals/164977 ... g-lots.jpg

Car in house
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Wood stack in house
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Sandbags need ends
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Forget what its called, should be the value right below density on your OG for each OG type, set it to a lower number more like .15

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This construction site is a mess, and needs cleaned.
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Random sidewalks
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Walls don't link up in quite a few places.
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2 pools that are not yet pools.
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Trees that do not belong there.
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AfSoccer "I just don't see the natural talent."
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LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: [Map] Umm Qasr (4km) [WIP]

Post by LITOralis.nMd »

Just like to mention my cousin owns a house that has a backfilled inground pool like that.

The map looks like it's just about out of the rough sketch and getting into the final detailing, very nice to watch this progress over the year.
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

First, thanks for your time boys, and your feedback.
@lucky.boy - everything you posted has been fixed except for docks containers : its Iraq man and its a mess :P
As for UG/OG comming out of roads - fixed
VCP - fixed
Village - cleaned up(will get back to recheck it)
Refinery parking lot -fixed
Detail texture low type - its the same for the whole map. I know theres a tiling option to make it look more detailed, just dont remember it now.
Bunkers floor-fixed

@gx - village has been heavily cleaned up, and also all afghan type walls has been removed/replaced.
all other things you have posted are wip as we speak.
- what do you mean construction site is a mess? floating statics or something? its kinda clean for a constr site :D will check it anyway
After I finish the next wave of clean/repair Ill upload a new map version as well as SS's from posted areas. Again, thank you.
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Rhino
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Rhino »

Zero I have to say I'm a bit worried by how many placement bugs have been uncovered above, when you place an object you should be paying full attention to it and checking every last bit before you move onto placing the next one as otherwise your going to end up with loads of bugs like that, many that will not be uncovered by the testers and will be hard to fix in the long run due to fixing up LMs etc.
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Jafar Ironclad
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Jafar Ironclad »

[R-DEV]Rhino wrote:Zero I have to say I'm a bit worried by how many placement bugs have been uncovered above, when you place an object you should be paying full attention to it and checking every last bit before you move onto placing the next one as otherwise your going to end up with loads of bugs like that, many that will not be uncovered by the testers and will be hard to fix in the long run due to fixing up LMs etc.
Echoing Rhino; for the next few waves of revisions, don't bother doing any LM updates. The next few builds are about object placement and terrain. Testers will uncover new placement bugs to fix, and the computer time is better spent checking for other placement bugs that haven't yet been detected. Once the bug/error rate drops to 1/2 per build, that would be a good time to update LM's and start going over textures.
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Im havent done any LM's...the very few ones present in the atlas were done in 3ds max for testing purposes.
Also, I have to mention that every cache and wall static has been manually checked as placement in the editor, and other small objects will follow shortly. Current version of the map is changed drastically compared to one available for download as statics loadout( placement like revamped VCP and type like complete removal of Non ME statics-ie the afgan walls).
Also, this one being my first map, workflow is a bit hectic, but Im on ascending curve on learning the know-how on mapping(especially if I compare myself now with what I knew 2 years ago).
So, bugs will continue to appear, mostly minor, even thou I spend last 3 days manually checking the statics,
Last edited by pr|Zer0 on 2013-06-25 13:20, edited 1 time in total.
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Jafar Ironclad
Retired PR Developer
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Re: [Map] Umm Qasr (4km) [WIP]

Post by Jafar Ironclad »

*nods. You've done an excellent job showing your tenacity. Keep up the good work. :)
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

[R-DEV]Rhino wrote:Zero I have to say I'm a bit worried by how many placement bugs have been uncovered above, when you place an object you should be paying full attention to it and checking every last bit before you move onto placing the next one as otherwise your going to end up with loads of bugs like that, many that will not be uncovered by the testers and will be hard to fix in the long run due to fixing up LMs etc.
Big number of floaters and/or misplaced statics is this : https://www.realitymod.com/forum/f354-c ... ost1732654 - and Im still paying the price for it..meh
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pr|Zer0
Posts: 300
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Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Time for some mapper feedback to feedback :D

Palace parking
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Revamped VCP
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As per post below, all car wrecks numbers has been reduced by half
Last edited by pr|Zer0 on 2013-06-25 17:45, edited 1 time in total.
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Umm Qasr (4km) [WIP]

Post by sylent/shooter »

That parking lot is gonna lag like hell. If you are unaware the vehicle wreck statics are around 3000 tris each which means they are very detailed. Don't put a lot of them together in one place. In fact, limit how many you have on your map I'm general

Killing the enemy sylently
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