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

Posted: 2013-08-22 15:01
by lucky.BOY
Right, this will a long one, so go get a tea first. Sorry that it took so long to get a look at it.

First off, still feeling like you have too short view distance, especially for jets. Even in the city I get much more fps then on some of the more performance heavy maps.

Lets get over with floaters first:
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This static also seems out-of-place for a compound wall. And locked gate baing the only way in? put a trash bin next to the wall :)

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Now the more interesting peices:

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Think more about how it would work on a dock like this. The yellow cranes need free space to move along, "aisles" between stacks of containers. While moving containers will make more cover, it doesnt make sense from functional POV

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A IFV spawning on VCP virtually in the middle of the map? Rather odd, could be killed in the hangar easily.

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I dont like how hescos around the tent area are laid out. If you mean it as a anti-mortar measure, One lucky hit into the area would kill almost everybody in it irl. You would want to put one-unit high pieces in between tents, to isolate the damage. The big wall facing inside the VCP makes sense potentialy dangerus vehicles pass the VCP, but the adition hesco bit at entrance feel over-the-top as well.

On second thought, you could re-do the entire area completely, if you want to. Make it more of a roadside camp, with the actual checkpoint being two towers and some concrete slabs and a bar on one place in the street. Would make sense, as if you want to keep the camp save, you want let qoutidien traffic through its middle :)

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Would feel save inside on of these when guarding a checkpoint, a maniac could just crash into it and bury me alive. Maybe put something concrete around it / instead of it? Alright, im being really nitpicky here :D

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Sandbag missing end.

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This is just something wierd I noticed, as for video settings, all low.

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cant say I like the way you put those statics in there. The parts they are tucked together with should really be accesible by car, they look like some loading bays. You can use the same static muptiple times, just put the clone on other side of the flag area :)
Also those big open areas, I dont like them. Maybe cuddle the buildings a bit closer together, add one or two more, or make the compound smaller, or put there more of those oil storage drums, just not so much open space.

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The parking lot I like better than before, just these lamps look odd. arent there some less festive looking?

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These buildings have a tiny gap between them, and they look repetitive like this. maybe turn one of them around, or, bury it halfway into the ground?

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Personally I would leave this closed off. let them use ropes if they want to get through, Its not like they cant run around the building to right :)

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These buildings are meeting at odd angle and distance. either put them farther away, or make them look as one.

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Two fences meeting oddly, especially the barbed wire gives it away. Seen all around the complex.

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Bad stairs

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Maybe put some rocks into the hills, it will help make the terrain seem rough

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Paint the ground same color as OG fields above it.

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Another odd gap, I can fit through but im sure as hell cliping into the walls. Again, amke it larger or nonexistent

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This garbage Z-fights like crazy. dont know how to fix it, just fix it :P

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Some OG clipping though walls.

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Statics not aligned.

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Not aligned well, the top z-fights, and im wouldnt use these statics like this anyway. It wastes lightmap of the part that isnt seen.

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I like the tunnels you got going there, there is now to get on top of it?

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This etrance doesnt make sense at all. If it is used, where is the road leading to it? If its not used, why is not barred and closed? Also, It seems to me you have gone a bit over the top with the amount of available entry point. A fence should always present an obstacle, with some nice chokepoints on top :)

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Wires not entirely precisely placed, but thats nitpicking. Something more important is that on HV facilities like this, transformators are directly plugged into the grid like you have them, they have those arrays of poles (you have fenced in to the side) in between. These arent to suck electrycity from athmosphere how it seems you have them setup ( ;-) ), but they are used to connect different trafos to different output grids etc. Or that is my rough impression.

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A tree clipping through car wreck. But replace it with something thinner and it could look like it grew there :D

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A wierd place to use this marking on. Also, isnt middle marking always used with side markings?

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Rather rolling terrain to build a highway on :D And that dirt track goes too far IMO.

Wow, must be my longest post EVAR :P

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

Posted: 2013-08-23 19:50
by LITOralis.nMd
wow, that was one crazy long post.

I just dl'ed it and installed, will give feedback when i get a chance.

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

Posted: 2013-08-24 11:54
by lucky.BOY
Wow, just went through the first pages again and this map has come a long way :)

Did you ever request custom runway statics?

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

Posted: 2013-08-25 20:33
by LITOralis.nMd
umm qasr ins alt and ins std is CTDing at 15% on my PC repeatedly.

will keep trying.

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

Posted: 2013-08-26 11:54
by Holzy
Nice job on the map so far, I am looking forward to playing it on a full server.

I only got a couple of feedback notes,

For the INS kits you have spawning in this line of text may prove useful "ObjectTemplate.maxNrOfObjectSpawned #", it just seems like there are alot of unneeded Objects laying around.

Also your Init files all have "gb_ziptie", "gb" should be used for AAS layers.

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

Posted: 2013-09-21 07:08
by pr|Zer0
Ill sort statics the moment I get my hands on a laptop, as well on PR10 to make the map compatible with it.
As of those bad stairs on refinery, I already fixed those along with few other things presented above...strange... must have uploaded the wrong staticobjects.con. Damn.

As for 30 mil spawning on VCP: that was set for some routes on AAS to give mec a chance in the city when city flag is in play, before UK fortifies it and it will become a stalemate. You alse may have noticed that when MEC have a spawn on VCP, the refinery is MEC at the round start;or at least that was the purpose. Anyway, AAS needs some rethinking, me thinks.
As for INS spawn kits, will have a look aswell, because ins gpo.con hasnt been touched in a long time. Also, CTD'ing for you litoralis, seems a bit odd. Ill have a look on the issue as well.
All in all, thank you for your time.
In roughly 4 weeks I assume new version will be up.

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

Posted: 2013-10-10 21:10
by Arc_Shielder
pr|Zer0 wrote:In roughly 4 weeks I assume new version will be up.
Have you managed to work on this as you expected?

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

Posted: 2013-11-03 21:21
by pr|Zer0
[R-COM]Arc_Shielder wrote:Have you managed to work on this as you expected?
Yeah, everything works good so far.

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

Posted: 2013-11-04 09:28
by Arc_Shielder
Cool. Are you uploading the new version then?

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

Posted: 2013-11-09 09:39
by pr|Zer0
new version is ready
Lucky boy, sorry to say, but you had an old version to play with...dunno, maybe you downloaded it earlier and decided to test later; point is that some of the issues highlighted by you had already been solved, like the bad stairs on refinery.
nonetheless some of the bugs had been addressed, like rearranged the refinery buildings and tweaked a bit ;
anyway, solved the bugs pointed in the last feedback.
MEC vehicles spawning in the VCP issue, pointed by lucky.boy, is deliberated and it occurs on some aas routes when UK first/second flag is the city( basically is a forward spawn for mec to give them a chance to harass BLUEFOR before they fortify the city - vehicles spawning in the VCP do not respawn upon destruction) - hope its all clear with those vehicles now.
All in all, anyone who wants to play, download the LAST version (uq_v5.zip), have some fun, and dont forget to post your complaints/bugs here :D .



Unpack the archive in your mod folder(ie C:/Program Files/EA Games/BF2/Mods/).
Archive contain map files and a localization file called pr_umm_qasr.utxt(it will display flag names properly while in-game). For uninstall, delete umm_qasr folder from your levels folder and pr_umm_qasr.utxt from mods/pr/localization/english/ folder.

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

Posted: 2013-12-26 23:47
by disnoxxio
Is this stil WIP?

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

Posted: 2013-12-28 04:18
by Rabbit
Took a quick look around. You obviously had made a large number of improvements that required a lot of work, so good for you for not giving up.

Now. The docks and other industry areas are REALLY empty, and REALLY cluttered.
For example, here, there is NOTHING. But if you pan right a little bit, there are a **** load of containers. Now the best way to balance it is this. Look at muttrahs docks, they have white or yellow lines around the containers. So if you do that all over, and then remove some so the boxes are even empty, it will feel much less empty and incomplete. That way you can then spread some conexs around.

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Other painfully empty places.
Even road textures like oil or parking lot road textures to a work of difference.
http://i.imgur.com/BZCj9lg.jpg
http://i.imgur.com/je5IgUN.jpg
http://i.imgur.com/yAJWK1c.jpg

Here you used a bridge with cat walk, but no entrance, pick which version you want to use, and double check the alinement, this and other other similar type just outside the city are not properly alined.
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Speaking of that, these buildings have a lot of problems with their alignment too, be sure to check to see if the wrap around goes underneath doors on both sides, and in front.

http://i.imgur.com/I0KvlJ2.jpg
http://i.imgur.com/rOeK3rD.jpg

Did you delete your roads after terrain lightmaps? It looks really bad.

Make sure UG is where it should be, a good amount on concrete or clipping objects.
http://i.imgur.com/N0Rhngc.jpg
http://i.imgur.com/uOSuvWG.jpg

Also this warehouse south-west of the city got a bit jacked up terrain wise.
http://i.imgur.com/YgmDJv3.jpg

Big improvement though, keep it up.

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

Posted: 2014-02-03 13:22
by pr|Zer0
'[R-CON wrote:Rabbit;1970803']Took a quick look around. You obviously had made a large number of improvements that required a lot of work, so good for you for not giving up.

Now. The docks and other industry areas are REALLY empty, and REALLY cluttered.
For example, here, there is NOTHING. But if you pan right a little bit, there are a **** load of containers. Now the best way to balance it is this. Look at muttrahs docks, they have white or yellow lines around the containers. So if you do that all over, and then remove some so the boxes are even empty, it will feel much less empty and incomplete. That way you can then spread some conexs around.

Image

Other painfully empty places.
Even road textures like oil or parking lot road textures to a work of difference.
http://i.imgur.com/BZCj9lg.jpg
http://i.imgur.com/je5IgUN.jpg
http://i.imgur.com/yAJWK1c.jpg

Here you used a bridge with cat walk, but no entrance, pick which version you want to use, and double check the alinement, this and other other similar type just outside the city are not properly alined.
Image

Speaking of that, these buildings have a lot of problems with their alignment too, be sure to check to see if the wrap around goes underneath doors on both sides, and in front.

http://i.imgur.com/I0KvlJ2.jpg
http://i.imgur.com/rOeK3rD.jpg

Did you delete your roads after terrain lightmaps? It looks really bad.

Make sure UG is where it should be, a good amount on concrete or clipping objects.
http://i.imgur.com/N0Rhngc.jpg
http://i.imgur.com/uOSuvWG.jpg

Also this warehouse south-west of the city got a bit jacked up terrain wise.
http://i.imgur.com/YgmDJv3.jpg

Big improvement though, keep it up.
Thanks for your reply rabbit
ALL issues mentioned above solved - overhauled docks area, removed bridge SW of the city ( wasnt really necessary) and replaced segments on the other bridge, tweaked OG/UG and fixed some buildings buggy alignments, added some roads for consistency, new version on the way.
As of that road near the mosque not loading for you, it's a bit odd...loads for me, in the editor, and its the same template as the other roads inside the city. Maybe I didn't packed the road mesh in the roads folder.
Now Ive noticed that I'm moving in baby steps to something kinda playable :D

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

Posted: 2014-02-09 14:22
by pr|Zer0
[R-CON]Rabbit wrote: Did you delete your roads after terrain lightmaps? It looks really bad.
now I know what you mean:
all my roads looks like this, for me at least, in-game:

intersection static vs my road

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Ordinary industrial stripe:

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ALL my roads are like this, like some sort of very low rez texture. Any ideas for a fix?
Was trying to upload a new version today, but no chance if its like this

LE: Solved(forgot to add compiledroads.con to server.zip .. )

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

Posted: 2014-02-10 19:04
by pr|Zer0
Bump

new version is up.
Password for archive is test
Updated OP with some new screens

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

Posted: 2014-02-10 19:29
by Mineral
pr|Zer0 wrote:LE: Solved(forgot to add compiledroads.con to server.zip .. )
From this I guess you pack the map by hand?
Why not use the little pack script? Makes it so much easier. And leaves no errors :)

https://www.realitymod.com/forum/f189-m ... cript.html

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

Posted: 2014-02-10 19:32
by Rudd
definitely save yourself time and effort with the build script Zer0 :)

I'll check this out tomorrow if I can :)

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

Posted: 2014-03-01 01:24
by SIDEKILL3R
oh boy just awesome maps to get my fob building hands on

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

Posted: 2015-03-02 11:17
by mries
Little bump and question:
Is this map still worked on or completed?

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

Posted: 2015-03-09 21:37
by tmzlifestyle
Password for WinRAR?