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Re: [Map] The Battle for Qinling V2

Posted: 2014-01-26 22:39
by Rabbit
[R-DEV]Rhino wrote:King of the valley?
Sounds cool to me. Pretty much the same set up between the British and American forts where I grew up. (War of 1812)

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-26 22:41
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-01-26 23:05
by Kerryburgerking
[R-DEV]Rhino wrote:King of the valley?
a 4 km Hills of Hyamyong :D

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-26 23:19
by X-Alt
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.

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-26 23:37
by X-Alt
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

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-27 17:59
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-01-29 21:18
by X-Alt
Production on the "Alpha" version is started, I hope it goes well... Updates/Download link will be posted here.

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-29 23:11
by saXoni
Could we have some screenshots too please?

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-30 01:09
by X-Alt
saXoni wrote:Could we have some screenshots too please?
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.

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-30 02:09
by X-Alt
Minimap images coming up soon

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-30 02:26
by X-Alt
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

Re: [Map] The Battle for Qinling V2

Posted: 2014-01-30 03:12
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-01-31 02:33
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-01-31 23:01
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 03:31
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 04:01
by Rabbit
I would post some in game screenshots to spark some interest.

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 04:08
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 04:22
by Rabbit
How would you like you flags to work? Also, add this to the bottom of your terrain.con

Code: Select all

terrainCuller.setUseStitchedLods 0
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

Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 15:24
by X-Alt
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Re: [Map] The Battle for Qinling V2

Posted: 2014-02-01 15:58
by Rabbit
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.