[Map] Ulungur Dam (4km) [WIP]

Maps created by PR community members.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

re: [Map] Ulungur Dam (4km) [WIP]

Post by Zeno »

Jedimushroom wrote:Thanks for all your help Rhino. One more thing, I'm looking for the wooden bulwarks that are featured on several maps, for instance they surround the AT guns on Fools Road, but I cannot find them for the life of me! Do you know what they are called?
Staticobjects-PR-Bunkers-Woodenbunker
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

Zeno wrote:Staticobjects-PR-Bunkers-Woodenbunker
Thanks, but it looks like trench_5m was what I was looking for after all!
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

re: [Map] Ulungur Dam (4km) [WIP]

Post by Zeno »

Jedimushroom wrote:Thanks, but it looks like trench_5m was what I was looking for after all!
ohh yea, that one :roll:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

I'm have changed the name to Ulungur Dam, setting it in Northern China. Also major changes have been made to the layout of flags and the river valley is taking shape. Stay tuned!
Last edited by Jedimushroom on 2015-03-10 17:19, edited 1 time in total.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: [Map] Ulungur Dam (4km) [WIP]

Post by LITOralis.nMd »

Jedi, Less placement of statics on grids and perfect 90 degree intersections of fences, less parallel buildings etc,

otherwise looking good.
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: [Map] Ulungur Dam (4km) [WIP]

Post by Mongolian_dude »

I would suggest putting more thought into the areas of human activity, and think about the practicality and functionality of the statics you place and where you place them.

For example:
Q: What is required of a 'main base' or 'staging area'?
A: Living (shit, eat, sleep), Protection (cover & concealment, HESCOs, fighting positions, wire, MG positions, AT positions, AA sites, Radar, lookout towers), Facilitating Warfighting (Vehicles, parking spaces, helipads, shooting range), Logistics and Command & Control (supplies, ammo, communications and antennas, command bunker, CO post, vehicle pool).

Q: What is required of human civilisation?
A: Living spaces (shelter, latrines), food & agriculture (farm, tractor, grain, boats, fisheries), Commerce and Trade (markets, shops, advertising), Industry & Infrastructure (factory, processing plants, carpentry, wells, pipelines, distilleries, roads and trails, bridges) Recreation (sport, public meeting points).

These things are key to making your map live and breath!
Military lawyers engaged in fierce legal action.

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