[Map] Bamyan Province (2km) [WIP]

Maps created by PR community members.
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

WIP Taliban Positions:

This is just one of the many taliban positions that overlook Bamyan town. The machine gun can suppress enemies in the sky and in the town making it even harder to maneuver.

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note: Since last screenshots i have removed the overgrowth and most small vegetation as it made my editor lag a bit. Will put it back in at the end
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

Update: I have started on some new cave systems in the mountains, overgrowth is being re done (have some problems to overcome).

All buildings in the main town are done. Now i'm working on other small settlements.

Any way here are some WIP shots i took today of things i've been working on.


WIP Northside Hill Village:

Still very WIP. This will make for a very cool cache location in the insurgency game mode. Has plenty of vantage points for snipers and will just be a cool place for firefights.

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WIP East Ridge Estate:

This is an estate type complex situated on a ridge overlooking Bamyan township. From this position Taliban can overlook both the road into Bamyan and Kiwibase :S (I'm going to solve this thought to stop spawn rape)

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Post ne feedback :D

HangMan
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Map] Bamyan Province [WIP]

Post by AquaticPenguin »

The fields look very small and irregular, and there's a lot of space between them which isn't used by anything. Realistically I imagine they'd be larger, more even fields - kind of like operation archer. I love the layout and the general feel of the map though, looks like it could be a basis for a lot of heroic firefights ^_^
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Map] Bamyan Province [WIP]

Post by Priby »

Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Bamyan Province [WIP]

Post by Zeno »

i suggest using detailed texture mode when taking screenshoots becuse texture mode looks fucked up...
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Double Doppler
Posts: 74
Joined: 2009-07-19 15:33

Re: [Map] Bamyan Province [WIP]

Post by Double Doppler »

is this going to be an introductory map to the NZ Defence force?
$pyker
Posts: 623
Joined: 2007-12-27 18:49

Re: [Map] Bamyan Province [WIP]

Post by $pyker »

Double Doppler wrote:is this going to be an introductory map to the NZ Defence force?
why would it be? their is no NZ forces in PR i know that someone suggested them but no real work has been seen.
Priby wrote:Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.
I'm sure he would Priby if the community had access to more than just square fields. We must wait till 0.9 for overgrowth fields so we can make them any shape or size :( I CANT WAIT!
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Bamyan Province [WIP]

Post by Rhino »

XxX_HangMan_XxX;1088446 wrote:Image

thous square corn fields will crash your map ingame, dont use them. I would only paint your fields as undergrowth for the time being so your ready to put the new fields in.

Also stretching the bars out to the sides to try and make your view bigger only stretches the pixels and that's why your images look soo low quality, look at one of my editor shots and you will notice the main image looks high quality.

http://img384.imageshack.us/img384/7784 ... 95553q.jpg
(pic from texture pallets tut before ppl start asking is that a new static)
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

Priby wrote:Yep, you really have to rework your fields. It looks kinda odd if they all are perfectly square and have the same size.
AquaticPenguin wrote:The fields look very small and irregular, and there's a lot of space between them which isn't used by anything. Realistically I imagine they'd be larger, more even fields - kind of like operation archer. I love the layout and the general feel of the map though, looks like it could be a basis for a lot of heroic firefights ^_^
There is undergrowth between them and some overgrowth. Didn't have them turned on for the pics. I am going to make them bigger but atm they are just kind of placeholders to remind me not to put other **** there lol.
Double Doppler wrote:is this going to be an introductory map to the NZ Defence force?
This was supposed to be for NZDF faction but that got canned so until it does come along (fingers crossed) it is likely to be a BLUFOR placeholder (Undecided, hoping ADF)

[quote=""'[R-DEV"]Rhino;1089081']
XxX_HangMan_XxX" wrote:Image

thous square corn fields will crash your map ingame, dont use them. I would only paint your fields as undergrowth for the time being so your ready to put the new fields in.

Also stretching the bars out to the sides to try and make your view bigger only stretches the pixels and that's why your images look soo low quality, look at one of my editor shots and you will notice the main image looks high quality.

http://img384.imageshack.us/img384/7784 ... 95553q.jpg
(pic from texture pallets tut before ppl start asking is that a new static)
[/quote]

Thanks Rhino :) Its nice to have some one with a lot of experience giving their opinion. I will have to wait for the fixed fields to be released then if these ones won't work :( how are they done for archer?

Thanks for feedback :)

HangMan
Last edited by HangMan_ on 2009-07-20 10:14, edited 2 times in total.
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Rhino
Retired PR Developer
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Re: [Map] Bamyan Province [WIP]

Post by Rhino »

XxX_HangMan_XxX wrote:Thanks Rhino :) Its nice to have some one with a lot of experience giving their opinion. I will have to wait for the fixed fields to be released then if these ones won't work :( how are they done for archer?

Thanks for feedback :)

HangMan
Archer uses a slightly different corn field from the one you are using. If you look at Archer it is using a 50m or something one that has rough edges much like that rice field you have put down and not hard, strait square edges that you have on your corn fields at the moment. The square blocks of corn fields where tests done by matt.b back in the day when they where first being made and since they did not work out as they hoped they would due to lighting issues, lods etc where never made for them and as such, they crash the game on load. Somehow they made it into the main PR build and some how each release I and everyone else keeps on forgetting to delete them out of the repo but ye, they need to be :p

You can go ahead and use the one Op Archer uses BUT, what I would do is setup your map to use my new overgrowth fields that are coming in as these are far improved and will give you much more flexibility when placing down fields.
Link: https://www.realitymod.com/forum/f316-2 ... ields.html
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

'[R-DEV wrote:Rhino;1090110']Archer uses a slightly different corn field from the one you are using. If you look at Archer it is using a 50m or something one that has rough edges much like that rice field you have put down and not hard, strait square edges that you have on your corn fields at the moment. The square blocks of corn fields where tests done by matt.b back in the day when they where first being made and since they did not work out as they hoped they would due to lighting issues, lods etc where never made for them and as such, they crash the game on load. Somehow they made it into the main PR build and some how each release I and everyone else keeps on forgetting to delete them out of the repo but ye, they need to be :p

You can go ahead and use the one Op Archer uses BUT, what I would do is setup your map to use my new overgrowth fields that are coming in as these are far improved and will give you much more flexibility when placing down fields.
Link: https://www.realitymod.com/forum/f316-2 ... ields.html
I had used some of the 50m ones but now i've canned them all and am doing undergrowth. When can we expect to see ur overgrowth fields :D
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Rhino
Retired PR Developer
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Re: [Map] Bamyan Province [WIP]

Post by Rhino »

XxX_HangMan_XxX wrote:I had used some of the 50m ones but now i've canned them all and am doing undergrowth. When can we expect to see ur overgrowth fields :D
wild grass is already in PR, in fallujah as you can see in my journal. Main thing everyone is waiting for is for me to make a tutorial on how to use them since its not strait forward drag and drop onto the map, thou you can do it that way (with a few other tweaks ontop) it will just take you for ever unless your doing a tiny map or your map only has 1 tiny field :p
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

[R-DEV]Rhino wrote:wild grass is already in PR, in fallujah as you can see in my journal. Main thing everyone is waiting for is for me to make a tutorial on how to use them since its not strait forward drag and drop onto the map, thou you can do it that way (with a few other tweaks ontop) it will just take you for ever unless your doing a tiny map or your map only has 1 tiny field :p
a tutorial would be great lol. It is difficult to use them atm. Can't wait :D
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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [Map] Bamyan Province (2km) [WIP]

Post by Element-X_IV »

Nice map,
Whats with the short runway tho?
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province (2km) [WIP]

Post by HangMan_ »

Element-X_IV wrote:Nice map,
Whats with the short runway tho?
Before:
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After:
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Heres a little update for KiwiBase. Runway has been moved to south side of the base. A lot more tents added since the old picture. I have put some detail inside them all so they aren't boring. The Runway is surrounded by a perimeter of barbed wire which u can't really see in the picture.

Also the main town is being totally revamped, and a large old russian base is being put in in the south east corner of the map.

HangMan
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Rhino
Retired PR Developer
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Re: [Map] Bamyan Province (2km) [WIP]

Post by Rhino »

please change thous containers with some of PR's other containers, they look rubbish and have no lightmap samples.

Your FOB or w/e is looking better thou not that good yet, try using the L shaped hesco round the edge and also put in some staggered entrances in etc.
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HangMan_
Posts: 1753
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Re: [Map] Bamyan Province (2km) [WIP]

Post by HangMan_ »

Updated original post to add thumbnails

HangMan
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WelshManDan
Posts: 4381
Joined: 2009-06-30 20:19

Re: [Map] Bamyan Province (2km) [WIP]

Post by WelshManDan »

Looks really good man.
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province (2km) [WIP]

Post by HangMan_ »

dan_thomas453 wrote:Looks really good man.
Thanks a lot. I will be updating the front page over the next few days as i have made quite a few changes to the map. Currently i am working on the static merlin wreck to make it look good enough for use in my map. So far i've added a material so now u can tell when its being shot at.

Will update later this week on progress

HangMan
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Bamyan Province (2km) [WIP]

Post by Wilkinson »

Pretty. Keep goin
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