[Map] Operation Sandpiper (4km) [WIP]

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pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

re: [Map] Operation Sandpiper 4km [WIP]

Post by pfhatoa »

dtacs wrote:Liked Sameyel which is an alternate spelling of the link you gave.
Ye, it's great. It could even be called Operation Sameyel, as there already is an Operation Simoom. It is every mapmakers wet dream to make an Operation [...] map ;)
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

Heh, I come home from school to see this! I had an idea in my head but the ideas here are infinitely better. Considering what I plan for the map and the back story I have in my head (going to update OP) I like Operation Sandpiper the best. Also- meant to say last night that the texture for the main part of the map (not the surrounding terrain, will do that at the last stages) is 50% complete!
DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

re: [Map] Operation Sandpiper 4km [WIP]

Post by DevilDog812 »

how about Operation Vasectomy?

or Battle for Middle Earth

forizzle: Operation SandTrap
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Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

I think I'll stick with Operation Sandpiper, thanks though.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

re: [Map] Operation Sandpiper 4km [WIP]

Post by BloodBane611 »

Speaking from experience, 90% of mapping is just sitting in the editor getting your terrain looking good, putting down buildings, overgrowth/undergrowth, and then filling out empty spaces with props. Just ignore the map name ideas for now and get to work on the map, it'll serve you much better in the long run ;)
[R-CON]creepin - "because on the internet 0=1"
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

re: [Map] Operation Sandpiper 4km [WIP]

Post by AFsoccer »

[R-DEV]SashaSK8 wrote:Silent Ridge, lol :lol:
ROFL :roll:
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

Never saw this before on my first map. I go to the surrounding terrain with my brush, i reload my minimap to check my progress and this happens. http://img176.imageshack.us/img176/1530/map3p.png
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

re: [Map] Operation Sandpiper 4km [WIP]

Post by VapoMan »

Yeah that happend to me once. I wasnt able to use the editor's minimap tool again without that happening, so I just used the perfect minimap tutorial to make all my minimaps now.

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Map] Operation Sandpiper 4km [WIP]

Post by Rhino »

Killer2354 wrote:Never saw this before on my first map. I go to the surrounding terrain with my brush, i reload my minimap to check my progress and this happens. http://img176.imageshack.us/img176/1530/map3p.png
if you not the conceal it says "Out of Video Memory". The uncle sam texture is the default texture in BF2 editor for a texture that's missing.
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Spyker2041
Posts: 1076
Joined: 2010-03-18 16:25

re: [Map] Operation Sandpiper 4km [WIP]

Post by Spyker2041 »

'[R-DEV wrote:Rhino;1486667']if you not the conceal it says "Out of Video Memory". The uncle sam texture is the default texture in BF2 editor for a texture that's missing.
That is console for everyone else.

before you rant at me I am just trying to help the guy not have a go at your spelling.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Map] Operation Sandpiper 4km [WIP]

Post by Rhino »

hehe, I had just woken up when I posted that :p

Now where on earth did I put my ban hammer, hummm...
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Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

I expected as much seeing that I accidentally left it running for an hour when I had to go do something. Almost done with textures, too when I stopped last night.
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

(double post, I know) alright, time to move on to terrain and the areas that will hold the area control points. texture right now is the one on the op and I'm going to do lowdetailmaps later. If I find a better texture I may use it.
*edit* well ****, I don't think I unpacked all the files correctly as I can't create an object spawner.
Last edited by Killer2354 on 2010-11-11 01:19, edited 1 time in total.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

re: [Map] Operation Sandpiper 4km [WIP]

Post by Shovel »

Pantyfas wrote:For the infantry, please don't make a town in the middle of the desert, I'd suggest you to make a oilfield complex with tunnels and etc for infantry to fight in and yet be covered by the "leet" heavy metal monsters.
Tunnels would be EPIC
Shovel009
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

Pantyfas wrote: -snip-
For the infantry, please don't make a town in the middle of the desert, I'd suggest you to make a oilfield complex with tunnels and etc for infantry to fight in and yet be covered by the "leet" heavy metal monsters.
I might do that, thanks for the idea.
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

sorry for the gap between updates, school is getting in the way (though i'm going to have a 5 day weekend starting this Wednesday) right now I have a good concept of the rolling hills and I know where I plan to have some of the stuff like an oil refinery complex, but I can't figure out why when I try to do an object spawner no vehicles pop up.
Pantyfas
Posts: 50
Joined: 2009-10-18 19:52

re: [Map] Operation Sandpiper 4km [WIP]

Post by Pantyfas »

Don't bother placing the vehicle yet, start with the statics. Generally, the last thing I do on my vBf2 lolli maps, I just make the terrain, statics and then I place the obj spawners to have a look inside the editor.
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

oh i'm not placing any vehicles yet, but i'd like to be able to when I start placing them
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

re: [Map] Operation Sandpiper 4km [WIP]

Post by Tannhauser »

pfhatoa wrote:Nude Dune.

or maybe more serious, Simoom or something related.
Dune Nukem
8)
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

re: [Map] Operation Sandpiper 4km [WIP]

Post by Killer2354 »

some updates- I've been working on the terrain with the spare time that I've had, and I find it coming along nicely. I still have a problem of where I can't set any objects or object spawners; I think I unpacked that stuff incorrectly. Before I make a new copy of pr, move my map, and unpack those objects, anyone know where exactly to unpack them so they are able to be put on the map? Thanks.
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