[Map] Carentan (2km) [WIP]

Rabbit
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[Map] Carentan (2km) [WIP]

Post by Rabbit »

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Map was created by Bad1n, but due to him taking a leave of absence, I am doing the final touches, lighting, OG fields, updating the city and creating gamemodes, though 99% of the work was done by him.

AAS 64 will be as historically accurate as I can make it.

Will also have VW, which I am looking forward to on this one.

Pictures for you all.

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Last edited by Rabbit on 2013-10-15 23:05, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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Mineral
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Re: [Map] carentan (2km) [WIP] (PR:WW2)

Post by Mineral »

http://i.imgur.com/cw0bwWb.jpg

Needs some UG grass no?

Looks much better then I thought. Love the terrain and colors.
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Rabbit
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Re: [Map] carentan (2km) [WIP] (PR:WW2)

Post by Rabbit »

'[R-CON wrote:Mineral;1957457']http://i.imgur.com/cw0bwWb.jpg

Needs some UG grass no?

Looks much better then I thought. Love the terrain and colors.
Editor shots, no UG turned on or else you get that weird see through look. You know what I'm talking about.
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AfSoccer "I just don't see the natural talent."
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SShadowFox
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Re: [Map] carentan (2km) [WIP] (PR:WW2)

Post by SShadowFox »

Wasn't it 4km?

Anyway, good to see it being completed, especially by you. :smile:
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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Rabbit
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Re: [Map] carentan (2km) [WIP] (PR:WW2)

Post by Rabbit »

SShadowFox wrote:Wasn't it 4km?

Anyway, good to see it being completed, especially by you. :smile:
Nope 2km.
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AfSoccer "I just don't see the natural talent."
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Pvt.LHeureux
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Re: [Map] carentan (2km) [WIP] (PR:WW2)

Post by Pvt.LHeureux »

Looks so good now, awesome job :)
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Amok@ndy
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Re: [Map] Carentan (2km) [WIP] (PR:N)

Post by Amok@ndy »

thread moved.

i would not use the vBf2 sandbags ... they look so aweful
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Mineral
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Re: [Map] Carentan (2km) [WIP]

Post by Mineral »

yeah I agree, but I try to avoid them myself really since this:

https://www.realitymod.com/forum/f354-c ... -maps.html
Destructible Sandbags
objects\staticobjects\pr\military\sandbags\sandbag corner_4m
objects\staticobjects\pr\military\sandbags\sandbag corner_8m
objects\staticobjects\pr\military\sandbags\sandbag wall_4m
objects\staticobjects\pr\military\sandbags\sandbag wall_8m
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these should not be used since mixing and matching these sandbags with vbf2 ones just dose not work out and as they are dest they add to the overall networkable count of your map and also offer more or less pointless protection since they can easily be destroyed which that is not what sandbags are about.
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Heavy Death
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Re: [Map] Carentan (2km) [WIP]

Post by Heavy Death »

Nice, but the the housing is yet again aligned to grid and it looks horrible like that imo. If its like that IRL, then ok... :D
Rhino
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Re: [Map] Carentan (2km) [WIP] (PR:N)

Post by Rhino »

Looks good but I'm a bit worried about how you seem to be working on three different maps at the same time and even scrapped one as a result?

[quote=""'[R-DEV"]Amok@ndy;1957467']i would not use the vBf2 sandbags ... they look so aweful[/quote]

the vBF2 sandbags are the best ones we have ingame unless someone is willing to make a entire new replacement set. The others ingame aren't a good replacement.

[quote="Heavy Death""]Nice, but the the housing is yet again aligned to grid and it looks horrible like that imo. If its like that IRL, then ok... :D [/quote]

Only really from the minimap. Not working on the grid means less accurate placement which can result in gaps between statics etc since the BF2 editor can only save the object position/rotation to so many decimal places and working on the grid seriously speeds up how fast you can map and what you can also do with the terrain. Although I agree in some cases best to work off the grid, especially if your making a r/l location but a lot of modern cities etc are built on a grid now.
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Ason
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Re: [Map] Carentan (2km) [WIP]

Post by Ason »

Looks awesome! Are those custom fences on the 3rd pic from the bottom(left side of pic, wooden fence)? Is it possible to share them?
titsmcgee852
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Re: [Map] Carentan (2km) [WIP]

Post by titsmcgee852 »

Dang this looks so nice, can't wait!
rodrigoma
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Re: [Map] Carentan (2km) [WIP]

Post by rodrigoma »

It looks good, the lighting looks great.
As has been said the houses in the grid and the perfectly straight roads look unrealistic and bad, especially for an old town.
The grid fields in the bottom hand corner are also unfortunate but that's less of a deal when ingame.
AfterDune
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Re: [Map] Carentan (2km) [WIP]

Post by AfterDune »

You don't really notice the straight houses in-game that much tbh. Most of you would probably only notice it when you take a closer look at the minimap, but not so much from in-game experience.
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Arc_Shielder
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Re: [Map] Carentan (2km) [WIP] (PR:N)

Post by Arc_Shielder »

[R-DEV]Rhino wrote:Looks good but I'm a bit worried about how you seem to be working on three different maps at the same time and even scrapped one as a result?
He can only go as far as giving the final touches to this map as it's not his creation. Other than this one, that he gave it a go in 1 day before posting here, he has been focused in Sbeneh. He can't do more in Omaha Beach or the "scrapped" Shikotan. And Sharqi is on hold.

As far as the city goes, it was a slight improvement over the previous version since Rabbit replaced a few statics and retextured the walls. Being on grid doesn't matter as long you feel immersed in the city. Since the original mapper is not around to take upon himself to do such a drastic change (and still subjective/optional), we'll leave it like that. The only improvement that can be done is probably adding a few village like houses to the edges of the city to give a more natural flow and replace that same building static with others available.

And I'm not sure if I am a fan of Bad1n's idea of placing that longass antenna in the 2nd screenshot.
Last edited by Arc_Shielder on 2013-10-16 13:31, edited 2 times in total.
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camo
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Re: [Map] Carentan (2km) [WIP]

Post by camo »

looks epic, PR:WW2 is shaping up to be awesome. (again)
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Zemciugas
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Re: [Map] Carentan (2km) [WIP]

Post by Zemciugas »

Looks really good, getting SPR vibes from these pics.

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Rabbit
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Re: [Map] Carentan (2km) [WIP]

Post by Rabbit »

Heavy Death wrote:Nice, but the the housing is yet again aligned to grid and it looks horrible like that imo. If its like that IRL, then ok... :D
I'm not sure what reffs bad1n used when making the level, but like I said, I'm just finishing it up, not major overhauls.


[quote=""'[R-DEV"]Rhino;1957510']Looks good but I'm a bit worried about how you seem to be working on three different maps at the same time and even scrapped one as a result?
[/quote]
You have every right to be concered, I actually brought this up yesterday to someone. Shikotan needs lightmaps, and lightmap optimization. I'm also starting college in the spring. So I don't know if I will be able to really continue mapping once that starts, as I have been out of school for over half a decade. So I can't spend the week-week and a half doing all of that for shik.

However, Omaha, is pretty much done, might add a couple more layers, but its done. So all I really have is Sbeneh.


[quote="Mrslobodan""]Looks awesome! Are those custom fences on the 3rd pic from the bottom(left side of pic, wooden fence)? Is it possible to share them?[/quote]

They are one of the many statics you will find in pr:ww2. Its actually used in the last version of shikotan for download in the thread, but I would get permission from arc again.
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Tapolad
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Re: [Map] Carentan (2km) [WIP]

Post by Tapolad »

Looks really good! PR:WW2 will be awesome.. :D
Xander[nl]
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Re: [Map] Carentan (2km) [WIP]

Post by Xander[nl] »

Any idea yet which part of the battle this map will simulate?

Will the 'rescue' of the 2nd Armored be portrayed or is it just the 101st against the Germans?

Might be a good opportunity to take the 17th SS counterattack so the Germans can be the attackers for once.
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