[Map] The Battle for Qinling V2

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X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

[Map] The Battle for Qinling V2

Post by X-Alt »

-postponed-
Last edited by X-Alt on 2017-06-19 18:46, edited 4 times in total.
Rabbit
Posts: 7760
Joined: 2006-12-17 15:14

Re: [Map] The Battle for Qinling V2

Post by Rabbit »

Feel the need to ask, did you ask him for permission?
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AfSoccer "I just don't see the natural talent."
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X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

[R-CON]Rabbit wrote:Feel the need to ask, did you ask him for permission?
I have indeed (Will forward you the PM).
Rabbit
Posts: 7760
Joined: 2006-12-17 15:14

Re: [Map] The Battle for Qinling V2

Post by Rabbit »

X-Alt wrote:I have indeed (Will forward you the PM).
Nah no need, just wanted to be sure. Will be interesting to see what you do with it, the map as a lot of really nice overlooked details, and it was a shame it was taken out.
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AfSoccer "I just don't see the natural talent."
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Mineral
PR:BF2 Lead Developer
Posts: 8518
Joined: 2012-01-02 12:37

Re: [Map] The Battle for Qinling V2

Post by Mineral »

Tbh, if you get permission from Rhino, you might as well ask for the editor files . Might save you some time :)
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X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

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Last edited by X-Alt on 2018-04-30 02:38, edited 2 times in total.
Rudd
Retired PR Developer
Posts: 21171
Joined: 2007-08-15 14:32

Re: [Map] The Battle for Qinling V2

Post by Rudd »

I'd focus on the terrain before the GPO :) looking forward to seeing what you come up with
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X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

Sareema seems finnicky to load, using the 128p files as an editor (I used Qinling logic to load it so it might be off) end up only spawning the 128p and the control point area, will have to make the terrain myself. Should be easy enough..
X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

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Last edited by X-Alt on 2018-04-30 02:38, edited 1 time in total.
X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

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Last edited by X-Alt on 2018-04-30 02:39, edited 4 times in total.
Rhino
Retired PR Developer
Posts: 47464
Joined: 2005-12-13 20:00

Re: [Map] The Battle for Qinling V2

Post by Rhino »

[R-CON]Mineral wrote:Tbh, if you get permission from Rhino, you might as well ask for the editor files . Might save you some time :)
Well I originally painted the map with L3DT when I was just learning it and with the demo version so I only used the default temperate climate and iirc, only also rendered it at a pretty low rez, limited by the demo version so it would be worth redoing if your going to redo everything else, but then again tpaint wont really do the terrain any real justice and ideally wants to be re-painted with something like L3DT or GeoControl.
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X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

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Last edited by X-Alt on 2018-04-30 02:39, edited 3 times in total.
Rhino
Retired PR Developer
Posts: 47464
Joined: 2005-12-13 20:00

Re: [Map] The Battle for Qinling V2

Post by Rhino »

X-Alt wrote:How do I actually "repaint" it with L3DT? I thought it was only for terrain generation... Do I make my L3DT map and then just throw some of Qinling's file(s) into the new .RAW map?
The terrain painting is the best feature of L3DT if you know how to use it with making custom climates etc.

You simply just need to import the heightmap into it then apply a climate to it and render.

EDIT: here, just search in the documentation, it has the answers: http://www.bundysoft.com/docs/doku.php? ... :import:hf

I should probably also note is I didn't generate the map's terrain in L3DT, I made it mainly in Photoshop and then painted it in L3DT.
Last edited by Rhino on 2014-01-23 13:05, edited 1 time in total.
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X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

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Last edited by X-Alt on 2018-04-30 02:39, edited 7 times in total.
X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

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Last edited by X-Alt on 2018-04-30 02:39, edited 3 times in total.
X-Alt
Posts: 1062
Joined: 2013-07-02 22:35

Re: [Map] The Battle for Qinling V2

Post by X-Alt »

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Last edited by X-Alt on 2018-04-30 02:40, edited 3 times in total.
Mongolian_dude
Retired PR Developer
Posts: 6076
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Re: [Map] The Battle for Qinling V2

Post by Mongolian_dude »

Interesting.

Try to think of something unique to centre the map around. Keep in mind we have Wanda Shan (great wilderness) and Shijia (Provincial and industrial waterways). What might be an unique and interesting feature would be a industrial centre of an unmatched scale before seen in PR.
Give us that chinese smog :lol:


...mongol...
Military lawyers engaged in fierce legal action.

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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: [Map] The Battle for Qinling V2

Post by Pronck »

And those hills at the East side of the map, make an outpost over there looking over the lower ground!
We are staying up!
GlaDi
Posts: 224
Joined: 2013-06-16 00:03

Re: [Map] The Battle for Qinling V2

Post by GlaDi »

2 ouposts on opposite sides of the valley, and flag between them. That would be something.
Rhino
Retired PR Developer
Posts: 47464
Joined: 2005-12-13 20:00

Re: [Map] The Battle for Qinling V2

Post by Rhino »

King of the valley?
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