5 Pillars
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5 Pillars
Shahadah, is a fictional 2km Northern Iraqi city that sits between mountains and a river. Originally the map was created for a Single Player map pack Spyker and myself have been working on, as a break from a larger project I have in the works. After about a week of work, it caught the eye of the Polish faction. After a short discussion with ddeo he decided he would like me to tweak it a bit and make it for the Polish faction. I decided to go with a bit different route with this map to make it a bit different from others in PR. What I did was I started to make what I call "Hell Houses", these are unique insides to several buildings that have a host of twist and turns along with covered windows that force players to fight top down.
Another addition I made to these is what I call "selectable cover", you have barriers over windows you can choose to open (via shotgun) to shoot out of, or leave closed to prevent the enemy from seeing in.
Now to show it off a bit more, here is the minimap and some screen shots! Also don't worry, I'm sure there will be a public event very soon.
Another addition I made to these is what I call "selectable cover", you have barriers over windows you can choose to open (via shotgun) to shoot out of, or leave closed to prevent the enemy from seeing in.
Now to show it off a bit more, here is the minimap and some screen shots! Also don't worry, I'm sure there will be a public event very soon.
AfSoccer "I just don't see the natural talent."
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- TheMerchantOfMenace
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Very nice work indeed, looking forward to fighting there.
As an aside, how crazy difficult is it to create new buildings? It seems as though PR could use a larger variety of buildings to make the walks through cities more "real"... restaurants, taverns, bus terminals, train stations, etc... Maybe creating new buildings is difficult beyond the benefits of the added variety? Just wondering, don't know what's involved.
P.S. Yes, I do think I'm seeing buildings in those photos that do look new/original (apart from the Hell House, I mean).
As an aside, how crazy difficult is it to create new buildings? It seems as though PR could use a larger variety of buildings to make the walks through cities more "real"... restaurants, taverns, bus terminals, train stations, etc... Maybe creating new buildings is difficult beyond the benefits of the added variety? Just wondering, don't know what's involved.
P.S. Yes, I do think I'm seeing buildings in those photos that do look new/original (apart from the Hell House, I mean).
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TheMerchantOfMenace, check this thread to see what it's like learning to do statics for PR for the first time
My second building only took a month or so, and since then it has become much quicker.
http://www.realitymod.com/forum/f388-pr ... e-wip.html
My second building only took a month or so, and since then it has become much quicker.
http://www.realitymod.com/forum/f388-pr ... e-wip.html
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Depends very much on the type of object etc but worth reading this tutorial here which will help you with the basics of making a staticTheMerchantOfMenace;bt10052 wrote:As an aside, how crazy difficult is it to create new buildings? It seems as though PR could use a larger variety of buildings to make the walks through cities more "real"... restaurants, taverns, bus terminals, train stations, etc... Maybe creating new buildings is difficult beyond the benefits of the added variety? Just wondering, don't know what's involved.
http://www.realitymod.com/forum/f189-mo ... cture.html
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Looks great, really looking forward to it. The idea of blocking the window and entrances is awesome! It's gonna make for some really intense CQB.
I was thinking, though, the city is pretty narrow and there are a lot of small compounds outside of it so it might be easy for bluefor to surround the cache locations and overrun the insurgent hideouts. Does the terrain outside of the urban areas have enough cover to build hideouts and make sending reinforcements from them possible?
I was thinking, though, the city is pretty narrow and there are a lot of small compounds outside of it so it might be easy for bluefor to surround the cache locations and overrun the insurgent hideouts. Does the terrain outside of the urban areas have enough cover to build hideouts and make sending reinforcements from them possible?
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There will be some pickup kits that should help out the ins at main, currently its US v Syrian Rebels and for ins they get a t-62, pickup engineer kit and a pickup heavy AT kit. On top of that on the outskits they have many caves to hide in and basements in the small village west of the city.fatalsushi83;bt10059 wrote:Looks great, really looking forward to it. The idea of blocking the window and entrances is awesome! It's gonna make for some really intense CQB.
I was thinking, though, the city is pretty narrow and there are a lot of small compounds outside of it so it might be easy for bluefor to surround the cache locations and overrun the insurgent hideouts. Does the terrain outside of the urban areas have enough cover to build hideouts and make sending reinforcements from them possible?
That picture isn't Shahadah.camo_jnr_jnr;bt10060 wrote:Looks very cool. Click on Rabbits sig to get another pic.
AfSoccer "I just don't see the natural talent."
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Moar caves for Syrian rebels!!!
Anyway, seems really nice. Those optional view windows are a great idea.
I can imagine it now - "Breacher, get that window open please. AR please check if it's a good firing position and if so cover us from there", "OMG, guys, the window is open, they were here already" - more little things that can be known/noticed by most players like this may give a map a more memorable taste and also somewhat increase it's "replayability" value.
How do you think, is it possible to code/implement a 2nd window like the static one that every time would spawn on 2nd floor and it the place where it spawns would be random (if not random, it would give a feeling that the nature of spawning locations are quite random)?
Anyway, seems really nice. Those optional view windows are a great idea.
I can imagine it now - "Breacher, get that window open please. AR please check if it's a good firing position and if so cover us from there", "OMG, guys, the window is open, they were here already" - more little things that can be known/noticed by most players like this may give a map a more memorable taste and also somewhat increase it's "replayability" value.
How do you think, is it possible to code/implement a 2nd window like the static one that every time would spawn on 2nd floor and it the place where it spawns would be random (if not random, it would give a feeling that the nature of spawning locations are quite random)?
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Very nice.[R-DEV]Rabbit;bt10063 wrote:There will be some pickup kits that should help out the ins at main, currently its US v Syrian Rebels and for ins they get a t-62, pickup engineer kit and a pickup heavy AT kit. On top of that on the outskits they have many caves to hide in and basements in the small village west of the city.
And nice photo, Spectrium.