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11-28-2009, 09:44 PM #46
Re: al muthana WIP, Rudd would like your input
Obviously I'm an idiot, but I can't seem to make me a private server. I unzipped it to the levels folder and all, but I go ingame and it's not there. What am I doing wrong?
"It's called a randomizer, and it's fitted to the guidance systems and operates under a very complex scientific principle called pot luck."
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11-28-2009, 09:58 PM #47
Re: al muthana WIP, Rudd would like your input
look at your levels folder
if its /levels/al_muthana/ - inside that is info, server.zip and client.zip
it is correct
you cant run the game then put the map in the folder, you have to do it without bf2 running.
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11-28-2009, 11:05 PM #48
Re: al muthana WIP, Rudd would like your input
With the limited amount of knowledge I have on the BF2 engine and whatever controls spawn times this wouldn't be possible without changing some things. From what i know the amount an asset is on a delayed spawn is that asset's respawn time including the 3 minute countdown. So the only way to do what you suggest that i know of would be change all of the assets spawn times to how much of a delay which is going to possibly result in some massive spawn times. This is a really interesting way of doing things and creats even beter assymetrical warfare and I would love it to be included, but I just don't think it can be added easily.
|TG-69th|chrisweb89









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11-29-2009, 12:39 AM #49
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Re: al muthana WIP, Rudd would like your input
New screenshots:






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11-29-2009, 10:47 AM #50
Re: al muthana WIP, Rudd would like your input
|TG-12th| Namebot

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11-29-2009, 11:54 AM #51
Re: al muthana WIP, Rudd would like your input
Rules to mapping - finish the map first, then worry about factions and assets.
Also, if this map makes it to official PR status then Rudd is no longer in control of the factions or the assets on the map - the PR DEV team is.
While debating assets and balance is great, it ultimately is meaningless.
Map is looking good, Rudd! Keep up the hard work!
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11-29-2009, 12:05 PM #52
Re: al muthana WIP, Rudd would like your input
A BTR can combat a LAV just fine 1-on-1, so I dont see why a BTR couldnt do it against a Warrior.
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11-29-2009, 01:27 PM #53
Re: al muthana WIP, Rudd would like your input
Oh...well that is stunningly depressing. Well, all quibbling about vehicle balance aside, the map is solid. The runways are easy to land on because you don't have to skim treetop level, you can actually come in on a good slope. My only concerns are the lack of firing positions for armor onto the major flags. On the other hand, it's impossible to know if this will be a good or bad thing without wide circulation.
The map seems solid from my tests, and looks to be a lot of fun!BF3 is a good game, and when they finish it, it may even be a great game.

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11-29-2009, 02:51 PM #54
Re: al muthana WIP, Rudd would like your input
I still get input, and I think that at the end of the day I get to decide the teams but not the assets

Though I'm not actually balancing teh map atm asset wise, all the vehicles are on there for lolz and testing only atm.
I've redone the colormaps so that there are no more crazy lines and stuff.
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11-29-2009, 03:00 PM #55
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11-29-2009, 06:17 PM #56
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11-29-2009, 07:04 PM #57
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11-30-2009, 05:42 AM #58
Re: al muthana WIP, Rudd would like your input
Looks great. I love Kashan, I think this will be just as good.





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11-30-2009, 02:03 PM #59
Re: al muthana WIP, Rudd would like your input
Looking at the screenshots posted by startrekern, I believe the editor might be using the high-quality ground texture, at all ranges, making it appear very strangely. When in game, it seems to look much better.
It's still a little noticeable, but it's better than in the screenshots originally posted.
Just by the screenshots Startrekern posted, I'm really loving all of the action-areas (anywhere where there is buildings). Everything seems right, I'm really impressed.
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11-30-2009, 03:16 PM #60
Re: al muthana WIP, Rudd would like your input
yea celestial what I did was decrease the hitoptilling.
this basically decreases the number of tiles of the lowdetailtexture are used, kinda stretching the texture so that its less noticable to be tiled at range, but I have a couple of ideas on how to make it better now.
the original screenies used the default tilling of 64, I put it down to 10, iirc hte battle for qinling uses around 5
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