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  • Rudd_medicman
    started a topic al muthana WIP, Rudd would like your input

    al muthana WIP, Rudd would like your input

    Hello chaps, thought I'd let you in on how things are going

    the map is essentally finished in terms of staticobjects, overgrowth, ambient effects, triggerable effects etc. However there are currently some bugs, mainly to do with the roads and colortexture on the ground. Now, rest assured that I shall destroy these bugs without mercy so that I can get this map finished on time.

    here is a minimap thats a little old now, but gives you the layout pretty good.
    http://img297.imageshack.us/f/minimappreview2.jpg/

    here are some quick screenshots, be aware that I can't show you the LMed version due to some problems with the textures atm, ignore any black textures.

    http://screenshot.xfire.com/s/98472321-4.jpg
    http://screenshot.xfire.com/s/98472953-4.jpg
    http://screenshot.xfire.com/s/98473291-4.jpg
    http://screenshot.xfire.com/s/98473338-4.jpg
    http://screenshot.xfire.com/s/98473354-4.jpg
    http://screenshot.xfire.com/s/98473373-4.jpg

    I've only finalised the 64 version atm, the 32 version and 16 are yet to be done.

    64
    GB

    at the occupied VCP (with temp spawn)
    3 Challengers (non respawn)
    1 warrior (non respawn)
    1 scimitar (non respawn)

    at british main (with perm spawn)
    1 logistic truck
    1 Chinook
    1 Lynx
    2 Apaches (20min delayed)
    4 Challengers (20min delayed)
    2 warriors (10min delayed)
    2 Stormers (10min delayed)
    1 logistic truck (10min delayed)

    MEC

    at the mec bunkers (with temp spawn point)
    1 BDRM armed (non repawn)
    1 BDRM support (non respawn)
    1 Logistic truck (non respawn)

    at the military airport bunkers (with temp spawn)
    1 BTR-60 (non respawn)
    1 BMP-3 (non respawn)
    2 T-72s (non respawn)
    1 logistic truck (non respawn)

    at the mec security bureau (in the city with a temp spawn (the smoke plumed place :P)
    1 UAZ

    MEC main (with perm spawns)
    3 T-72s (20min delayed spawn)
    2 BMP-3s (20min delayed spawn)
    1 BTR-60 (10min delayed spawn)
    1 Mi17 (10min delayed spawn)
    2 Havoks (20min delayed spawn)
    2 Gaskins (10min delayed spawn)
    2 logistic trucks

    I am pretty certain that 32 is going to be a very unique layer featuring a MiG, but it will be a tricky balance.

    16 is going to be an assortment of light vehicles, my thinking is BDRM supports mixed with BDRMs vs rovers and helicopters, BDRM may be a infrequent vehicle in favour of mec version of the FAV if balance is bad. (i.e. 0.87 kashan 16)

    I hope you like the look of the map, trust me any problems are not from lack of effort. Any suggestions (reasonable please lads) are welcome, I think you boys are going to enjoy this alot as a kind of fusion of Kashan, Al Kufrah and EJOD desert- hopefully only the good parts of them all :D

    I leave you with a sneak peek at my other primary project called jungle fire
    Big Mac Hill
    http://img3.imageshack.us/i/stuffe.jpg/

    I will not be answering questions on the last teaser


    Could an admin be so kind and paste this post to the first page :)


    [MOD}Done - dispo[/MOD]
    Last edited by disposableHero; 06-01-2010, 03:56 PM.

  • sweedesniiperr
    replied
    Re: al muthana WIP, Rudd would like your input

    that is looking sooo groovy :)

    Leave a comment:


  • Rudd_medicman
    replied
    Re: al muthana WIP, Rudd would like your input

    righto lads thought i'd put a sitrep up.

    its all done apart from lightmaps, I'm somewhat racing to get this done asap so that testers can break it in as many ways as possible so I can fix it again :P



    I was fortunate enough to get some good games on TG this week, however for the 2 weeks previously I had been LMing 24/7, and now my computer is again going to be LMing for days.

    I'm LMing with 3dsmax so that the map is more efficiently lightmapped, xp statics will be LMed unlike on some PR maps, and also max doesn't crash like the editor does :)

    it takes a while, and I can't really do much on my computer while its running, but the results are quite lovely

    http://img149.imageshack.us/img149/9446/68729580.jpg

    Leave a comment:


  • Ytman
    replied
    Re: al muthana WIP, Rudd would like your input

    The asset layout might lead to impressive fights, imagine the ruckus 7 Abrams can cause on such terrain... with IR... O_O

    I appritiate the isolation of transport helicopters to just one of each type which makes its more important when one is lost.

    Leave a comment:


  • MarineSeaknight
    replied
    Re: al muthana WIP, Rudd would like your input

    Eh, I would still push for transport trucks, and a rover or two for squads that like to go fast and avoid the long wait on an APC - but I suppose only so much can be assumed from a map that hasn't been played yet.

    As for the Gazelle, yeah, I meant replace the Havocs with them. Maybe on the 32 alternate layer, you could set up 2 MEC Gazelles 1 with HOT missiles and 1 with Guns/Rockets vs. a single Apache for the British.

    (Assuming PR got it's Gazelles from USI)

    http://usi.blacksandstudio.com/wp-co.../08/sa341f.jpg
    http://usi.blacksandstudio.com/wp-co.../08/sa342k.jpg
    http://usi.blacksandstudio.com/wp-co.../08/sa342l.jpg

    Leave a comment:


  • Rudd_medicman
    replied
    Re: al muthana WIP, Rudd would like your input

    Reminds me a lot of some of the Iraq levels in Joint Task Force. Also, as a general critique I have of all current 4km 64/32-layer maps, they don't really seem to have a substantial amount of "light transport" that exists at the beginning of the round as well as later as respawns. I'm talking about Kashan 64/32 that only has 1 HMMWV at the beginning, and it doesn't respawn.
    when theres so much armour on the map its probably best to not have soft skin vehicles :) the MEC will feature BRDM supports however, as part of the balance against British air transport.

    And a last bit if I may, would it be possible to swap out an Apache for the Gazelle with missiles that's on Jabal 2?


    well thats not really a match for the havok, and its not what the British would be using in an armour world, afaik the British Army does not arm its Gazelles, I'm not sure if we even use them extensively anymore. Not to mention it would require a reskin.

    unless you mean replace a havok with a gazelle? thats a good idea, I shall keep it in reserve for balancing purposes for now, might feature on the 32 in some way.

    Leave a comment:


  • MarineSeaknight
    replied
    Re: al muthana WIP, Rudd would like your input

    Reminds me a lot of some of the Iraq levels in Joint Task Force. Also, as a general critique I have of all current 4km 64/32-layer maps, they don't really seem to have a substantial amount of "light transport" that exists at the beginning of the round as well as later as respawns. I'm talking about Kashan 64/32 that only has 1 HMMWV at the beginning, and it doesn't respawn.

    To avoid rambling off for even longer, I just think it'd be cool to have Land Rovers available at the beginning and as a respawning vehicle.

    And a last bit if I may, would it be possible to swap out an Apache for the Gazelle with missiles that's on Jabal 2?

    Leave a comment:


  • Celestial1
    replied
    Re: al muthana WIP, Rudd would like your input

    Originally posted by AnimalMother View Post
    RAMIREZ! get me a pizza
    RAMIREZ! Take cover in the Pizza Hut, and while you're there get me a slice of pepperoni!


    Can't wait to see the map in action. I agree with it looking like it has some of the best from Kashan/Ejod/Kufrah

    Leave a comment:


  • AnimalMother
    replied
    Re: al muthana WIP, Rudd would like your input

    Originally posted by Rudd_medicman View Post

    though arar has a pizza hut...but I couldn't bring myself to put a request to the modellers for it :P

    do it!

    how epic it would be too have one, especially with a well modelled interior

    RAMIREZ! get me a pizza

    Leave a comment:


  • Rudd_medicman
    replied
    Re: al muthana WIP, Rudd would like your input

    unfortunately for the pavements to work they need to run along the terrain squares.

    also, I based bits of the map on 2 saudi arabian towns, arar and al jawl, both have the same kind of grid system except even more gridded and dense than I've portrayed, apartment buildings in huge squares with a space in the middle surrounded by roads in a grid system, then suddenly ending at the desert, both have airports in the middle of nowhere down the road and one has a lovely lake :P

    though arar has a pizza hut...but I couldn't bring myself to put a request to the modellers for it :P

    Leave a comment:


  • Silly_Savage
    replied
    Re: al muthana WIP, Rudd would like your input

    The only critique I have is that all the buildings look so uniform and perfectly aligned. I assume it's a bit late to do any remodeling though.

    The map in general looks very nice.

    Leave a comment:


  • AnimalMother
    replied
    Re: al muthana WIP, Rudd would like your input

    Burning Sands (Al Muthana) looks even better! liking what you did to the North-east side of the city. and the GPO looks pretty good :)

    looking at the screens the only thing that struck me as a bit weird, maybe over looked was the bottom of this one http://screenshot.xfire.com/s/98472953-4.jpg, i'm guessing you'll address it with walls and debris or soemthing just looks a bit bare and uniform

    Leave a comment:


  • Jigsaw
    replied
    Re: al muthana WIP, Rudd would like your input

    Good stuff, although the feedback I was going to give is basically worthless as you seem to have sorted most/all of my areas of concern (judging at least by the minimap) that is only a good thing.

    Really can't wait :D

    PS. Jungle Fire is looking sahweet, even better than the last time I saw it :D

    Leave a comment:


  • Rudd_medicman
    replied
    Re: al muthana WIP, Rudd would like your input

    The city looks good. It's big enough to fight in (and for infantry to hide from the tanks). I don't see any hills overlooking the city which is good too. It's hard to tell by looking at the mini-map, but the city looks pretty cramped. Are there spaces to put FOBs (besides in the middle of the street)? Something we need to think about now that they're so important.
    most streets are almost exactly 8m accross, the highway is around 16m accross, so it should be as hard as putting a FB in muttrah, but you raise a good point.

    Question: Most of the statics look a bit too yellow. I'm guessing this is due to your sky settings. You may want to tone that down a bit. Even the metal looks yellow (like on the fence and goal posts) and they shouldn't. Rusty and corroded maybe, but not yellow. I know there are an infinite number of tweaks, but maybe play with that a little.
    the yellow is only there because its not LMed in those screens :) and I happend to take screens of locations that weren't in shadow

    Lastly, are there enough terrain variations so that infantry can move outside of the city without being completely in the open? Kufrah's terrain had it's downfalls, but one thing I liked is that it had some ditches, etc. for the infantry to use.
    I think that infantry will have a high survivability rate outside the city, though their offensive capability will be limited. Every 10m or so you can go prone and not be seen on most angles, and there are lots of static rock groups around with small dips etc that infantry can take cover in.

    Leave a comment:


  • Celestial1
    replied
    Re: al muthana WIP, Rudd would like your input

    I think that a lack of ditches (though a few here and there would certainly be okay) may really ring the bell for the APCs to get up to snuff and get their guys around... Only problem is the abundance of AT in the game at the moment.
    Last edited by Celestial1; 06-01-2010, 05:14 PM.

    Leave a comment:

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