Paqur City Centre 80% screenies

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  • templargfx

    #1

    Paqur City Centre 80% screenies

    More of an entire city than just a city centre, Paqur features nearly 50 blocks, each containing 2-6 building. Construction sites, parks, crashed cars, parked cars, fortified MEC Food Manufacturing plant.. more more more!

    If your wondering about speed, I have a mid-low end system, and even at medium-high settings it runs quite respectably (about the same, minus a few fps as the original levels)


    I've still got a fair bit of static objects to put in, aswel as do all the spawn points properly, and place weapon emplacements etc. but it should only be a few days to a week at most. (already spent 2 weeks on it LOL)

    this is my first level, so be kind!
  • DrunkenPirate
    Ascended
    • Mar 2005
    • 4210

    #2
    Re: Paqur City Centre 80% screenies

    The FPS was going to be my first question yes, looks to be resource hungry but if you get good numbers on a run-of-the-mill system then I'm happy.
    Looks to be a very good map and I like the fact that someone else also has noticed that the so called "city" maos are nothing but a few buildings in a desert surrounding.

    Great job so far. :)

    Comment

    • templargfx

      #3
      Re: Paqur City Centre 80% screenies

      you drive a light bugy at full speed for 10 seconds on the main street (providing your good at swerving wrecks LOL) before you come to the end of street!

      its huge. the main idea I wanted to do was to make main troop movement almost require apc's for the attacking US. vehicles will be somewhat channeled by road blocks and wreckages and other little bits and pieces, but troop movement is quite freerange. I am hoping it will create a rather dynamic overwhelming feel.

      Comment

      • SPC_Zotchman

        #4
        Re: Paqur City Centre 80% screenies

        Yeah yeah yeah, real nice, but problem is: You'll never get enough
        people to enjoy its max size and capabilities. Heck, most people I've
        seen in El Alamein [new custom map] was like 6. Noone downloads it
        therefore, noone will fill it. IMHO. Z.
        Originally posted by templargfx
        you drive a
        light bugy at full speed for 10 seconds on the main street (providing
        your good at swerving wrecks LOL) before you come to the end of street!
        its huge. the main idea I wanted to do was to make main troop movement
        almost require apc's for the attacking US. vehicles will be somewhat
        channeled by road blocks and wreckages and other little bits and
        pieces, but troop movement is quite freerange. I am hoping it will
        create a rather dynamic overwhelming feel.

        Comment

        • Pirelli

          #5
          Re: Paqur City Centre 80% screenies

          Originally posted by Zotchman
          Yeah yeah yeah, real nice, but problem is: You'll never get enough
          people to enjoy its max size and capabilities. Heck, most people I've
          seen in El Alamein [new custom map] was like 6. Noone downloads it
          therefore, noone will fill it. IMHO. Z.
          That was what i was thinking too. But it looks nice from the screens and it looks like you put a lot of work in. I like when people pay attention to detail to make it look nice. Anyway - half the fun for the mapmaker is actually making the map. rest is feedbacks and actually see people playing on it.

          Comment

          • KingJungle

            #6
            Re: Paqur City Centre 80% screenies

            Looks real nice and seeing that half the servers I want to get on are full with 30-40+ people, then I cant see why enough people wont like it...

            Maybe I strange, but I download every new map I can, coz I get bored too easy on standard maps...LOL

            Anyway, real nice work...can't wait to give it a try.

            Comment

            • CrimsonBlaze

              #7
              Re: Paqur City Centre 80% screenies

              Looks impressive and highly detailed.
              About the FPS: After youve placed more statics and find that it does start to get laggy there are 2 ways to make it run better.
              1 = Lower the draw distance - why get the game to load up all those buildings in the distance when you cant even see them due to the buildings right next to you
              2 = increase fog - make it so you are unable to see past a point due to dense fog (set slightly lower than draw distance to prevent some things actually loading right in front of you, make it so it loads behind the fog)

              Also, after you think you have finished the map completly.... test some more!!

              Comment

              • templargfx

                #8
                Re: Paqur City Centre 80% screenies

                I have only played BF2 online once.... I get too much lag out here where I live to play online (the few servers that seem to have good pings are either constantly full or empty!)

                and yet here I am making a level.... why? Dice will soon be releasing the singleplayer part of the editor, and this is really what I am working towards, but rather than just wait till then, I thought I would build the level, and if Im finished before the single player stuff comes out, then Ill release it for anyone who wants it!

                Comment

                • templargfx

                  #9
                  Level Design COMPLETE!

                  Ok, finally Paqur City Centre is finished as far as level design, aesthetics tweaks and control points are concerned!

                  the only thing left now is the lightmaps (which are looking at being around 40+ hours to calculate!!!)

                  here are some screenshots of the final level (with stuffed up lightmaps!)

                  US starting Control Point


                  MEC starting Control Point


                  Neutral Control Point


                  Another Neutral Control Point



                  Nice view....



                  Level Background Info :

                  US intelligence have located the primary food processing plant for the MEC forces located within the centre of Paqur City. Approaching from the South West, the US have setup a command post 4 blocks from the facility. Heavily Fortified, the Processing plant will be nearly impossible to capture from the MEC forces without first gaining control of the surrounding city area, and forcing the MEC to withdraw to the north end of the city. The MEC know the US forces are mounting for an attack, and are dug in, and ready for a prolonged engagement.


                  The combat area on the map covers around 17 blocks including the HUGE food processing plant.

                  as soon as I have finished rendering the lightmaps, I will upload the level as a 1st version. as this is my first map, and I have not been able to test it properly I will eagerly await feedback for changes, apply those changes and then re-release the map!

                  Comment

                  • CrimsonBlaze

                    #10
                    Re: Paqur City Centre 80% screenies

                    all i can say is... wow :o

                    cant wait until lightmaps are done and its released

                    Comment

                    • Rezjah

                      #11
                      Re: Paqur City Centre 80% screenies

                      WOW thats looking awsome cant wait until its finished

                      Comment

                      • maranello

                        #12
                        Re: Paqur City Centre 80% screenies

                        yeah man looks good, all u need is lightmaps.

                        Comment

                        • templargfx

                          #13
                          Re: Paqur City Centre 80% screenies

                          just a quick update on how things are going.

                          here is a nice overhead image from the editor showing you not only the layout of the map and control point locations, but also how much of the shadowmaps i've done (the darkened areas)



                          unfortunately alot of the smaller details are out of range of the editors view, and dont show up, but at least you can get an idea of the layout!

                          Comment

                          • CrimsonBlaze

                            #14
                            Re: Paqur City Centre 80% screenies

                            Im guessing thats a 64 player version, are you including 32 / 16 player versions aswell?

                            Comment

                            • templargfx

                              #15
                              Re: Paqur City Centre 80% screenies

                              yes, the 64 player layer (above) includes the large food processing plant, the 32 and 16 player versions cover smaller areas, and are based around key city locations.

                              the reason for this is that I think the food processing plant is too big an installation for 16/8 player teams to hold effectively.

                              Comment

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