DC Final's Al_Nas Map for BF2

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  • steelcam

    #1

    DC Final's Al_Nas Map for BF2

    UPDATE: First beta is online now!
    Download from: http://www.moac.nl/files/alnassi.exe

    Settings has to be medium or high or the map will crash after loading!

    Server IP: 80.69.72.172 standard port
    ------------------------------------------

    After seeing all these great maps i wanted to remake some old maps myself.
    I downloaded the editor and tried to make the best of it.
    Its my first map ever so please be gentle with me.

    I know its not the most beautifull map, but i tried to keep it the same as the original map. So i had to rebuild some buildings with walls and stuff since i dont know how to create new buildings.

    Its not done yet, but its starting to look familiar to the old map ill guess.

    Its a little bit bigger then i expected :cry:

    I keep this tread updated and will put the download link here when its done.
    Please look at the screenshots and tell me what you think.



























  • General Tso

    #2
    Re: DC Final's Al_Nas Map for BF2

    That looks bigger than the original map...but nice work!

    How well does it run for you? With that many buildings it could get a little choppy.

    Comment

    • steelcam

      #3
      Re: DC Final's Al_Nas Map for BF2

      Well it could be that its a little bit bigger, but you can run in BF2 so that will compensate it ill guess.

      I didnt had any lag so far, but i only tested it with 4 players so far.

      We have to test it with 30 people first or something like that to see if the gameplay and balance is oke.

      Comment

      • Karate hand

        #4
        Re: DC Final's Al_Nas Map for BF2

        good work their, it looks really sweet in the pics, are u going to add bot support to the map,

        Comment

        • wolfi

          #5
          Re: DC Final's Al_Nas Map for BF2

          Well done, on the first screenshots i thought "wtf he ripped buildings from dc".
          - But this shows only how good you are

          I will download this map, looks like an awesome remake.

          If you need any skins let me know - i wish i could model

          Comment

          • squeak

            #6
            Re: DC Final's Al_Nas Map for BF2

            I like looks pretty sweet for infantry combat

            Comment

            • jdogg88-Fed

              #7
              Re: DC Final's Al_Nas Map for BF2

              yeah it does reminds me of some BHD maps good ol infantry fighting

              Comment

              • xW0LFx

                #8
                Re: DC Final's Al_Nas Map for BF2

                It needs some dirt road textures, looks so empty some times, no way there gunna have Palms lining a crusty ground, but some tread tracks not actual pavement , looks cool other wise!

                Comment

                • LasVegas

                  #9
                  Re: DC Final's Al_Nas Map for BF2

                  hi steely, i think u have done a great job, only one complaint, where are the camels from the original? and especially the one u can sit on at the market?

                  Comment

                  • TGL|Badlizzard
                    TGL Anti-Cheat Director
                    • Jan 2005
                    • 1380

                    #10
                    Re: DC Final's Al_Nas Map for BF2

                    lol, looks really good, great job so far. Watch your object count though, it will lag if you get too many.

                    I like how you made the archway, but I bet you get flashies from overlapping items, don't you.

                    Walls are a pain, I made DC Bridge and making the surrounding wall was a real chore.

                    Would love to download it and help you test out things if you like.

                    What size grid did you use? Hopefully 256, I accidentally made my Bridge map on 1024 and it took so long to render all the terain lightmaps, that I remade it on 256. Copying the Staticobjects.con and re-doing the heightmaps.

                    Comment

                    • an army medic

                      #11
                      Re: DC Final's Al_Nas Map for BF2

                      looks cool. but for real,leave the dc stuff for desert conflict mod team!

                      Comment

                      • steelcam

                        #12
                        Re: DC Final's Al_Nas Map for BF2

                        UPDATE: First beta is online now!
                        Download from: http://www.moac.nl/files/alnassi.exe

                        Settings has to be medium or high or the map will crash after loading!

                        Server IP: 80.69.72.172 standard port

                        Comment

                        • TGL|Badlizzard
                          TGL Anti-Cheat Director
                          • Jan 2005
                          • 1380

                          #13
                          Re: DC Final's Al_Nas Map for BF2

                          Ok I downloaded it, looks pretty good. But if you can handle some constructive tips, let me say a few things.

                          -Use the nudge option to line up your wall pieces. (hold the shift key while tapping the arrow keys and pg up/pg down keys) you have many, many overlapping objects and it distracts from the map.
                          -turn your view distance down, it defaults at 1000 - you have to reduce it, maybe 250, it will help with the lagging FPS.
                          -Some objects should not be put at angles, example the green bins near market that are partially in the wall, if you jump on them and lay down, you will clip through and be inside them, you don't want that kind of exploit on your map. - use dumpster large trash dumpster instead. -just checked, all green trailers that you rotated are exploitable.
                          -too many bushes in the market, you could have people hide in there and never be found, it would be almost impossible to capture that if someone wanted to defend it, seems a bit cramped as well.
                          -when using sidewalks, use your terrain platform tool on brush size 1, measure the height with right click, then subtract a few inches and left click, this will stop the flickering under the sidewalks. Also, use the nudge option again to line them up edge to edge instead of overlapping.
                          -The waterfalls are kind of neat, but they just make noise and will never be seen unless you want to walk into the back of the map... for no reason.
                          -try and stick to MEC or China vegetation when doing trees, Bamboo doesn't really fit with palm trees. I know it's in the back by the waterfalls and really won't be seen, just looked a bit odd :)
                          -The stacked bunkers are too much, not sure what else you could use there. I thought that area was all walls in DC?

                          Other than that, it seems that you need to spend a lot of time making sure that your objects are lined up properly. Many items that are supposed to be on the ground are in the air by a few inches. I find that using grid mode makes it easier to see those things.

                          Sorry, if you didn't want to hear it, just trying to help you make it really good.

                          Comment

                          • steelcam

                            #14
                            Re: DC Final's Al_Nas Map for BF2

                            Thanks for the great imput!
                            Maybe we have to walk trough the map together so you can show me the all the things that need to be change?

                            I know about the flickering part and i'm trying to solve it all.
                            Problem is with walls if you put them together, they will flicker, so thats why i have a lot of 2 mm difference in walls for example.
                            I will try your tips to solve it.
                            About the bushes on the market: I know that there are a lot, but when you play the map with 10 players or more its one of the most funny flags to capture!
                            Never know where the enemy is hiding.
                            Please try it and you will see it i hope.
                            About the waterfall, plants and stuff in the back, thats just some testing for my self.
                            To make everything in the same condition as the old map is a bit broing to do sometimes.
                            So when i wanted to build something else i went to the back...lol.
                            The green bins are going to change if thats possible to do.
                            Just on 90 degrees will work oke, ill guess?

                            The stacked bunkers are the only thing i could come up to remake it.
                            In DCF there are a lot of bunkers on that spot,just to create a labyrinth.
                            (dont know why) first i didntwant to remake it, but i finally did.(its not accurated thow)

                            Comment

                            • TGL|Badlizzard
                              TGL Anti-Cheat Director
                              • Jan 2005
                              • 1380

                              #15
                              Re: DC Final's Al_Nas Map for BF2

                              Yeah the green bins I guess are military containers, if you want garbage dumpsters I think the Large dumpster would work better. All the containers as soon as you rotate them the collision is screwed up and you will warp into them easily. Just jump on top and then lay down, you will see you will be inside it and bulletproof. They don't have proper side or bottom collision to be rotated.

                              I opened your map in the editor and saw that you had view distance at 400, I think you could cut that to 250 easily.

                              Many trucks and sidewalk items, are a few inches too high, best thing to do is just systematically go to every item and check to see it is on ground, nudge option is the easiest way to do this. Also you can double click an item and check the absolute position... if your ground is 25 feet, then in most cases the y axis should be 25... hard to do on your map, as I notice your terrain has many heights to it. Better off to just bump things slowly down until you notice them going into the ground. Use grid mode for this so you don't get confused by ground textures.

                              I figured that the waterfall area was your testing area. But you should remove it all, because it just takes extra time to render final lightmaps. Better off to make a seperate map for testing.

                              I know the nightmare of putting walls together, that flicker is really annoyng. Try as often as possible to have them butt together in the viewable area and hide overlaps in your endcaps etc. I know it isn't easy.

                              I like the little blocks of brickwalls that you put together, perhaps you could use some of that in the barracks section.

                              You really had me confused with the Woodsteel Bridge Head, I couldn't figure out how you made those wall towers :) nice job. Instead of steel plates can you use brickwall secions on top of those? (just tried, couldn't find one the right size.)

                              That construction site building is something else... wow you really worked hard on that one :)

                              Comment

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