The Prison

50 posts in this topic

Posted (edited)

This is a large map i've been working on for about 2 months now, and now i'm just mutliplayer testing it.

It's built up of a small prison surrounded by 2 cliffs, and a large green landscape with alot of trees, all done with 7 rooms.

It has some small animations for the cctv cameras, and certain sections in the out walls can be destroyed (unfourtantly i can't get them to darmap well, so kinda stick out from the rest of the wall <_< ), i'm sure it's not exactly a realistic prison, but it was done for fun, and i've never been in one so didn't know ;)

Frame rates are good, and constant.

At the moment it has no missions, as i'm not too good at that :rolleyes: , so is for multiplayer only.

I made it purly for the fun of mapping, and is the first map i've ever done, so go easy on me :P

If anyone feels like giving it ago, you can download it Here and it will be played now and then on the {B:P:R} server called British Paras on ASE.

Heres some screenshots, click for larger images.

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Night Version

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Edited by Blahb

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Posted

DAMN NICE!!! :thumbsup: :thumbsup:

very good work!! screenshots are top notch

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Posted

This looks a great map! Downloading now. :)

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Posted

looking good :)

downloading :) (good speed btw)

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Posted

I guess I'll be the first to test it for Mac... provided this .zip I downloaded doesnt just have an exe inside it...

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Posted

Nope. ;)

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Posted (edited)

no coop mode? ie firefight, recon, defend

BTW Loot - no mac issues here =P

Edited by MovingUnit:SOG

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Posted (edited)

Nice map. Nice to see some good work like this. I set up a mission file to play all gametypes with, I can send it to you if you're interested. I'm hoping that you'll accept some criticism and suggestions and release another version as a final.

I do have some suggestions for you.

1. There are limited path links in the map. Create some small objects like boxes, extra pillars etc. inside the prison compound and rooms. This will add path links for AI to path easier. As it is now, they have very few options and may get stuck quite a bit. Turn on view path links in IGOR to view the path links and get an idea where you might want to place objects. On the outside, create a couple small rocks using geospheres or something similar and place them around the map to add pathing links.

2. The blow-away wall sections are awesome. I've found that I get better results if I leave darkmap unchecked for regular dynamic objects in the map editor. They will then be lit dynamically and you may like the results better. I dont think it looks all that bad the way you have it though really.

There are many thing I like about this map, great work for a first attempt even. Great work, cool idea. Hope you can fix it up slightly and re-release it for us single player nerds. :P

Edited by sleeper

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Posted

This looks awesome from the screenshots man! I really have to test it out over the weekend when I'm back on reg.cpu. It's pretty easy to see that it's not the first time you play around with 3d max, if your not a VERY fast learner.

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Posted

I just noticed something else peculiar that may either just be the way you made it or a problem. I was concerned about how bad the performance seems for me in the outside areas. I noticed that there seem to be no low LOD models for the trees at all. Some people play with tree detail on high, I prefer medium to help performance myself. It appears as though you used the stock trees, there are low LOD models for these. So either you left them out or they arent switching correctly. I tested it on low detail as well and all of the trees appear as the regular high LOD models.

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Posted (edited)

Thanx for the comments sleepers ;), it did seem my AI got confused now and then, they also can't open the doors well, and they don't even bother with the ones with mesh on it.

As for the tress, well i used all from the example map, and made the ferns. I had some real problems with doing the LOD for the 'Big_tree' as it came out really small, and even when i increased it did nothing after export, i check the names, map editor.. ect.. and i decided the shrubs looked better without LOD models, but i guess it might be an idea to do it.

I need to redo the fog settings, as it's hard to play on MP if people have snipers :o=.

I also noticed somthing.. -very- weird, in all other maps from the orginal ghost recon that have the typical shrub bush, it's huge.. and when i say huge i mean HUGE, around 4 times bigger then normal.. and i can't understand how it happened, i didn't chance any textures, and there's no way to change the orginal model since in a already exported map.. so i'm stumped :blink: .

Edited by Blahb

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Posted

sshhh...that's one of the secret things you get after you have created a map. Now you are harder to spot for your enemies...!

No, seriously, that's really weird, try to set down the priority of the mod so you have the original GR at highest priority.

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Posted

Well, my perspective (I'm no map modder) is that its a great map. I think the concrete around the complex could use a lot more clutter and maybe a little more of a "worn down" texture and the indoor complex seems sort of bland but thats just what I think. I still havent been able to find the destructable walls even after running around several times with the MM1 blasting away at everything concieveable inside the prison. The textures in general seem to "clean" but the map layout is excellent.

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Posted

I also noticed somthing.. -very- weird, in all other maps from the orginal ghost recon that have the typical shrub bush, it's huge.. and when i say huge i mean HUGE, around 4 times bigger then normal.. and i can't understand how it happened, i didn't chance any textures, and there's no way to change the orginal model since in a already exported map.. so i'm stumped

If you place the shrubs with the scatter-tool you can scale them from 80 to 120 % for example. You'll get smaller and bigger ones then the original. Don't leave the original as exportfirst model in the scene or they all be the same as the exportfirst model.

You can also rotate 1 to 359 degrees !

About the map : wow, much better then Blahb-towers ! First look I thought of Stronghold from DS. Good job.

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Posted (edited)

If you place the shrubs with the scatter-tool you can scale them from 80 to 120 % for example. You'll get smaller and bigger ones then the original. Don't leave the original as exportfirst model in the scene or they all be the same as the exportfirst model.

You can also rotate 1 to 359 degrees !

Yup, but it's weird as it's not the bushes on my map that are huge, but the ones on orginal GR maps... :blink:

no coop mode? ie firefight, recon, defend

Opps.. that's somthing i completely forgot about, i'll fix it in the final release. :thumbsup:

I still havent been able to find the destructable walls even after running around several times with the MM1 blasting away at everything concieveable inside the prison.

Ahh, they're on the outter main wall, and each block takes two nades to be destroyed.

Edited by Blahb

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Posted

found 1 tiny li'l error, nothing serious cause probably no other idiot than I would notice it, but if you go to the guards area looking to the eating area, to the upper of one, the 2nd monitor you come across (with the website url on it), is not 3d collidable, doesn't give bullet holes (or very tiny ones compared to the others)

as I said, no other idiot than I would probably notice it :P

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Posted

Ahh, they're on the outter main wall, and each block takes two nades to be destroyed.

The more things that are destuctable, the better. :o= Nothing is indestructable. :rocket::support:

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Posted

Don't forget the SP game types on the final version. Still a lot of GR players who play SP. Maps looking good. :yes:

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Posted

Wow, really I love this one. Just installed it.....great great work.

Beautifull :D

Great work blahb.

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Posted

hey I think your off to a great start.

My only suggestion is getting some stuff inside the prison. Make it look more inhabited. Put some alarms on the walls, maybe some trash dumpsters. I see you put some survalence(sp?) cams. Nice touch.

Ask sleeper, im kind of a sucker for the little details which, I think, makes the map so much more fun.

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Posted

I just got home and am d/l it now. The screen shots look great and I'm sure I'll love it. Great work...keep it up, new maps are always welcome.

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Posted

I got one of my buddies to make it coop compatable.

I am actually working on an idea for a mission on this map, and an experienced scripter i know is gonna make a mission out of the idea.

I have a vague idea of what i want to do. Its gonna have several elements in it, stealth recon to sniper assasination, blow the side wall, bug the survailance system, defend, rescue the hostage and get to extract.

Should be a nice no respawn mission when completed. =D

When we are done with the beta stage of testing it I will post a link here for download.

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Posted

Great map, cant wait to play some missions on it.

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Posted

I looked at the map and have a few suggestions if I may:

The doors on the guard towers are textured wrong open them and note where the handles are on each side.

Also the towers need to be able to be shot from.

Glass needs to be able to be broken.

AI wont open most doors. They get trapped.

If its not to hard (I'm not a mapper) could you make a few of the cell doors openable. It would be great for rescue missions.

Other than that, the map is great. Keep up the good work.

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Posted

I am actually working on an idea for a mission on this map, and an experienced scripter i know is gonna make a mission out of the idea.

That makes us SP people happy to hear. :D

The map looks really cool, can't wait to see it in it's finished state.

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