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The Prison


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#1 Blahb

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Posted 03 September 2004 - 06:26 PM

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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http://www.british-paras.co.uk/blahbs_stuff/map/final/16_small.jpghttp://www.british-paras.co.uk/blahbs_stuff/map/final/17_small.jpg

Night Version

http://www.british-paras.co.uk/blahbs_stuff/map/final/18_small.jpghttp://www.british-paras.co.uk/blahbs_stuff/map/final/19_small.jpghttp://www.british-paras.co.uk/blahbs_stuff/map/final/20_small.jpg
http://www.british-paras.co.uk/blahbs_stuff/map/final/21_small.jpghttp://www.british-paras.co.uk/blahbs_stuff/map/final/22_small.jpg

Edited by Blahb, 04 September 2004 - 10:37 PM.


#2 Stalker

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Posted 03 September 2004 - 06:37 PM

DAMN NICE!!! :thumbsup: :thumbsup:

very good work!! screenshots are top notch
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#3 Recon

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Posted 03 September 2004 - 06:54 PM

This looks a great map! Downloading now. :)

#4 chiel_mic

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Posted 03 September 2004 - 07:01 PM

looking good :)

downloading :) (good speed btw)

#5 Loot

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Posted 03 September 2004 - 08:42 PM

I guess I'll be the first to test it for Mac... provided this .zip I downloaded doesnt just have an exe inside it...
That enemy diversion you are ignoring is the main assault...

#6 Blahb

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Posted 03 September 2004 - 08:57 PM

Nope. ;)

#7 MovingUnit:SOG

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Posted 03 September 2004 - 09:12 PM

no coop mode? ie firefight, recon, defend

BTW Loot - no mac issues here =P

Edited by MovingUnit:SOG, 03 September 2004 - 09:15 PM.

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#8 sleeper

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Posted 03 September 2004 - 09:42 PM

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, 03 September 2004 - 09:51 PM.


#9 Biro

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Posted 03 September 2004 - 09:52 PM

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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#10 sleeper

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Posted 03 September 2004 - 10:00 PM

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.

#11 Blahb

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Posted 03 September 2004 - 10:22 PM

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, 03 September 2004 - 10:23 PM.


#12 Biro

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Posted 03 September 2004 - 10:30 PM

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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#13 Loot

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Posted 04 September 2004 - 02:21 AM

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.
That enemy diversion you are ignoring is the main assault...

#14 San

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Posted 04 September 2004 - 09:00 AM

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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#15 Blahb

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Posted 04 September 2004 - 11:22 AM

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, 04 September 2004 - 11:24 AM.





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