[Map] Ursa Initiative (2km) [WIP]

Maps created by PR community members.
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Khidr
Posts: 76
Joined: 2007-02-16 04:03

[Map] Ursa Initiative (2km) [WIP]

Post by Khidr »

This is my first successful mapping efforts. This started off as a learning/test map to soon becoming the GCA's training map to now going all out and finishing it off as a full on PR map.

Also, I could not have overcome all the BS obstacles the bf2editor throws at you without the help of [R-COM]Richy. Many times this project would have been scraped if his advice was not available. Thank you.

Also a big up to all the guys who posted the various tutorials, this map is a result of everything I have learned from these tuts. Thank you.


Map Name
: Ursa Initiative

Map Size: 2km

Map Region
: The North-West of America (Canada)

Map Factions
:Canada vs Militia

Map Focus
: Forest Combat in rural Canada. Small settlements surrounded by very heavy vegetation. Canadian set out to destroy/disrupt the militia's development in the area.


Laying the statics of the developed areas I am finding much more time consuming than other aspects of mapping and I see my motivation waning. I am hoping I may find some inspiration from the rest of you guys.

Minimaps
This is most recent render attempt.
http://i186.photobucket.com/albums/x305 ... inimap.jpg

This may give better picture of overall map. Red is high ground, Yellow is low ground. This is old pic though, many changes since I was using this.
Image



Various Forest Shots

Image

http://i186.photobucket.com/albums/x305 ... een026.png

http://i186.photobucket.com/albums/x305 ... een033.png

http://i186.photobucket.com/albums/x305 ... een034.png

http://i186.photobucket.com/albums/x305 ... een047.png

Small Town

http://i186.photobucket.com/albums/x305 ... munity.jpg

http://i186.photobucket.com/albums/x305 ... een028.png

http://i186.photobucket.com/albums/x305 ... een032.png


Militia Headquarters/Training Ground

http://i186.photobucket.com/albums/x305 ... enches.jpg

http://i186.photobucket.com/albums/x305 ... een043.png

http://i186.photobucket.com/albums/x305 ... een044.png


Waterfall

http://i186.photobucket.com/albums/x305 ... een053.png

http://i186.photobucket.com/albums/x305 ... een054.png

http://i186.photobucket.com/albums/x305 ... een055.png

http://i186.photobucket.com/albums/x305 ... een057.png


Truck Yard

http://i186.photobucket.com/albums/x305 ... rdGate.jpg

http://i186.photobucket.com/albums/x305 ... ckYard.jpg

http://i186.photobucket.com/albums/x305 ... geYard.jpg

http://i186.photobucket.com/albums/x305 ... apYard.jpg


Electricity

http://i186.photobucket.com/albums/x305 ... ricity.jpg


Lumber Yard/Saw mill

http://i186.photobucket.com/albums/x305 ... llgate.jpg

http://i186.photobucket.com/albums/x305 ... lSheds.jpg

http://i186.photobucket.com/albums/x305 ... ermill.jpg



Have some questions:

- If I replace individual overgrowth trees with hand placed staticobject trees, will the map get better performance?
- I wish to render this map's lightmaps on high in the final stages. Is this ok or are all PR maps light mapped on medium?


*************************
- Is there a stump static that is ok to use?
use the vbf2 ones , not the PR ones.
Last edited by Khidr on 2009-05-18 18:08, edited 12 times in total.
Davyd
Posts: 14
Joined: 2008-04-30 11:06

Re: [Map]Ursa Initiative[Map]

Post by Davyd »

looks like home...
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Skovy
Posts: 19
Joined: 2008-11-19 10:22

Re: [Map]Ursa Initiative[Map]

Post by Skovy »

Looks really good, haven't never seen that much environment in a 1 map :P doesn't look like bf2 at all.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map]Ursa Initiative[Map]

Post by Wilkinson »

I'm not going to lie to you my friend....Bravo!
:D
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azn_chopsticks_boi
Posts: 898
Joined: 2005-08-22 13:14

Re: [Map]Ursa Initiative[Map]

Post by azn_chopsticks_boi »

Looks good, but how are Chechen Militia in Canada? 0_o
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map]Ursa Initiative[Map]

Post by Snazz »

[R-CON]azn_chopsticks_boi wrote:Looks good, but how are Chechen Militia in Canada? 0_o
They should be converted back to a generic militia faction so mappers wouldn't have to worry about the location so much.
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map]Ursa Initiative[Map]

Post by Khidr »

I did not mention Chechnya anywhere in my post so I do not understand your question.

This Canadian militia will be loosely based on either the First Nations bands or Western/Quebec Separatists. These groups will provide the manpower whilst Russia secretly arms them...

They already speak English so it's not really a big deal. They're also wearing toques :)

I plan to swap out the AKs with FN-FALs if possible.

Anyways who cares, these details come absolutely last. Lets get the terrain itself completed before we go there.
Zeppelin35
Posts: 191
Joined: 2008-01-13 02:55

Re: [Map]Ursa Initiative[Map]

Post by Zeppelin35 »

You could also swap out some of the AKs with semi automatic AR-15s since they could be smuggled across the US border.

Anyways I realy like the map idea. I'm glad someone is making one that takes place on North AMerican soil.
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Map]Ursa Initiative[Map]

Post by Chuc »

Bravo buddy, great inspiration.
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Personal Folio - http://www.studioash.net
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map]Ursa Initiative[Map]

Post by HughJass »

Jesus man, you really have to read those image posting rules.... convert the pngs, or link em, before you get a warning or something from the mods.

Anyway, It looks like an interesting map.

Very undergrowth heavy, I wouldn't make the undergrowth that crazy (crazy bf2 engine wise) like you did in most spots. I would lower most the undergrowth as it looks like it is a little too high and could get annoying.

post some closer shots of the village

post a minimap, no matter how bad it looks, it helps people understand the map.

I gotta tell you that storyline is pretty lolsome. violent separatists in canada? I really don't think separatists of such an advanced country would take violent action on small rural areas?

I don't know man, it too sounds weak for such an interesting map setting.
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Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: [Map]Ursa Initiative[Map]

Post by Anhkhoa »

Go Canada =D
Nice enviroment
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Spaz: I once had a dream where my psychology teacher was 10ft tall and ate me, then she gave birth to me.
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: [Map]Ursa Initiative[Map]

Post by Khidr »

Yeah I'll fix those images if they're too big.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map]Ursa Initiative[Map]

Post by Snazz »

I have no problem with dense vegetation, unless it lags everyone or doesn't render sufficiently for game play.

It wouldn't necessarily have to be set in Canada if that's what it takes to get into PR.

Like for example Mestia's in Georgia yet supposedly it's in Chechnya...

That's if the direction is more realistic conflicts/locations, but then MEC would have to be revised.
azn_chopsticks_boi
Posts: 898
Joined: 2005-08-22 13:14

Re: [Map]Ursa Initiative[Map]

Post by azn_chopsticks_boi »

K:h:i :d :r: wrote:I did not mention Chechnya anywhere in my post so I do not understand your question.
Its just the Militate ingame are Chechnya :-P just pointing it out but no worries
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map]Ursa Initiative[Map]

Post by Wilkinson »

Yah in regards to Azn Chopsticks, realize that the militia has been converted to Chechnya. There are no more Militia in PR.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map]Ursa Initiative[Map]

Post by HughJass »

Snazz wrote:I have no problem with dense vegetation, unless it lags everyone or doesn't render sufficiently for game play.

It wouldn't necessarily have to be set in Canada if that's what it takes to get into PR.

Like for example Mestia's in Georgia yet supposedly it's in Chechnya...

That's if the direction is more realistic conflicts/locations, but then MEC would have to be revised.
man, are you sleeping with the map maker? you are getting more defensive then K:h:i :d :r:....

User has been warned for useless/Unhelpful Post Content
-Desertfox
Last edited by Desertfox on 2009-05-06 02:38, edited 2 times in total.
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map]Ursa Initiative[Map]

Post by Snazz »

HughJass wrote:man, are you sleeping with the map maker? you are getting more defensive then K:h:i :d :r:....
I'm just stating my opinion...

I like the dense vegetation, it may not work out due to engine issues but at the moment it looks great.

As for the story, well AFAIK maps don't need a story in PR they just have to fit in with the developer's design plan.

It is far fetched for a violent militia uprising to occur in Canada, but it's also far fetched for the middle east to unify then survive in conventional warfare against the west and far fetched for the west to invade China.

The map could be converted to another location if required, It'd be better then not using it.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map]Ursa Initiative[Map]

Post by Wilkinson »

I still like the map.

Plus on a 1km Map there will be less lag.
But some Village images would be cool.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map]Ursa Initiative[Map]

Post by CodeRedFox »

Just make a cool map worry about the other **** like factions and stuff later.
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"apcs, like dogs can't look up" - Dr2B Rudd
Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Re: [Map]Ursa Initiative[Map]

Post by Desertfox »

Map looks awesome, out of curiosity how long has it taken you to get this far?
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