[Map] Hainan East (4km) [WIP]

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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

'[uBp wrote:Irish;1034868']Tanks on this map would be a great idea, definitely would give it a new feel.
Yeah, the current layout (USMC vs PLA) is

PLA
3 Tanks
1 AA
2 APC
2 Sup Trucks
(Delayed spawn)
2 Attk Choppers (thinking of making this 1 attk chopper)
1 Trans Heli

USMC
4 LAV
2 Hueys
2 Boats
1 Cobra
(Delayed Spawn)
1 Cobra

Will make for an interesting battle, USMC will have a big advantage reaching the eastern pennisula of the bay (which is only reachable via air or water) while the PLA will have a clear advantage on the western pennisula of the bay.

The PLANM vs USMC will be quite different, where the advantages for USMC switch. They will get tanks, while the PLANM will have the amphibious transports.
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Hainan East [WIP]

Post by Snazz »

Tried it out, overall very cool and unique for PR.

I get a noticeable frame rate drop over the trees on the south west hills and I've got a decent system, curious how other people go with that.

Some basic suggestions:
- Expansion of outskirts around the city/port areas, to make it look more natural and give more cover on approach.
- Placement of additional statics at various objectives, eg. the hill tops and small farms. Maybe a few fortifications/bunkers/outposts in the coastal forest areas with dirt tracks leading to them from the city/ports.
- May want to replace TV station building as it's got an Arabic sign on it, although I'm guessing it's a placeholder.

So generally more representation of civilization in the surrounding areas, I presume you planned on adding more statics anyway.

Seems like a great map so far, would be a truly awesome map with more detail. I like how the fighting can variate between amphibious assault, forest, street, industrial and open fields.
Rhino
Retired PR Developer
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Re: [Map] Hainan East [WIP]

Post by Rhino »

and how do you plan to swap out the USS Essex and the Type 071 LDP with each layer and have different lightmaps so the shadow cast on the sea isn't totally different to the ship?
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master of the templars
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Joined: 2007-06-26 21:37

Re: [Map] Hainan East [WIP]

Post by master of the templars »

[R-DEV]Rhino wrote:and how do you plan to swap out the USS Essex and the Type 071 LDP with each layer and have different lightmaps so the shadow cast on the sea isn't totally different to the ship?
would not having any shadows for the ships be a big issue?

i mean with graphic settings we can turn them ALL off if we want so its not like not having any shadow for either ship really ruins anything.
Make nukes, Not war
Rhino
Retired PR Developer
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Re: [Map] Hainan East [WIP]

Post by Rhino »

master of the templars wrote:would not having any shadows for the ships be a big issue?
yes it is.
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$pyker
Posts: 623
Joined: 2007-12-27 18:49

Re: [Map] Hainan East [WIP]

Post by $pyker »

why does a tank spawn on the carrier!!!???? also i dont think you were supposed to lightmap while the static fields were down??? as they leave very dark shadows around them
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"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
Rhino
Retired PR Developer
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Re: [Map] Hainan East [WIP]

Post by Rhino »

Jonny wrote:We wont have a USS essex at all once we have the 071. Its just a placeholder.
I'm talking about what Hugejass is saying with a USMC invading layer, I'm assuming the USMC will be assaulting from the USS Essex or will they start on the land and if so, where will the choppers spawn?
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chimpyang
Posts: 237
Joined: 2008-03-16 23:10

Re: [Map] Hainan East [WIP]

Post by chimpyang »

Can someone please post some new screenshots? My laptop went kaput a few weeks ago and I'm pretty sure that a netbook is going to cry at the sight to Bf2, let alone PR.
=Romagnolo=
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Re: [Map] Hainan East [WIP]

Post by =Romagnolo= »

I'll try it for sure on the weekend Hugh!
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google
Posts: 335
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Re: [Map] Hainan East [WIP]

Post by google »

Couldn't you just simply make 2 different maps for the different invasion forces? That would also allow for an inf layer for both types.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

Thanks everyone for comments...

Yes the map is far from being done, and I am testing the overgrowth, seeing if it lags for people.

To rhino, this version is just a placeholder version, the final version will only have PLANM(assaulting) vs USMC(defending), unless we can figure out a way to get both versions in by using layers.
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badmojo420
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Joined: 2008-08-23 00:12

Re: [Map] Hainan East [WIP]

Post by badmojo420 »

Great work Hugh, can't wait to play it.

I did lag a bit while flying over the forest in the north. Not so bad that i couldn't still fly fine. I think the lowest FPS i saw was 19.

I dislike the greenish road texture, i think they should be darker. In some places it looks like gravel.

If you keep the current layout, it would be sweet to add a PLA fighter jet. To take care of the helicopters. Instead of the AA vehicle. But then you would have to add a PLA runway, i was thinking in A1 maybe. Tho, there might be problems with locking on to the helicopters warming up on the carrier. Anyway, just something to consider.

Screens...

http://img33.imageshack.us/img33/1076/b ... 531328.jpg
http://img22.imageshack.us/img22/1419/b ... 541332.jpg
http://img21.imageshack.us/img21/1517/b ... 571941.jpg
http://img40.imageshack.us/img40/2047/b ... 580160.jpg
http://img7.imageshack.us/img7/9592/bf2 ... 595274.jpg
http://img37.imageshack.us/img37/5633/b ... 002389.jpg
http://img5.imageshack.us/img5/6809/bf2 ... 003964.jpg
http://img37.imageshack.us/img37/4985/b ... 010511.jpg
http://img7.imageshack.us/img7/4517/bf2 ... 011244.jpg
http://img33.imageshack.us/img33/6686/b ... 071446.jpg
http://img22.imageshack.us/img22/4222/b ... 220526.jpg
http://img21.imageshack.us/img21/4889/b ... 241127.jpg
http://img40.imageshack.us/img40/3218/b ... 272325.jpg
http://img7.imageshack.us/img7/1195/bf2 ... 305636.jpg
Tomato-Rifle
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Re: [Map] Hainan East [WIP]

Post by Tomato-Rifle »

lookin good
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

Nice mojo, good shots. Thanks for the lag report.

I'm thinking about the greenish road, it does seem a tad bit out of place....
Image
=Romagnolo=
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Re: [Map] Hainan East [WIP]

Post by =Romagnolo= »

ah, the rice plantation, that brings me some memories :P
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
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(yes, it was about me)
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Hainan East [WIP]

Post by Snazz »

Have you tried building a forward outpost on the ship in the middle of the bay?

Would be a decent spot to setup stationary AA, and something different to fight over.
badmojo420 wrote:it would be sweet to add a PLA fighter jet. To take care of the helicopters. Instead of the AA vehicle.
A fighter jet would completely rape the helicopters, if the AA vehicle doesn't already.
chimpyang
Posts: 237
Joined: 2008-03-16 23:10

Re: [Map] Hainan East [WIP]

Post by chimpyang »

Looking much much better! Glad we have proper roads now!

I think the trees in the back yards of people's houses is weird, even if most people in china dont do that (usually it'd be a thing just outside of one's house) the gardens are too small to practically have a tree there. I would instead cover them with a misture of dirt/broken paving. Which is far more realistic. If you want to have wildlife near, I saw have a greenery/small copse of trees just behind the outermost houses.

So in effect :

TOWN
Houses
TREES

This is going from this screenie : http://img33.imageshack.us/img33/6686/bf22009052716071446.jpg

I would suggest losing the road and adding the trees to be a lot more dense going up to the edges of the house, even if it give INF a chance to get into the village. Plus, to the left of the image, the road looks very unatural curving around the house.

http://img37.imageshack.us/img37/5633/bf22009052716002389.jpg

I guess this is a starting point for the PLA. I would possibly add tank traps and other defences to the beach? Given that if they are going to stop people getting there by land - they may as well cover their asses from sea as well.

The wooded areas you have put:

http://img7.imageshack.us/img7/4517/bf22009052716011244.jpg

Are far too sparse to be wooded, I know you have the paddies there and the area is supposed to be vehicle friendly, but at the moment it looks like a bit of a park to me. Also, realistically there would be a sort of network of connecting paddy tributaries between the fields. Also, this is a great oppertunity to add in lots of human debris to the area, muddy tracks leading from houses to their fields, left baskets, dumped waste etc...

I still campaign for you to extend the city into the "horn" of the map. I know variation is hard to come by in statics after a while, but the city looks far too small. Especially to have 3 flags that are to be contested AND air support. Anything in the city would be raped as there is no large area to hide in and no particular surrounding cover. (Both gameplay and realism appeal there!)

If people are getting lag problems whilst flying, I would suggest limiting air power to US only, and decrease visibility to either morning/sea fog. This way, american spotters can still take down chinese assets when teamworking, and people are generally happier about lag issues. If you want to simulate american air power, 10/15 min JDAM spawn time would be appropriate for the US side, with a more limited JDAM timer on the PLA side. Not that I've got anything against pilots, but the main action will be on the ground with this urban map. Planes need a bigger Kashan style low asset map to really shine IMO.

You've done a lot of excellent work and I hope you could take on at least a couple more (please? :P ) of my suggestions. We could have a kickass map here!
chimpyang
Posts: 237
Joined: 2008-03-16 23:10

Re: [Map] Hainan East [WIP]

Post by chimpyang »

Also, if anyone has a static of a statue of Mao/communist looking chinese person. I think a victory commemoration square take up space nicely, fits with the communist city theme and would be a brief reprive for the armour. It would be near the heart of the city though. Even an obelisk like cleopatra's needle would be fine for the monument.
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