asad kashan

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bondsan
Posts: 193
Joined: 2008-03-31 02:55

asad kashan

Post by bondsan »

take the bunker complex out of kashan and put asad khal in it's place then run it like normal kashan as to vehicles ect.

i used search and *** but couldn't find any thing apologies if ***.
the trend does seem to be with maps getting bigger and i was wondering just how big can we go ? would an arma size map be too big ?
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: asad kashan

Post by Spaz »

Its not really easy to do something like that. ;)

You can't just take one map and put it inside a bigger map, if they want to do something like this they have have to do a whole new village.
Last edited by Spaz on 2009-08-19 13:06, edited 1 time in total.
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: asad kashan

Post by gazzthompson »

current big maps are the limit really, 8km are possible with lots of water.
MonkeySoldier
Posts: 1200
Joined: 2008-08-10 21:03

Re: asad kashan

Post by MonkeySoldier »

gazzthompson wrote:current big maps are the limit really, 8km are possible with lots of water.
No, he meant putting the city of Asad Khal into Kashan, by replacing the bunkers.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: asad kashan

Post by gazzthompson »

MonkeySoldier wrote:No, he meant putting the city of Asad Khal into Kashan, by replacing the bunkers.
"the trend does seem to be with maps getting bigger and i was wondering just how big can we go ? would an arma size map be too big "
Roborob
Posts: 132
Joined: 2009-01-06 15:18

Re: asad kashan

Post by Roborob »

Yes, it would. Kashan is almost too big already in my opinion.
Call me Rob ingame
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bondsan
Posts: 193
Joined: 2008-03-31 02:55

Re: asad kashan

Post by bondsan »

Roborob wrote:Yes, it would. Kashan is almost too big already in my opinion.
i disagree. i like the big maps.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: asad kashan

Post by Spec »

The engine limit for terrain appears to be 4x4km. For water, 8x8 would be possible, by using the surrounding terrain. But then you'd not see any enemy anymore ^^ There was a map being worked on... Wake Island, a huge version of it... 8x8, with the island in the middle, in the 4x4 area. The rest water and two carriers for both factions... There was an idea about having jets capping huge flags in the air or sth along these lines... Did that map make it into Combined Arms? Or is that a different one?

Anyway, for normal maps 4x4 is the limit if I'm not mistaken. Putting Asad Khal into Kashan is not possible either.
bondsan
Posts: 193
Joined: 2008-03-31 02:55

Re: asad kashan

Post by bondsan »

what i mean by putting asad into kashan is getting rid of the bunkers and having a town like asad in it's place, not actually putting the map into kashan just a rebuild of the centre.

that way pilots and long range fighters get their kicks stomping on the outskirts while in the centre map the qcb guys get theirs.
Roborob
Posts: 132
Joined: 2009-01-06 15:18

Re: asad kashan

Post by Roborob »

bondsan wrote:i disagree. i like the big maps.
I like the big maps, they just don't work as well as they should most of the time
Call me Rob ingame
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: asad kashan

Post by Rudd »

It would be really wierd imo.

and if it were to be done you might as well make a whole new map tbh.

But it would be nice to have a kashan with a more major urban center. Like Ramiel Meets Kashan.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: asad kashan

Post by McBumLuv »

Spec_Operator wrote:The engine limit for terrain appears to be 4x4km. For water, 8x8 would be possible, by using the surrounding terrain. But then you'd not see any enemy anymore ^^ There was a map being worked on... Wake Island, a huge version of it... 8x8, with the island in the middle, in the 4x4 area. The rest water and two carriers for both factions... There was an idea about having jets capping huge flags in the air or sth along these lines... Did that map make it into Combined Arms? Or is that a different one?
Yes and yes. Seethed Waters (otherwise known simply as "Big Wake") is an 8x8km map included in Combined Arms, which allows for far better fights in regards to the large air superiority operations trying to be modeled than any other PR map.

Technically, using static terrain should allow for any sized map. The problem being really that they'd have to be cut into multiple terrain "slices" so as to get proper LODs and such so that the engine isn't unbelievably strained :p

But, I believe you can place terrain outside the map's boundaries, though I'm not sure if you can when you reach the "water" boundary, though it should be possible. Anyways, if it is, all you need to do is take away the out-of bounds and place everything outside.

That itself should allow for maps larger that 8x8 km with (static) terrain, but does involve a few very large problems. Firstly, it's all theory and I doubt it's been tried at all, so who knows how far everything is possible within the BF2 engine :p

Secondly, you'd be force to use 3d modeling programs, for lightmapping as well, and as such would require wayyyyyy more work.

Thirdly, even if you got it in-game, you would only be able to see the 8x8 map, so anything outside of it wouldn't be on the map you get with the "M" button, so finding your bearings will be a whole lot harder.

Fourthly, there are probably around 50 other problems involved if you wanted to get a map of the same complexity as some of the new ones into pr. It would be an epic undertaking that would probably be finished after pr2 was released anyways, so any large map of that size would probably be done in pr2, and never be seen on the BF2 engine.

Having said all that, if someone wanted to make a fairly barren Kashan-esque desert map with very few statics and vegetation, then it should be a relatively easy undertaking if only to experiment and put the theory into practice, but I don't know to what degree my knowledge of the BF2 engine is right. Rhino or any other mapper is much more savvy in the BF2 editor than I, and seeing as Rhino was the first really to try 8x8 maps IIRC, he'd be the one to know whether spawns/statics would be able to be placed outside the map boundaries.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: asad kashan

Post by killonsight95 »

i guess i can have a go at remaking the kashan map like this guy suggested anyway i need to ahve a lil pratise and this sounds fairly easy maybe a week sould do it
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: asad kashan

Post by arjan »

killonsight95 wrote:i guess i can have a go at remaking the kashan map like this guy suggested anyway i need to ahve a lil pratise and this sounds fairly easy maybe a week sould do it
hahah no ;)
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: asad kashan

Post by killonsight95 »

lol oh well i'll still have a go
Masterbake
Posts: 363
Joined: 2009-03-13 16:34

Re: asad kashan

Post by Masterbake »

Big maps don't always work because there's only 32 people per side max, so unless the fighting actually gets well concentrated in certain areas it becomes boring.


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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: asad kashan

Post by Elektro »

Roborob wrote:Yes, it would. Kashan is almost too big already in my opinion.
no go maps can get too big in my opinion
Adetter
Posts: 604
Joined: 2009-02-26 17:08

Re: asad kashan

Post by Adetter »

I like the big maps if i dont have to walk xD
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: asad kashan

Post by badmojo420 »

As far as putting the village from Asad into Kashan, if i had the editor files for both kashan and Asad Khal it would be an easy task to put the buildings from Asad Khal into the center of kashan. The hardest part would re-creating the terrain or changing the town to reflect being in a big desert.(flat, no rivers, no big hills, etc)

But, i don't think it would create a good map. Kashan is good the way it is.
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