[Map] Al Muthana Desert (4km) [WIP]

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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

the airbases aren't going to be in the gameplay are they, unless one team completely screws the other.

so thats 1 FOB, 1 Bunker complex, and there is a village being put together SW of the Bunker complex.

The main bases are going to look nice, and be functional thats their job, they are not being designed to be in the thick of the gameplay.

So why would I spend my time building 2 villages for main bases instead of grabbing a few simple statics and making them tidy?....I'll put my time in to the CPs that are going to have players all over them, and let the fantastic statics like the Qinling Airbases statics do my work for me.

The layout is not going to change from now on apart from possibly adding something in the areas specified on the minimap.
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Tim270
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Tim270 »

A suggestion, About the complex in the middle, what about forming it more into a disused airfield? Just a bunker complex seems a little random without being a more developed complex.

But still, the map looks like it has a lot of potential :)
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Hmm, that would be interesting I think. But it would mean having to redesign the whole complex, and I think we're beyond that point. Also Runways take up alot of room without giving any real gameplay benefit if they aren't servicing aircraft.

The way I envisaged it, (this is the magical future remember) this would be the front line of the MEC/Coalition war, the bunker complex is a defensive position and muntions stockpile the British are attempting to take, teh FOB is their listening post to monitor MEC movements, and behind the bunker is the village of the loyal MECians, behind that the Rear Airbase of the MEC.

I am leaning towards giving the Mec a temp spawn point at the bunkers at the start of the round to that end, to make this more interesting. But I've just shoved all the objectspawners that I know I'll want at the main bases for now and am gonna work on the nuts and bolts of the map.
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Durkie
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Durkie »

why don't you put a few heli pads in there
not for staging heli's but to make the base look more interresting
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arjan
Posts: 1865
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by arjan »

wont it look weard, having 2 airfields on 4km maps and also a airfield in the middle? :razz:
Hitman.2.5
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Hitman.2.5 »

Looks like it will be a nice map.
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

My good friend Stoffen is helping me with static placement and planning, so hopefully the pace of the map's progress will pick up

Here's some videos to show what the map looks like so far.

I'm trying something differnet using alot of rocks on the high area to kinda give the impression that the high bits exist because of the rock beneath the sands, but its an experiment and may be scrapped.

and lol at whoever added 'ruddyboy' to the thread tags :P

Note, I watch MASH and other tv series while mapping (I can watch them a thousand times and they still make me laugh) and I accidentally left the episode on while recording, so sorry about that :P

The layers are all merged atm for various reasons, so ignore the huge number of assets :)

Also, I'm interesting in a reskin of the low brown bunkers. This shouldn't be a huge job sinc ethe pallet already exists right? I'd like the concrete texture from the other kashan bunkers on it.

http://screenshot.xfire.com/screenshot/ ... 0c9756.png

Britishmain al muthana WIP - Xfire Video

Al Muthana Bunker complex WIP - Xfire Video

MEC main Al Muthana WIP - Xfire Video

The landscape of AL muthana - Xfire Video

A look around teh bunker complex - Xfire Video

Comments very welcome.
Last edited by Rudd on 2009-10-26 02:20, edited 1 time in total.
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Farks
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Farks »

More 4km are needed, so I'm very open for this. You said "easier for the infantry", does that mean that the map will be centered more around inf combat or that there is more cover for infantry to move around in? And will all assets (tanks, jets, attack helos, etc) be featured on the same layer?
Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

And will all assets (tanks, jets, attack helos, etc) be featured on the same layer?
unknown.

There is a possibility that jets will not feature on the standard version of the map at all, though there is scope for them in a community match audit.
there is more cover for infantry to move around in
As you can see the landscape doesn't let you see for miles, so the infantry have got abetter chance if they are out there, but when inside the CPs they have plenty of cover, and no Mordor Mountain watching them from on high, also there are several underground positions.
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HangMan_
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by HangMan_ »

I hate to say it Rudd but this just looks like a revamped Kashan at the moment... What kind of stuff will you do to make the gameplay differ?
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

well, I've kinda answered that already, but seeing as its you.

1) there are no flat areas of the map, so the landscape feels pretty differnet to alot of kashan.
2) underground areas
3) no mordor mountain, Tanks can't sit on a hill and fire at anything inside the bunker complex, thus their effectiveness against infantry inside the complex is vastly reduced. (in theory anyways)
4) British Vs MEC balancing is significantly more interesting than USA vs MEC balancing imo. (BMP will defintately feature on this map, as will the scimitar)
5) Different gameplay dynamics. I am considering having the bunkers under MEC control at the start of the game, with associated changes to which assets on which side are on delayed spawn.
6) The plan is for a significantly larger Kashan style village in teh SW side of the map. again, no mordor mountains, so the infantry have a place which is 'theirs'
7) The British FOB on a raised area, tanks can get level with it but not above, this creates another place the infantry can own.

Also, note that I'm using the kashan sky.con. I want a similar sky, but I'll probably modify the texture to give a differnet ambiance.

I tried the desert rats sky.con and it looked very cinematic, but i don't think it suited the colourmaps at all. So I'm getting the nuts and bolts done and doing the sky.con later- but this should significantly change the ambiance and appearance of the map.

And in any case, what's wrong with a revamped kashan lol?
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HangMan_
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by HangMan_ »

Dr2B Rudd wrote:well, I've kinda answered that already, but seeing as its you.

1) there are no flat areas of the map, so the landscape feels pretty differnet to alot of kashan.
2) underground areas
3) no mordor mountain, Tanks can't sit on a hill and fire at anything inside the bunker complex, thus their effectiveness against infantry inside the complex is vastly reduced. (in theory anyways)
4) British Vs MEC balancing is significantly more interesting than USA vs MEC balancing imo. (BMP will defintately feature on this map, as will the scimitar)
5) Different gameplay dynamics. I am considering having the bunkers under MEC control at the start of the game, with associated changes to which assets on which side are on delayed spawn.
6) The plan is for a significantly larger Kashan style village in teh SW side of the map. again, no mordor mountains, so the infantry have a place which is 'theirs'
7) The British FOB on a raised area, tanks can get level with it but not above, this creates another place the infantry can own.

Also, note that I'm using the kashan sky.con. I want a similar sky, but I'll probably modify the texture to give a differnet ambiance.

I tried the desert rats sky.con and it looked very cinematic, but i don't think it suited the colourmaps at all. So I'm getting the nuts and bolts done and doing the sky.con later- but this should significantly change the ambiance and appearance of the map.

And in any case, what's wrong with a revamped kashan lol?
Cool. I think that you should have more than one of the SW Kashan style villages. But anyway now that i know the differences it sounds great :)
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OkitaMakoto
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by OkitaMakoto »

This sounds a lot like the map I have in the works. My words almost exactly were Kashan with a place for infantry... but also a sexy mixing of EJOD and Fallujah ;)

Cant wait to see what you do with this, RUdd
fuzzhead
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by fuzzhead »

Looks great rudd!!

and what is wrong with a reworked kashan hangman??? PR's most popular map, hell I'd love to see tons more maps just like kashan (minus the crazy hills), it gives us more places to shoot on and have awesome situations happen!
sheggalism
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by sheggalism »

Great ideas overall :thumbsup: Keep it up !
4) British Vs MEC balancing is significantly more interesting than USA vs MEC balancing imo. (BMP will defintately feature on this map, as will the scimitar)
Good, assymetrical balance would be interesting with the British Army unique vehicle set, still I wonder how the FV107 Scimitar could possibly play a role on a heavy assets map like this, sounds like suicide for such a small armor vehicle.
I just don't know anything about this vehicle combat and survivability characteristics IRL, but it seems it has always been a PR player favorite despite its lightweight status.
Rhino
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rhino »

[R-DEV]fuzzhead wrote:and what is wrong with a reworked kashan hangman??? PR's most popular map, hell I'd love to see tons more maps just like kashan (minus the crazy hills), it gives us more places to shoot on and have awesome situations happen!
PR's 4th most popular map :p

https://www.realitymod.com/forum/f253-v ... -maps.html
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Snazz
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Snazz »

A replacement for Kashan sounds great to me.
[R-DEV]Rhino wrote:PR's 4th most popular map :p
I'm surprised it's even 4th considering how unsuited it is for infantry.
Cheditor
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Cheditor »

I wonder why Rhino posted seeing whats first :P
Scimitars will be very interesting, and hopefully people wont try to use them for full on combat >_>
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Hi guys, no proper updates, just a request for help.

I can't find a good road tutorial anywhere, I specifically need a tut on intersections. If any1 knows a good one, feel free to post it.












ok, one update :P
http://img11.imageshack.us/img11/9082/43086378.jpg

This does work well, since you can't see in to the trench from most angles the terrain morphing problem is quite well hidden. I'm gonna get a mate on the map with me to see how it looks from the perspective of an air unit though.

The idea of this area of the map is that its a fortified location close to British lines, I'm having a go at making artillery crates around it (highly smoothed ofc) These might need a custom smoke effect to balance looks and performance, but that can come later.

One thing that annoyed me though, I tried just applying black colour on low power to darken the crates to make it look more burned. Looks fantastic until I save and load the map, the colour goes dotty. This an avoidable problem?
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J.F.Leusch69
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by J.F.Leusch69 »

road intersections are mostly done as statics (you might already found those in the road folder), so best is either just make some (/use existing ones) or just overlayer the different roads, but that might look pretty bad.

to make the arty crates look good you can also use a "road" here, just look for "explosion_mark_xpack"/"explosion_markbig_xpack" and play around with the settings and add some undergrowth rocks to it and maybe some rocks to make it look more real. i never done this before but i am pretty sure its at least a good way :)
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