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

Maps created by PR community members.
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

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

Post by arjan »

Loving the villages, im also thinking the bunkers might not really fit for the map but maybe a second village like you had in the SW, wich was really nice made. wich could make it more unique.
Could be me though..

I really like how you worked with those village walls, it adds something to the map.
I think it would also be nice idea to have a different layers;

1.Light Infantry, with villages playing an important role and mostly light vehicles and lynxes?

2.Combined arms, with the settup you now have :)

3.Airborne infantry, with the MEC allready dug in with no heavy armor only APC's and such. and british attacking with Apaches/Lynxes and Light vehicles and some scimi's or warriors?
Last edited by arjan on 2009-11-27 20:49, edited 1 time in total.
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

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

Post by Startrekern »

After some extensive testing with others today, we've found out a few neat things about this map as well as loads more bugs we'll be able to fix:

Neat Thing 1) The terrain is smooth enough in most places that armor can engage other armor while still continuing to move at full speed with minimal shaking of the gunner's sights, even at long range. This is realistic, and, well, awesome.

Neat Thing 2) The Lynx is especially suited to dodging AA fire and while the MEC will already be dug in gives the british a signifigant air transport advantage.

Neat Thing 3) Aircraft bombs + Village = Win. The resulting destroyed statics make for AWESOME, mazelike infantry combat.

Something to note though is that assets aren't anywhere near what they'll actually be when it's finalized, nor are the flags. Rudd's going to redo the colormaps too I believe. There's also some stuff that needs retexturing here and there.
Rudd
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Yeah I should mention that Startrekkern has started to help with this project :)
Something to note though is that assets aren't anywhere near what they'll actually be when it's finalized, nor are the flags. Rudd's going to redo the colormaps too I believe. There's also some stuff that needs retexturing here and there.
one thing I'm trying to do is to put a custom colortexture on the trench statics alla Ejod. Gonna get that done tonight

I have a new copy of Photoshop now so I can get on with alot of stuff I couldn't do because I lacked the program before. (I am on a new computer and didn't have enough licenses)
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Startrekern
Posts: 847
Joined: 2008-08-31 21:11

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

Post by Startrekern »

New screenshots:

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On another note, we're having trouble setting up a subversion repository.. if anyone can help us or even host one for us that would be brilliant.
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

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

Post by Hauteclocque »

Looks very good, but if I can notice something :
-on the second pic, I think you should add more grass around the trees, maybe I'm wrong, but if palm trees can grow up there, grass can as well.
Maybe it's only due to the distance of the picture. :-)
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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

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

Post by Tannhauser »

Hauteclocque wrote:Looks very good, but if I can notice something :
-on the second pic, I think you should add more grass around the trees, maybe I'm wrong, but if palm trees can grow up there, grass can as well.
Maybe it's only due to the distance of the picture. :-)
Palm tree, aside from being able to grow in arid environments, also have the specific advantage of being able to grow in sand. :razz:

PS : Rudd-startrekern, just saw the barn in the village : wood? Doesn't make fit much ... Eh, well your call, but it doesn' fit at all IMHO.
Last edited by Tannhauser on 2009-11-29 12:24, edited 1 time in total.
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Hauteclocque
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Hauteclocque »

Nevermind so. :)
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AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

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

Post by AnimalMother. »

wow, those last few screens look awesome! that village looks sweet


i forsee epic everything in this (incl. beards)
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

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

Post by Snazz »

Perhaps use the tall guard towers more instead of those concrete vBF2 guard posts, they appear out of place at the moment.

Anyway the map seems good and ready to me (excluding PR implementation & asset decisions of course).
Rudd
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Tannhauser wrote: PS : Rudd-startrekern, just saw the barn in the village : wood? Doesn't make fit much ... Eh, well your call, but it doesn' fit at all IMHO.
I'm no modeler so I can't just make a new one. But the Barn gameplay wise will work well, in the 16 layer any assaulting infantry can use it as a staging post.
Perhaps use the tall guard towers more instead of those concrete vBF2 guard posts, they appear out of place at the moment.
testers keep telling me they will be death traps, so I decided against them.
-on the second pic, I think you should add more grass around the trees, maybe I'm wrong, but if palm trees can grow up there, grass can as well.
There is manually placed grass atm, but I just got my photoshop working so I'm going to have undergrowth throughout the whole map now in a reasonably realistic distribution I hope.
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Snazz
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Snazz »

Dr2B Rudd wrote:testers keep telling me they will be death traps, so I decided against them.
As in not tactically useful for defense?

Alternatively you could have an outer Hesco perimeter instead of the fence with more of Rhino's new sangars (which may I add are dramatically better than the VBF2 ones).
Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

I thought about putting a hesco border but I decided against it for the following reasons

1) the british are using hesco on this map on their bases, and I wanted to differentiate it to the MEC bases

2) I hate it on kashan when armoured vehicles run up to the bunker hesco and take cover behind it.

The fence works well, its quite porous, it makes the base seem bigger and also there are no mordor mountains so the infantry won't get pwned too hard.
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

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

Post by BloodBane611 »

Looking awesome! Those screenies startrekern posted are just fantastic looking, can't wait for some more desert combat
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ledo1222
Posts: 689
Joined: 2009-03-16 01:39

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

Post by ledo1222 »

I downloaded the map played it AND F*** loved. the bunkers are so BEAST. Cant wait for this in PR. Finnaly Brits VS Mec on a 4KM map.
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta
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Startrekern
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Startrekern »

Star here, your friendly neighborhood screenshot monkey, with a few extras:

MEC Bunker Complex
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British FOB
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stiankir
Posts: 84
Joined: 2008-12-31 04:01

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

Post by stiankir »

I am really looking forward to the finale of this map. Keep up the good work Rudd
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

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

Post by Zeno »

i suggest making a trench around the fence at bunkers to form an outer defencive line ;)
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Rudd
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

I have a couple of ideas to give the surrounding local area some nice things, but I'm just going to line the fence with tank traps and leave it at that. (the tank traps being there to make sure people understand that the fence cannot be run over etc)
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AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

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

Post by AnimalMother. »

nicely coming along there mate


looks like it'll have stuff for everyone to enjoy thrown in there


really wish i could play PR now, getting somewhat bored of MW2
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Rudd
Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Update coming later today, medium res lightmaps should be done by the time I get back from work.

new version is being called .6

changelog from .5

Medium Res Lightmaps

decreased density of overgrowth slightly

British FOB expanded and underground section moved, deepened and enlarged

Tank traps are now lining the wire fence at the bunker complex, this is to ensure no1 gets annoyed that they can't run over it with a tank.

the two story destructables are mixed in with non-destuctable sections

a few non-destructable 1 story buildings added inside the village

the village SW of the brit fob has had its overgrowth removed

Small ruins etc added around the map to help break up the desert areas

added proper clouds

32 layer has been removed and merged with 64 for the time being. this isn't a representation of the final GPO, this is for testing only. (as the 32 layer was experiencing a bug)

Added a small helicopter landing area at the bunker complex, nothing special just a little hesco square with 2 cloth helipads.

removed several floating statics

new minimap

New Colormaps added to fix a bug and to more accurately show the terrain

roads cleaned up

Added custom texture to terrain covers so that they more effectively blend with the terrain

plan for .7

add overgrowth fields to the village to replace most of the olive growths and more effectively transition from desert to town.

add more details

fix any new bugs

Add more details to the highlands area in the form of cliff and rock statics
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