[Map] Rush to Nasiriyah [scrapped]

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kain
Posts: 54
Joined: 2006-05-21 05:46

[Map] Rush to Nasiriyah [scrapped]

Post by kain »

Hi guys, the project "Rush to Nasiriyah" is a map based in a lot of videos/photos from iraq, the history is about a full attack on a city (nasiriyah), the objective is to get a key bridge, and form a full attack with Tanks, APC's, AAV's, Infantry's and Cobras (maybe with airplanes too) into the city, the MEC objective is to defend their city, with Tanks, AAV's, APC's, Ambushs and Infantry's.


Videos that i'm based the map:
http://www.youtube.com/watch?v=n4nbq1ys44I
http://www.youtube.com/watch?v=b-POw8pQZX0&search=baghdad
http://www.youtube.com/watch?v=GR2B36Qz8D8&search=baghdad
http://www.youtube.com/watch?v=6kWeq_J86zw&search=iraq
http://www.youtube.com/watch?v=-iUlcjQw6w0&search=iraq
http://www.youtube.com/watch?v=iNUNDU7YrpQ&search=iraq
http://www.youtube.com/watch?v=hdY4kyLLq6g&search=baghdad

SS's:

UMSC Road Base:
Image Image Image Image


Gas Station and Road:
Image Image

Village Base:
Image Image Image


Bridge Base:
Image Image


City:
Image Image Image

obs: the city is not done, so will need wait for the next update to see some SS's of she ^^

Changes that I'll make:

- Change texture of the desert (i need some suggestions about that)
- Finish the City and MEC Bases
- Make the final work with the textures in the mountains, desert and city.
- Put Effects, (Light and Shadows)

obs: the map still is a WIP, and i still need work a lot on him, things can and will be changed ^^, any suggestions is wellcome ^^...
Last edited by kain on 2006-07-28 00:10, edited 1 time in total.
luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

nice job, looks nice! it's not alamein all over again i guess :D
maybe you could make some sand dunes to improve the tank wars that apparently will be part of the map for sure

is basketball-onsand very popular on Iraq? :D hahaha LOL
maybe you could insert a basketball arena there.. basketball's balls can't bounce properly on sand


ps:
the desert's texture looks great, why changing it?
and the bridge to the city.. it looks too CLEAN.. you could make some holes and a guard outpost in the middle of it... and maybe some car wrecks :)
Last edited by luizinhuu on 2006-07-12 22:08, edited 1 time in total.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Whoa it's a nice beginning :D

I think there's no problem with the bridge. The village need to add more houses as you said, and use more texture variety ;)

Also, the shots will be better if you do the following (i'm not saying bout the ugly thing, i'm saying that it will be better to see the map :P )
when on your server wich you're running the map, open your console and type
sv.allowfreecam 1

once you've done that, close console, suicide, close the spawn screen and press space bar. Then type on console:
renderer.drawhud 0

That's it, you'll get much better shots :D
And so far, nice work
Image
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

Its very flat...
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

Image
kain
Posts: 54
Joined: 2006-05-21 05:46

Post by kain »

'[R-CON wrote:NikovK']Its very flat...
yeah, about the textures and terrain i'll change in the end, for now i want finish the bases/flags, after that, i'll give a nice look to the terrain :mrgreen:
.:XDR:.FRIJJ
Retired PR Developer
Posts: 212
Joined: 2006-05-17 13:47

Post by .:XDR:.FRIJJ »

not bad mate :) , tbh i would work on the terrain first as getting this right sets the mood of your map. Then work on your light settings, fog, water, sky dome, clouds etc. Use alot more textures as from the screenies it looks like 2-3. Make the village areas have some sort of sand/gravel roads theat blend into the sand dunes. Light settings set your fog to the same colour of your sky so it blends it(at present it is a dark grey so the hills stand out like a sore thumb)
Last edited by .:XDR:.FRIJJ on 2006-07-13 00:10, edited 1 time in total.
kain
Posts: 54
Joined: 2006-05-21 05:46

Post by kain »

hello, i change the usmc base and do a lot of things in the map, but i found a little problem with the uav and scan, i cant find them Oo, just the arty....how can i put uav and scan in the map (using object spawn)?
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

First of all, I'd like to say that the map is looking pretty good.

Maybe you could add some berms on the south side of the Euphrates (where the US base is located) to protect Marines from sniper and machine gun fire coming from the other side of the river.
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
kain
Posts: 54
Joined: 2006-05-21 05:46

Post by kain »

i've working in the map, plx check the changes in the first post ^^
'[R-PUB wrote:Cerberus']First of all, I'd like to say that the map is looking pretty good.

Maybe you could add some berms on the south side of the Euphrates (where the US base is located) to protect Marines from sniper and machine gun fire coming from the other side of the river.
hi, thx ^^, i can do that, but i dont know what is berms :cry: , can you show me a photo of this? thx for the suggestion :mrgreen:
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Berms are basically mounds.

Image

And a question regarding the invasion of 2003: were 1st Reconnaissance Battalion the first U.S. forces to An Nasiriyah? They only had HMMWvs right?

Is the map based on 1st Reconnaissance Battalion in Nasiriyah?
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Sorta

Post by Viper5 »

1st Recon Battalion were the first "Conventional" units in Iraq. A number of SF such as the SAS, Delta, SEALs, Polish and Norwegian SF, and ODAs went in first.
kain
Posts: 54
Joined: 2006-05-21 05:46

Post by kain »

'[R-PUB wrote:Cerberus']Berms are basically mounds.

Image

And a question regarding the invasion of 2003: were 1st Reconnaissance Battalion the first U.S. forces to An Nasiriyah? They only had HMMWvs right?

Is the map based on 1st Reconnaissance Battalion in Nasiriyah?
thx for the photo and explanation ^^, and about the invasion of 2003, my source is here: http://www.militaryhistoryonline.com/ir ... feden.aspx

:mrgreen:
kain
Posts: 54
Joined: 2006-05-21 05:46

Post by kain »

hello again, i bring some new SS's....i are working on the city and bridge base, i change a little things in the usmc road base (i put berms in the sides of usmc base) and village, i want know what you think about the map...what i can put/replace/remove for give him a better look/realism/teamwok.
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

So if light forces have to take the near side of the river, capture a last CP before you cross a river (like a bridge), and then assault past the bridge with tanks, does that mean you're attaching tank spawns to the bridge CP? Because if you're doing that, set their MEC team spawn to blank and place the respawns far back at the US start. For a referance, see the third tank spawn on RTKN.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

Image
kain
Posts: 54
Joined: 2006-05-21 05:46

Post by kain »

the bridge base will be set to the blank when i create the mec bases near to the city (in the other side of the bridge) :-D , my objective is to usmc get the village with hummwv's, and the bridge with tanks before they rush togheter to the city, and the mec will get 1 flag in the middle of city, will give time to hide for ambushs or get a nice position for LIGHT AT's/AT's/Snipers.
you said to put a mec respawn in back of usmc road base, is for give a chance to 1-3 mecs AT's make a little ambush in the road? i dont understand what is RTKN :cry:
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

Road to Kyongan Ni. I suppose I wasn't clear.

When you place object spawners, you can set them to respawn different vehicles for both teams. So the village, which needs to be captured by infantry, should spawn tanks once it is captured. If you move the tank spawn points all the way back to the USMC start, then the infantry have to hold the village and await reinforcements, giving the MEC time to counter attack. But when you put the tank spawn points in the USMC base, they'd normally spawn MEC tanks. The solution is to set the that team's spawn to nothing.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

Image
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Post by Hitperson »

kain UAV and scan arn't available in PR so there is no point adding the object spawners.
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

i know this is quite old but bump.

whatever happened to this? it looked quite good.
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

Your water looks half black half green....Try setting the Alpha Colors to greater than 0
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kain
Posts: 54
Joined: 2006-05-21 05:46

Post by kain »

'[R-DEV wrote:duckhunt']i know this is quite old but bump.

whatever happened to this? it looked quite good.
hello, I'm making cinema in the university, and in the end of the semester he started to get heavy, with tests and works, only in December 22 that I will be able to back to work in the map... :(
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