[Map] Kashik Isle (4km) [WIP]

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Startrekern
Posts: 847
Joined: 2008-08-31 21:11

[Map] Kashik Isle (4km) [WIP]

Post by Startrekern »

Name: Kashik Isle (Caz-shick) -- Originally jokingly "Kashoshan" ;)
Location: 12.965249, 42.844362
Size: 4km
Factions: USMC vs. MEC
Game Play Type: Amphibious assault

The terrain was originally from Kashan Desert, which I used to save a bit of time. The map as it stands does not resemble Kashan Desert in any way, though. It is a completely fictional location, but the reference coordinates give it a general area that it could be in and also provides some basic information about the terrain in the area. Here is a screenshot of the minimap before I began to repaint the terrain, with general, loose plan: Image


Below is a screenshot of the given reference coordinates:
Image



A screenshot of the general terrain coloring, sans water/overgrowth/undergrowth. I have begun placing roads here as well. Beaches are a bit too large but I'll scale them down a bit of course and add more detail.
Image



Some features the map will have:
Two city areas connected by a tunnel, industrial docks area, "stiltsville", large park, mansion on the giant green hill, coniferous trees in the mountainous regions and desert/brush/grass in the lowlands (check satellite location), radar station/missile silo, large underground bunker complex, MEC Castle, graveyard/church.

General asset plan is about the same as Muttrah City/Jabal. The MEC will have no main base and instead will deploy their assets from a variety of military centers. Most of the heavy assets will not respawn.
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: [Map] Kashik Isle (4km) [WIP]

Post by Lange »

Looks great man will be cool to have another USMC vs MEC map to add to the list look forward to it.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Kashik Isle (4km) [WIP]

Post by dtacs »

Looks pretty cool, reminds me of those remote desert islands off the coast of Saudi Arabia.

I'd suggest putting the carrier a little bit more to the centre of the map for a little bit of a change, as opposed to constantly attacking from one corner of the map in a linear fashion.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Kashik Isle (4km) [WIP]

Post by Silly_Savage »

I think it would be best if you contacted [R-DEV]duckhunt first to see if he'll give you permission to modify his map. I'm sure he would be more than willing, but it's always best to ask before doing so.

You did import Kashan Desert for your terrain, right?
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Kashik Isle (4km) [WIP]

Post by Amok@ndy »

well i dont think that using the same terrain to start off is a problem

but if i were you Startrekern i would try some Real Terrain Data
Image
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Kashik Isle (4km) [WIP]

Post by Startrekern »

Contacted Jaymz to get permission.

Anyway, it was originally intended as a simple 'flooded kashan' but in reality no longer resembles it at all .. it's likely I could have achieved the same general result with geodata or handpainting it, really, but this was far simpler and a lot less daunting of a task.

Unfortuneately the carrier placement must be as far away from the action as possible to discourage baserape.
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: [Map] Kashik Isle (4km) [WIP]

Post by Mongolian_dude »

So THATS where they got the inspiration!


...mongol...
Military lawyers engaged in fierce legal action.

[INDENT][INDENT]Image[/INDENT][/INDENT]
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Kashik Isle (4km) [WIP]

Post by Startrekern »

I knew people would do that, thus why I posted the pronounciation. Care to model a bowcaster as an easter egg kit? ;)

We can make the zip line thing shoot a harmless spray of green tracers..
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Kashik Isle (4km) [WIP]

Post by Startrekern »

Stayed up late tonight to work on Stiltsville:

Boathouse/Repair shop
Image

Overview
Image


Reference:

Image


Very hodgepodge group of statics, which is okay because that's how it is in real life. :)

I'll probably have to put this in a bay/sheltered area though, because it wouldn't do well in an area with high waves as low as some of the statics are to the water in this case. I took a few poles though and used them to prop the statics that didn't already have any. I really thought about not using the barn, but to be honest it's perfect and doesn't look half bad there :P
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: [Map] Kashik Isle (4km) [WIP]

Post by PLODDITHANLEY »

Water-borne assaults, be nice to see the RIBs needed effectively
MaxBooZe
Posts: 2977
Joined: 2008-03-16 09:46

Re: [Map] Kashik Isle (4km) [WIP]

Post by MaxBooZe »

How epic will it be to camp one of those random group of houses in the middle of the water? :D
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Kashik Isle (4km) [WIP]

Post by Maxfragg »

awesome concept, love it
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: [Map] Kashik Isle (4km) [WIP]

Post by Bellator »

Will you be using the Op. Archer/Muttrah fortress statistic for the castle?

I wouldn't.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Map] Kashik Isle (4km) [WIP]

Post by Adriaan »

Bellator wrote:Will you be using the Op. Archer/Muttrah fortress statistic for the castle?

I wouldn't.
It's loosing it's uniqueness a bit. As well as the whole missile silo underground bunker thing. :p
Though apart from that there isn't much to choose from statics wise if you want to make your map look unique.
Other than that, nice map concept, looking forward to seeing more!
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Kashik Isle (4km) [WIP]

Post by Startrekern »

Adriaan wrote:It's loosing it's uniqueness a bit. As well as the whole missile silo underground bunker thing. :p
Though apart from that there isn't much to choose from statics wise if you want to make your map look unique.
Other than that, nice map concept, looking forward to seeing more!
Yes, well, most "missile silo underground bunker things" only use one static. The one I am planning will use many, many different bunkers with tunnels to connect them. :)

And yes, the Muttrah Castle. But .. I think I can somehow manage to spruce it up a bit ;)
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Map] Kashik Isle (4km) [WIP]

Post by Adriaan »

Startrekern wrote:Yes, well, most "missile silo underground bunker things" only use one static. The one I am planning will use many, many different bunkers with tunnels to connect them. :)

And yes, the Muttrah Castle. But .. I think I can somehow manage to spruce it up a bit ;)
Heheh, sounds good :)
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Kashik Isle (4km) [WIP]

Post by Arc_Shielder »

Sorry for bumping this, but how is this map going?

It seems to have an interesting concept and would be nice to have some updates.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Kashik Isle (4km) [WIP]

Post by dtacs »

Startrekern wrote: And yes, the Muttrah Castle. But .. I think I can somehow manage to spruce it up a bit ;)
If you're looking for inspiration on how to make a whole new object out of multiple statics, check out Op. Marlin or Shijia, AFSoccer and billoute both used lots of different pipes and walls and stuff which really made their maps look very different from everything else in PR.

Off the top of my head, try putting a bunker complex under the castle or something, like have the entrance to the missile silo like on Barracuda, but from the inside of the castle.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] Kashik Isle (4km) [WIP]

Post by arjan »

pipes are nice:

Image
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I personally think they are awesome to create a nice environment.
Any updates startrekn on your map? :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Kashik Isle (4km) [WIP]

Post by Rudd »

He'll post updates when he has updates, please stop bumping the thread until that happens
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