[Map] Operation Hailstorm (4km) [WIP]

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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

Like I said to vapo on xfire there needs to be a misalignment in the HESCO barriers akin to bases found in Afghanistan and whatnot, and considering this is an active base, a change in ground textures to make it look like vehicles have been moving around.

Also a more irregular dispersing of the guard towers and tents.
I was thinking more trees inside the compound and on the fence line. But ye most outside would be most likely cut down.
Not all would be cut down, plus it would make for some interesting combat having the final attack on the island come from infantry in the trees, while AAV's and choppers make a beach assault.

A little town would be cool as well, simulating a civilian presence that could perhaps be working at the base with janitorial or administrative jobs.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Tomking »

Keep up the good work!
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Amok@ndy
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Amok@ndy »

dtacs wrote:A little town would be cool as well, simulating a civilian presence that could perhaps be working at the base with janitorial or administrative jobs.
then you would need atleast a dock for the supplyline of the base/village
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

[R-CON]Amok@ndy wrote:then you would need atleast a dock for the supplyline of the base/village
A simple pier would suffice, he doesn't need a complete operating concrete wharf although that would make a pretty cool combat area similar to Muttrah.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Redamare »

MASTER OF UNDERGROWTH :D i love the vegitation setup Nice and full unlike some maps where you see bare hilltops and easily pick off enemys . . . i love how this one came out .. but yes i would say for future development try and get your Trex nub hands on the new jungle vegitation and :D i likey
VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Here's some changes to the PLA base;

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http://i681.photobucket.com/albums/vv17 ... -52-29.jpg
http://i681.photobucket.com/albums/vv17 ... -18-89.jpg
http://i681.photobucket.com/albums/vv17 ... -04-41.jpg
http://i681.photobucket.com/albums/vv17 ... -05-35.jpg

EDIT:
Oh and I am using the jungle vegitation, Im just not using the really big trees because they look out of place on a island, they're more suitable for inland or mainland maps.

EDIT: and I also fixed the undergrowth, its a little shorter now.
Last edited by VapoMan on 2010-11-23 08:36, edited 1 time in total.

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dtacs
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Joined: 2008-12-07 23:30

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

It looks much better. Still, needs a few entrances for land vehicles like AAV's etc and a little bit more statics (boulders, old industrial boilers or something, maybe a dump) or something in the open areas, to avoid running through vast open spaces when trying to attack the flag.

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Some roads would look good too.
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by HangMan_ »

Seeing as the PLA Main island is so small, it should probably be textured as all sand, or at least loose rock. I've never seen a small island thats that green before :p
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pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by pfhatoa »

dtacs wrote:It looks much better. Still, needs a few entrances for land vehicles like AAV's etc and a little bit more statics (boulders, old industrial boilers or something, maybe a dump) or something in the open areas, to avoid running through vast open spaces when trying to attack the flag.
I disagree on this point. The base is designed to disallow attacks in cover. While there might be some natural cover left (boulders and trees) the easy removable cover should be removed. Oh, or maybe you talked about inside the base?

The base itself can be improved by a supply station of some kind. A large building containing some crates and containers. Containers overall could be used. Also, some kind of HQ would be nice. It also need some kind of dock as some hundred persons might be living there. Hard to bring in the food needed by air or by boat just landing at the shore.

Also, it's looking good :)
Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

dtacs wrote:Some roads would look good too.
Ye looking better, but I dont think I would put roads in here, instead what I would do is use dirt materials and colours to paint down tracks and areas that have had a lot of activity. Epically around the hesco area since building hesco requires lots of diggers etc digging up dirt and shoving it in the hesco etc and also moving the hesco blocks around before that. But I would also leave some green patches around trees/plants that aint been cut down, and I would also maybe add some dense clumps here of there of where you have some plants.

Lots of MG bunkers around the tents also doesn't look quite right, although in Camp Bastion I have seen one or two but they aint really MG bunkers, they are more cover for mortar attacks etc and dont have any armament in them, and only in one in one place where currently it looks like your trying to fortify the tent position :p

Also I wouldn't use razor wire on the inner hesco, no need for it.

Also on the helipads I would be tempted to put down some kind of base and not use thous painted "H"s on the ground. In r/l in a FOB/base like this, its unlikely they would have long term helipads like that just left as dirt. Most of the time some perment foundation is put down so choppers dont sink into the ground and the pad is kept flat in the long term etc. These days, most of the time concrete is just used but "marston mats" and other things are also used quite commonly to set down a temporary foundation.
http://www.calumetindustries.com/wp-con ... ts-005.jpg
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marston mats where used a lot in the Vietnam war for helipads.
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And in WW2 etc even used to make runways.
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There are some marston mats in the PR files but they are pretty crappy and buggy as they stand right now (we got them from BGF and never used them) but you could put a request up for some better ones, the size of a hilipad and someone may make them, they wouldn't really be that hard to make, just need to edit the current texture for them to tile etc and then just tile it over a box :)



Also on the Entrances point, dose your base have any entrances/exits? I can't see any. If you want to put land vehicles in there for wading out to the island in then your going to need at least one, but make it a staggered entrance etc with lots of fortification. But tbh, having APCs etc wading across the sea to the main island wouldn't happen in r/l in this kinda situation, epically not with amphibious vehicles not designed to travel in the sea.

TBH I would have the land vehicles in a small base on the main island, and make this basically an helicopter base, resupplied by chopper and sea.
Last edited by Rhino on 2010-11-23 09:24, edited 1 time in total.
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Ive seen the marston mats in Pr before, they're tiny!

Heres an exit that im currently working on (just started it).
Its going to lead out to a little wharf with a boat ramp for apcs.

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With the apcs, they might go across the water if they had to, because this isnt just out in the deep ocean, its a group of islands, with mostly calm shallow waters.


I will retexture the ground when Ive almost finished the layout for the base. Otherwise Ill have to retexture everytime I move some hesco ect.

Can you tell that I used photoshop for the textures? ;)

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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

VapoMan wrote:Ive seen the marston mats in Pr before, they're tiny!
ye like I said, dont use the current ones :p

VapoMan wrote:Heres an exit that im currently working on (just started it).
Its going to lead out to a little wharf with a boat ramp for apcs.

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like I said, I would have a staggered entrance/exit. Aint seen an exit anything like that but mix that in with a staggered one and could work.

VapoMan wrote:With the apcs, they might go across the water if they had to, because this isnt just out in the deep ocean, its a group of islands, with mostly calm shallow waters.
if they had to ye they probably would but a commander wouldn't plan on it, which is the case here?

VapoMan wrote:I will retexture the ground when Ive almost finished the layout for the base. Otherwise Ill have to retexture everytime I move some hesco ect.

Can you tell that I used photoshop for the textures? ;)
ye rgr, and no can't tell you've used PS, but always a good move to use PS, wish I had when I did Muttrah since the editor .dds files "blurred" so much that by the time the map was finished, all that time I had spent making sure that the grass and concrete where on the right side of the walls went to nothing since they "blurred" past the wall into the gardens/streets :(
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

I just found some more reference material.

Chuuk lagoon WW2 historic sites

The small island has a rockwall all around on its shore.

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During WW2 the japanese built on it, adding more land to create a runway, this is what it looked like:

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Here are some pictures of the island.

WW2 Historic - Land
Photos of Historical Interest
Blue Flag Ceremony - February 17th, 2004
Interpretive Signs


This gives me some good ideas :D

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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Small update after reinstalling windows.

New tent layout:
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Outside the base
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Planned location of a small dock and access ramp for APCs.
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EDIT: references
http://upload.wikimedia.org/wikipedia/c ... rmal02.JPG
http://www.chuukhistoric.org/images/ettenislandww2.jpg
Last edited by VapoMan on 2010-11-29 11:14, edited 1 time in total.

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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

dont use these "mortar bunkers", very buggy LMs etc: http://i681.photobucket.com/albums/vv17 ... -41-84.jpg
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Can I use the other ones that are in lashkar valley?

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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

dunno the one lashkar uses, got a pic?
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JAMES_AT_Battlefield
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by JAMES_AT_Battlefield »

i love jungle maps like this
nice trees and plants btw
Last edited by JAMES_AT_Battlefield on 2010-12-28 17:24, edited 1 time in total.
VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

[R-DEV]GhostDance101 made that awesome jungle vegitation so credit goes to him. :)

I havent worked on this in a while due to the christmas break. Ive had a BBQ nearly every weekend for the past month now and its been pretty busy. Soon ill be getting back into it though.

EDIT: im thinking of doing a little overhaul, instead of making the map 100% acurate to the real island im just going to make it work, look good, and finish this. :D

Image"Eight glorious sides and eight stunning angles!"Image
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