[Map] River Peak (4km) [WIP]

Maps created by PR community members.
Post Reply
AndyB
Posts: 4
Joined: 2010-11-04 22:00

[Map] River Peak (4km) [WIP]

Post by AndyB »

Hi everyone!

Newly started this, havent come far but I thought I wanted to start a thread!

Location: Afghanistan
Size: (4km)
Factions : USMC vs INS
Game Play Type : infantry, vehicle

This is my reference for this map:

Image


Minimap pic with first layout of defending INS's bases, (red startbase and white) and attacking USMC startbase (blue):

Image


FPV of the landscape:

Image
You do not have the required permissions to view the files attached to this post.
Last edited by AndyB on 2011-01-13 15:51, edited 3 times in total.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [MAP] River Peak (4 km) [WIP]

Post by Zeno »

i like the layout, now show us some magic.

thread approved :razz:
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: [MAP] River Peak (4 km) [WIP]

Post by Sgt. Mahi »

Looks like a good fundament for a map. I like the pass in the middle.. Could be cool with a map with alot of passes to set up some nice ambushes.
Peace is that brief glorious moment in history when everybody stands around reloading
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [MAP] River Peak (4 km) [WIP]

Post by J.F.Leusch69 »

Welcome AndyB to the Project Reality forums!

map looks like a decent start sofar!
Spyker2041
Posts: 1076
Joined: 2010-03-18 16:25

Re: [MAP] River Peak (4 km) [WIP]

Post by Spyker2041 »

Looks like a good start but please don't use those horrid default tpaint texture set.
Image
Take a look at my custom PRSP Maps --> Click Here
Take a look at my gameplay vids --> Click Here
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [MAP] River Peak (4 km) [WIP]

Post by Rhino »

Hey Andy, Nice Duck you have there :p

For starters, are you basing your terrain off a real life location? IMO its always good to base a map off a real life location and even if the terrain layout is fictional, I still think its a good idea to base the map in a certain area/province as will help you get a realistic feel for the map :)

Your terrain looks like it still needs quite a lot of work so would continue to work on that before you start thinking of populating it with statics :)

Now in terms of statics, as I posted in this topic in post #20: https://www.realitymod.com/forum/f354-c ... ost1488888
'[R-DEV wrote:Rhino;1488888']I wouldn't use any of them if I'm going to be honest. The long term plan is to phase out these statics and any maps that use them unless they are "updated". I would concentrate work on all the other areas of the map, the terrain, overgrowth/undergrowth, the main bases etc and just have an idea where your going to have compounds and what your going to do with them, but dont put any down, unless your just putting them down as a place holder to get an idea of how it will look, but really, nothing more.

Also thous ME "village" buildings (located in objects/staticobjects/pr/village/) that are used in Kashan are not Afghan buildings and tbh, look nothing like Afghan buildings. I would do some research on Afghanistan, even if your map is fictional and not based off a r/l location, I would still base the basic architecture off a region of Afghanistan as each region has its own type of architecture pretty much. Going by your rough outline of your terrain, I would say your map should be based somewhere in the north of Afghanistan.

[R-MOD]BloodBane611;1488733 wrote:Yes, they are.

As far as which ones you should use, many of the Afghan statics aren't really suitable for new maps (according to Rhino's statements in the past). I recommend using the ones that Deer used on Kokan, which are in staticobjects/pr/afghannorth
The "Afghan North" statics are pretty much the same as the static Afghan buildings, other than they use different textures. They have the same flaws and are not very good and are going to be phased out of the mod in the long term.
As such, I will give the same advice again here, don't use any of the current afghan statics as we are planning to phase them out of the mod since they do not look very good and many of them also have big performance issues with them. This includes many of the detail objects that come with them, like stairs etc.

As such, for now concentrate on the other areas of the map like terrain, overgrowth and undergrowth, main bases etc ;)


As for your map plan, what type of gamemodes are you planning? Standard gamemode for maps with the Taliban in them is Insurgency where the Bluefor hunt for caches etc, but AAS could be possible considered but in an AAS mode for this map, it looks like your terrain will be basically spiting the attack into two on each side of the river in its current form. You may also want to consider a few more bridges, as 2/3 crossing points isn't very many for a 4km map, even when you add CSBs into the equation and will make ambushing the USMC very easy, epically when the Taliban start very close to the bridges and the USMC really far away, the Taliban would have all day to set there IEDs on the bridges and hide away before the USMC come along.


But other than that, looks like a good start :)
Image
AndyB
Posts: 4
Joined: 2010-11-04 22:00

Re: [MAP] River Peak (4 km) [WIP]

Post by AndyB »

Thanks for feedback!

Yes Ive got a long way to go still on the terrain!
Wanted to make sure I had an idea of buildings for the map before I continued... :)

Reading your feedback it looks like _middle-east/city/village_buildings are the ones to go for then? Not that much variation but Ill make it work! Might be able to mix some of the stuff from objects/staticobjects/pr/village into it.


Yes I was thinking of AAS for it. The reason I put the bases to the north is because I actually wanted the BLUE in this case to get a headstart and set up some kind of defense before RED came. But you might be right that its gonna make it hard for RED.

Cheers
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [MAP] River Peak (4 km) [WIP]

Post by Rhino »

AndyB wrote:Thanks for feedback!

Yes Ive got a long way to go still on the terrain!
Wanted to make sure I had an idea of buildings for the map before I continued... :)

Reading your feedback it looks like _middle-east/city/village_buildings are the ones to go for then? Not that much variation but Ill make it work! Might be able to mix some of the stuff from objects/staticobjects/pr/village into it.
The _middle-east/city/village_buildings/ are not anything like Afghan buildings either. We do have new Afghan buildings in the works at the mo but can't say when they will be ready etc right now, but your best plan is to hold out for them ;)

AndyB wrote:Yes I was thinking of AAS for it. The reason I put the bases to the north is because I actually wanted the BLUE in this case to get a headstart and set up some kind of defense before RED came. But you might be right that its gonna make it hard for RED.

Cheers
You should really call the USMC Blue and Taliban Red, thats there standard colours, or USMC bluefor and Taliban Opfor.

But ye, AAS with Taliban isn't standard, but could work, but you would also want flags much closer to the USMC base than you currently have if you where going to do AAS.

Also in regards to AAS, you should check this topic here: https://www.realitymod.com/forum/f196-p ... outes.html
Image
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: [MAP] River Peak (4 km) [WIP]

Post by usmcguy »

Nice a USMC-Taliban map-good luck with it!
AndyB
Posts: 4
Joined: 2010-11-04 22:00

Re: [MAP] River Peak (4 km) [WIP]

Post by AndyB »

'[R-DEV wrote:Rhino;1529981']
Also in regards to AAS, you should check this topic here: https://www.realitymod.com/forum/f196-p ... outes.html
Yes I was thinking of using the random flags option until the new AASv4 is ready. Obviously I need more bases then youre right, Good point!
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [MAP] River Peak (4 km) [WIP]

Post by Rhino »

the new AAS is already ingame and on many servers ;)
Image
The Iron Dreamer
Posts: 444
Joined: 2009-01-16 22:23

Re: [MAP] River Peak (4 km) [WIP]

Post by The Iron Dreamer »

[R-DEV]Rhino wrote:the new AAS is already ingame and on many servers ;)
Wait, what?
Image
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [MAP] River Peak (4 km) [WIP]

Post by Rhino »

The Iron Dreamer wrote:Wait, what?
The servers have been updated with the new python code as it also includes new code for better randomizing of flags, but the maps have yet to be updated to support the new code so you still have the old random flag setup.
Image
USMC scout sniper
Posts: 487
Joined: 2010-01-03 04:21

Re: [MAP] River Peak (4 km) [WIP]

Post by USMC scout sniper »

I'm looking forward to when this come out.Great work!
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
AndyB
Posts: 4
Joined: 2010-11-04 22:00

Re: [MAP] River Peak (4 km) [WIP]

Post by AndyB »

Hi again

Sorry for my abscence lately...

[R-DEV]Rhino wrote:The _middle-east/city/village_buildings/ are not anything like Afghan buildings either. We do have new Afghan buildings in the works at the mo but can't say when they will be ready etc right now, but your best plan is to hold out for them ;)

Regarding what you said here, have you got an update on new afghan buildings yet?

Edit 110411:
Ill probalby start with a mixture of buildings from the _middle-east/city/village_buildings/ and the staticobjects\pr\village\vh-buildings for know and see where that gets me.


Cheers / Andy
Last edited by AndyB on 2011-04-11 15:07, edited 1 time in total.
Post Reply

Return to “Community Maps”