[Request] PR Vietnam - Mapping Appeal

Making or wanting help making your own asset? Check in here
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: PR Vietnam - Mapping Appeal

Post by Redamare »

[R-DEV]AfterDune wrote:It's not "La Drang", it's "Ia Drang", with an "i" :) .
Im pretty sure its

Image

. . . But for eral I was wondering should we Copy maps already developed in Battlefield Vietnam?? if there is one that Really sticks out as a good Layout for PR V Gameplay??
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR Vietnam - Mapping Appeal

Post by Rhino »

Redamare wrote:. . . But for eral I was wondering should we Copy maps already developed in Battlefield Vietnam?? if there is one that Really sticks out as a good Layout for PR V Gameplay??
It would be better to base the maps off the real life battles, rather than off BFV maps which are dumbed down ones of the real battles and not very accruate.
Image
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: PR Vietnam - Mapping Appeal

Post by ma21212 »

I dont know if this is appropriate to ask lol, but does PRv have a map about the battle of Hue? because Im really thinking of making a map about it, set up to scale, playing as USMC and NVA.
heres a picture of what Im thinking.
Image

a flag in the provincial building (which would replace the location of the Prision)
a flag in zone D (brige area)
maybe on on the flag tower
and one in the palace (with a radio tower that plays BFv's version of Hanoi Hannah from time to time)
Last edited by ma21212 on 2011-03-03 02:57, edited 1 time in total.
Image
Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR Vietnam - Mapping Appeal

Post by AfterDune »

No, PR:V doesn't have such a map.
Image
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: PR Vietnam - Mapping Appeal

Post by HangMan_ »

If you need any help with making Hue let me know, i've been there and walked through pretty much the whole area you've selected :)
Image

PR Community Faction Team - "Getting Sh*t Done..."
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: PR Vietnam - Mapping Appeal

Post by Tomking »

[R-DEV]Rhino wrote:It would be better to base the maps off the real life battles, rather than off BFV maps which are dumbed down ones of the real battles and not very accruate.
Having never played BFv. I am going by information about the battle on the internet.

LZ X-Ray

cool resource
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: PR Vietnam - Mapping Appeal

Post by ma21212 »

[R-COM]HangMan wrote:If you need any help with making Hue let me know, i've been there and walked through pretty much the whole area you've selected :)
thanks alot man, sorry if I end up asking too much :P
Last edited by ma21212 on 2011-03-03 14:59, edited 2 times in total.
Image
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR Vietnam - Mapping Appeal

Post by Rhino »

Hue would be an awesome map to make. The problem being that you only have PR/vBF2 statics to work with for your city statics which for the most part don't look very 60s Vietnam, even the little things like Satellite dishes on the roofs can break the immersion (although that is a pretty small thing).

Ideally you would want to have a new range of objects made for the map.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR Vietnam - Mapping Appeal

Post by Rhino »

As per the OP:
Statics and Overgrowth

For the staticobjects and overgrowth you are free to use any of vBF2s and PR:BF2s statics (providing they are not listed in this topic) which look like they belong in Vietnam back in the 60s. This also includes the new Jungle Overgrowth, which we hope to be releasing shortly for your use within PR:BF2/PR:V.

As for staticobjects and overgrowth from Eve of Destruction, we have yet to sort through the statics to see which ones we can and can't use. Once we've done that, we will post up the ones you can use in a nice bundle. For now, you should concentrate on your terrain and other areas rather than your statics placement.
No brand new statics are currently in the works just for PRV and there is unlikely to be either any time soon.
Image
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: PR Vietnam - Mapping Appeal

Post by ma21212 »

Yeah I knew that would be a big problem with the map, a few things of the top of my head would be the Palace/Citadel, the bridge across the Perfume River (Ill sacrifice historical accuracy and keep the bridge up, b/c if I dont, I have to make a 4km map), and maybe a few stuff from Full Metal Jacket.

Image
Image
Image
Last edited by ma21212 on 2011-03-03 17:11, edited 1 time in total.
Image
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR Vietnam - Mapping Appeal

Post by Rhino »

Well it might be an idea to condense the city into a 2:1 scale or something like that, and as for the Bridge being down, on the first day of the battle the bridge was up and the USMC did try to assault across it, but lost quite a lot of men doing so and they pulled back, then went to take the south city area, then the enemy blew the bridge and then they assaulted around it using boats. For your map it may be an idea to condense all of the days into the map, with keeping the bridge up at the start, but the Vietnamese can destroy it if they please and also have some enemy start off south of the river. You can also give the USMC boats on delayed spawn to be used later in the game ;)

But ye, you may want to look into learning to make your own statics, although I would first worry about getting as much of the map you can done first then looking into it, maybe looking at help from someone to make statics for you, which is unlikely you will find anyone who knows how to make statics but you could look for someone willing to learn how to make statics :D
Image
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: PR Vietnam - Mapping Appeal

Post by ma21212 »

Thnx for your tips, I can see this will be a long road ahead lol... Ill give it a try.
Image
Image
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: PR Vietnam - Mapping Appeal

Post by Pronck »

Rivers + overlooking hills + Jungle would me the best map ever!
We are staying up!
Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: PR Vietnam - Mapping Appeal

Post by Gozjh »

For the sake of lack of statics, I'll vote Con San.

BTW update on my editor issue: compadibility mode did not help, and it seems other runable applications that was downloaded into the editor file (such as the "BF2_r") say they are also missing an .dll , I think I am going to try to redownload it. Just to make sure, the editor is supposed to be downloaded into a folder NOT in the main BF2 directory?
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
Image
Image
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: PR Vietnam - Mapping Appeal

Post by Tirak »

Rhino, is there anything you can tell us about how CAS is going to work in PR:V? Because I'm working on my map in editor and I've come to a point where I need to decide if I'm going to make it at all ground vehicle friendly. My plan for the map is heavy jungle, with mountainous areas to the NE, NW and S, with a jungle lowlands. I'd like to set it up as being very inhospitable to vehicles and force Blufor to rely on fixed wing air support, which needs to work close with Inf because of the heavy jungle, but I have no idea how you guys are doing CAS. Is it going to be similar to how it's done in PR with a stand in for lasers, or did you have something special cooked up? Or is it a bad idea to make blufor rely on their CAS Aircraft and I should make it accessible to light tanks?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR Vietnam - Mapping Appeal

Post by Rhino »

At this point we are not totally sure how CAS is going to work but its most likely going to be just dumb bombs because there wasn't many guided weapons back then and the ones that where around where not used very often, epically when it came to CAS.

But even so I wouldn't have that stop you from putting jets on your map, but I wouldn't exactly have infantry "rely" on anything as I believe that's a bad move to make a player rely on something. Its better to say that if you use this asset (ie, in this case CAS) to the best of your ability you have a much stronger advantage than you would if you where just fighting without them, but it isn't necessarily necessary for your team to win the battle, much like how the Cobra is on Muttrah, you can still win the battle without the Cobra, but its much harder to do so and with good CAS support from the Cobra, you can move up much faster etc :)

@SirCommandant, I wouldn't make Con San as an island battle doesn't feel at all like the Vietnam war to me. If there was any island battles, do it on one of the real ones.
Image
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: PR Vietnam - Mapping Appeal

Post by Doc.Pock »

thinking of making this:
Batle of Dak To
BROWN SPRAY- cache/flag area
WHITE- CSBs area
RED - boat spawn
*note that boats will spawn in later wich makes CSBs a must if US is going to cap the fields(only if AAS)
suggestions welcomed
You do not have the required permissions to view the files attached to this post.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: PR Vietnam - Mapping Appeal

Post by Tomking »

I have started a 2km ia drang map.
Heightmap teaser - terrain drawn from SRTM data.
Image

I have screen shots available for the WIP thus far.

I'm wanting to start vegative placement soon since there will be little else on the map. It is my understanding that GhostDance has created new jungle statics.

How do I appeal to him to use these materials?

Also should I place a WIP in the same forum that current BF2PR maps are in?
Post Reply

Return to “PR:BF2 Community Modding”