[Map] Dahla Dam (4km) [WIP]

Maps created by PR community members.
|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

[Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

Minimap:
Image

Name:
Dahla Dam

Location:
Afghanistan (Kandahar Province, north-west of Ghazni)

Size:
4 km

Factions:
Canadian Forces (ISAF) v.s. Taliban Insurgents

Download:
(not yet)

Synopsis:
The Dahla Dam is currently being rehabilitated with Canadian assistance. The Taliban insurgents have eliminated the PSC protecting the Canadian civilians working on the project and now have taken hostages to there island fortress situated in the middle of Dahla Lake. The Canadian forces have been sent in to free the hostages and eradicate the Taliban threat. There is an abandoned Russian airfield (back from the cold war) west of the dam. If the Candian Forces can re-capture it they will receive their air support: CF-18, Griffons and Chinooks. Taliban have numerous hideouts all over the area with caves and strongholds. They will fight to the bitter end since they don?t want the Canadians to win the hearts of the populace by fixing there dam. (All of this is true, except the Taliban attack and island fortress)

Game Play Type:
  • Insurgency 64: CF will need to destroy caches in various places
  • *** 64: CF will need to re-capture all the flags (except the INS main) and the Taliban will need to defend the flags until the CF tickets runs out
Assets Insurgency 64:
  • BLUFOR: Griffon, Chinook, LAV-3, G-Wagon, Com Truck, Transport Truck.
  • INSURGENTS: Civilian Cars, Bom Car, Tekkies (MG and AT), Dump Truck and Garry
Assets *** 64: (not final)
  • BLUFOR: CF-18, Griffon, Chinook, LAV-3, G-Wagon, Com Truck, Transport Truck and Leopard
  • INSURGENTS: Cars, Bom Car, Tekkies (MG and AT), Dump Truck and Garry
Screenshots:
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Cheers,

Nix
|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

I was pondering on the ideal that one of the ANA (Afghan National Army) regiments would have defected and joined the Talibans in their efforts to remove the Canadians form the region. This means that the insurgents would have access to some transport helicopters, old armor and even an attack helicopter (I would like to include the Hind form the x-pack in this map with some new skins and physics). This idea would make playing insurgent on the *** version more appealing to players.

I also have a few questions:
  1. I Wanted to be sure that when I selected size 1024, scale 4 and low-res size 1024 (btw what?s dose it do?) that was really a 4km map right?
  2. I took the same water and sky as Muttra City since they are exactly what I needed for my map. However, why dose my water look flat? (look at the screenshots)
  3. I can make the map, but for the CPs I will need help with the python, could someone help me out? DEVs or other member of community?
  4. If anyone wants to help please contact me, this is a big undertaking for a novice like my self.
Cheers,

Nix
ledo1222
Posts: 689
Joined: 2009-03-16 01:39

re: [Map] Dahla Dam (4km) [WIP]

Post by ledo1222 »

Wow really looking forward to seeing this map come to life, Good to see someone taking an way in on the Canadian forces.

Cheers mate!
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

re: [Map] Dahla Dam (4km) [WIP]

Post by dtacs »

Very impressive layout so far, and honestly if this really takes off it will be an awesome addition to the mod. I missed Kubra Dam and this has a very similar feel to it.

I assume there will have to be a reskin of the Leo for desert conditions as well.
I was pondering on the ideal that one of the ANA (Afghan National Army) regiments would have defected and joined the Talibans in their efforts to remove the Canadians form the region. This means that the insurgents would have access to some transport helicopters, old armor and even an attack helicopter (I would like to include the Hind form the x-pack in this map with some new skins and physics). This idea would make playing insurgent on the *** version more appealing to players.
Transport choppers are pretty out of the question considering the ANA Air Corps wouldn't easily be able to defect with any of their aircraft easily to the Taliban. Light vehicles such as the BMP-1 is reasonable if the correct skin is done, as are Techies that are reskinned to ANA or ANP colors.

As said a single non-respawning T-62 or BMP-1 seems alright for the AAS version, especially considering the Taliban did have them in operational use when fighting the Nothern Alliance and before the 2001 invasion.
|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

[R-DEV]Rhino made a good point also: he suggested to give more spawn points to the Talibans that way they will not need to fly to the other side of the map if they die.

However, having some armor would be fun for the Taliban team. Will see what the other DEVs and community members have to say, that's why the layout for *** is not final.

Cheers,

Nix
ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Post by ubermensche »

Wow good work bro!
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

re: [Map] Dahla Dam (4km) [WIP]

Post by ma21212 »

o.o

map concept looks very nice
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

re: [Map] Dahla Dam (4km) [WIP]

Post by Rudd »

the point on helicopters will be hotly contested I think, I'd much rather a different mechanic was given to the Talibs, e.g. being able to move between hideouts for example perhaps (no idea if possible)

however, don't let it stand in the way of just mapping atm, you have a RL area to recreate so I'd not worry about assets for a long time

Though my instinct is to say no to helicopters etc for tha Talibs - thats the tradeoff in using a RL location and a team based on a RL force I'm afraid.

also re the fort, have you got any references for it? Afghanistan forts tend to be dirt forts right? some dating back to Alexander.
Last edited by Rudd on 2011-06-05 05:13, edited 1 time in total.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

re: [Map] Dahla Dam (4km) [WIP]

Post by samogon100500 »

Map would be nice,but I disagree to put here taliban.MEC would be better.
Taliban too weak to fight against normal faction in desert against aviation and APC/IFVs.
Maps such as Kokan or Korengal much better,because when you play as Taliban you got some fun,and if you play as BLUFOR - your really need good team work,if your team want to win this map - you should interact with other squads.On maps like Op.Archer - I don't have fun,when play as taliban.

IMO CAN vs MEC would be much interesting thats CAN vs Tal.It's fictional,but it's more funny and balanced.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

re: [Map] Dahla Dam (4km) [WIP]

Post by dtacs »

[R-DEV]Rudd wrote: also re the fort, have you got any references for it? Afghanistan forts tend to be dirt forts right? some dating back to Alexander.
Category:Citadel of Herat - Wikimedia Commons
Category:Bala Hissar (Kabul) - Wikimedia Commons

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They aren't as well defined as the Muttrah fort statics (some boulders or damaged parapets would look more realistic) but it will make for some awesome combat, even with tanks and attack aircraft firing at it, all the Taliban have to do is stay inside, forcing infantry to clear them out in order to cap.
temexter
Posts: 397
Joined: 2009-11-23 15:50

re: [Map] Dahla Dam (4km) [WIP]

Post by temexter »

Looks awesome m8.

Canada has so few maps and with new soldier skins they will look even better.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

Saying the ANA defected is tbh totally out of the question unless it happens in r/l, which so far the most you can hope to replicate in that area is the odd ANA solider defecting which you can't really show ingame.

You really need to stick with what's realistic tbh and as such, tanks and epically choppers are out of the question and your just going to have to find something else other than that which is realistic.


As for the map itself, it looks pretty good so far, although your "Taliban HQ" is really cornered off and resupplying the front line with vehicles from it will be really hard as there are very few routes, making Taliban movement very predictable and you will get the opposite effect of what you want, the Canadians ambushing the Taliban :p

I would be tempted in making the Cave Hideout the HQ as that has more possible routes, although mostly over very open ground so possibly make the "Taliban Hideout" the HQ, but tbh I probably wouldn't have a "HQ" as such where all the vehicles spawn which is traditional and have loads of vehicles spawning all over the map in different locations. For your AAS layout you might want to check the bottom of post #21 onwards: https://www.realitymod.com/forum/f354-c ... ost1596987

As for your dam, tbh its not very realistic as it stands right now. I suggest you do some research on dams and look at some refs of a bunch of them, epically refs of the real one if you have any and try and make that as closely as possible as the more realistic you make something look, the more the player will be immersed in the game and with that, the better gameplay experience the player will have and the better your map will be overall.

Also for your Canadian main, I would set up a FOB or something on there spawn location rather than having them spawn as a convoy if you can, if you do have them just spawning on a road then your going to need a very large dome of death around it protecting it and also choppers will be looking quite out of place just sitting next to the road where a small FOB will give some protecting from incoming fire, meaning you can have a smaller DOD opening up more area for gameplay and can also have dedicated heli pads for the choppers :)

Other than that looks good so far :)
Last edited by Rhino on 2011-06-05 10:31, edited 1 time in total.
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Durkie
Posts: 264
Joined: 2009-01-12 08:10

re: [Map] Dahla Dam (4km) [WIP]

Post by Durkie »

Why don't you make the abandoned airfield the CF FOB with the initial spawn at the convoy location and that the first objective for the CF is to recap the abandoned airfield from the Taliban
"Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
Captain Henry P. Jim Crowe
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

Durkie wrote:Why don't you make the abandoned airfield the CF FOB with the initial spawn at the convoy location and that the first objective for the CF is to recap the abandoned airfield from the Taliban
That could be quite interesting, then once capped, CF choppers spawn there, or CF choppers could spawn at the start but they can only repair/rearm there :)

Might look a bit odd with HESCO already in place etc so might have to go with some other walls which are part of the airport and natural defences.
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Durkie
Posts: 264
Joined: 2009-01-12 08:10

re: [Map] Dahla Dam (4km) [WIP]

Post by Durkie »

Might look a bit odd with HESCO already in place etc so might have to go with some other walls which are part of the airport and natural defences.
you could say that the FOB was overrun by the Taliban and that they are now sending in an larger force to recap it

or that there only is an RP spawn like in the early version of Korengal and that the heavy vehicles spawn at the convoy point and the choppers are on a spawn delay to represent that the FOB should be secured before they will send in choppers
"Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
Captain Henry P. Jim Crowe
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Map] Dahla Dam (4km) [WIP]

Post by Rhino »

Ye, limited RP spawn sounds interesting but some vehicles might get left behind at the convoy area epically if there isn't enough players.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

re: [Map] Dahla Dam (4km) [WIP]

Post by Wakain »

this looks quite nice, an island fortress(awesome idea, wonder how it'll work out gameplay-wise though), a non-dominating city on the edge of the map (perhaps a taliban non-cp spawnpoint in the corner for that "where are they coming from" feel?). one thing that concerns me is the vast amount of open space, I see there will be mountains and hills but wouldn't the taliban be at a serious disadvantage given their lack of optics?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

re: [Map] Dahla Dam (4km) [WIP]

Post by Rudd »

yeah....but what about this particular fort? as I said, some are dirt forts, such as the one talked about in ordinary soldier by cpt doug beatty, Jugroom fort in Apache by Ed macy sounded like a bit of a hybrid. would be nice to try and stick to to what it is IRL if possible.

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this is part of the dalah dam? would be pretty easy to implement something looking very similar using the highway bridge statics found in staticobjects/common/roads/
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

re: [Map] Dahla Dam (4km) [WIP]

Post by lucky.BOY »

@ Rudd, there is no island castle in that lake (according to GoogleEarth) irl.

Map looks promising, keep it up!

.lucky
|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

re: [Map] Dahla Dam (4km) [WIP]

Post by |TG-Irr|Nixon »

Thanks for the comments guys,

About the ANA, let?s drop the idea. However, I would like to see the Talibans with 1 or 2 BMPs and one old T-55. It?s in realm of possibility that they where stolen, the crew defected or some sympathetic Pakistani officer provided them. I could work on some new skins to make them look old and rusty to. :)

For the idea of MEC v.s. CF I would prefer to keep it this way since I am sticking to RL

The fort and dam statics are place holders since I can?t model new ones. Here are some pictures of the actual dam:

Dahla Dam / Barrage Dahla | Flickr - Photo Sharing!
Aerial view of a diversion weir that forms part of the Arghandab/Dahla Dam irrigation system.

For the fort it came to me when I visited this site: RECORDED HISTORY WITH PICTURES
Check the ?War photos? section and you will see that such a fort exist, but not in that lake. I am pretty sure it will make for fun game play: a amphibious attack without the carrier/container ship paradigm.

@ [R-DEV]Rhino: The HQ is there because I wanted to put it out of the way and under a dome of death. Its only exit is a pass that will have two bunkers on the top of the hills. Both will have AT emplacements so if the CF come to close they will be blown away! For the dam static, look above. For the Canadian convoy (1 G-wagon, 2 LAVs, 2 Transport Trucks, and 1 Logi Truck fits the whole team and that?s just 6 assets) I had in minded just 1 convoy (like in silent eagle) no reinforcements before they reach the airbase. Since they are so far away from the Talibans they could not reach them before everyone is mounted. However, for game play I?ve put in a FOV and a dome of death.

@ Durkie: That was the idea all along: no jets/choppers/re-supplies/CMD support before they capture the airfield. For the HECOS I replaced them by sand banks.

@ [R-DEV]Rudd, yes I think. I saw the same bridge (look at 2nd link). BTW mate, where you the one that optimized the hedgerows? I would like to get my hands on that before I start the vegetation on my map.

@ lucky.BOY: yes your right, but look above. BTW if you guys want to see the actual place in Google Earth type ?Ghazni? and look for the large lake.

Finally, to keep the CF guessing where the talibans were coming from, I wanted to try to place paradrops 30 cm from the ground. That way, players will spawn in random places (like if they decided to get out of there houses and ?welcome? the CF) in the city/fields. Just wanted to know if that?s possible or will the players glitch in the terrain/buildings.

I found answers to questions 1 and 2 of my 2nd post but I still waiting for 3 and 4? would be nice to have a response. :)

Cheers,

Nix
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