[Map] Bosphorus (4km) [Concept]

Maps created by PR community members.
Post Reply
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

[Map] Bosphorus (4km) [Concept]

Post by Doc.Pock »

Name: Bosphorus, Fatih Sultan bridge
Location: Istanbul, Turkey, Asia & Europe
Size: 4KM
Factions: Mec(OPFor(as Turks)) vs BLUFor(Germany as ISAF or Russia)
Gameplay Type: Mech Infantry, Armor, Air(Choppers)

Image

Image

Its only partly based off of istanbul so heightmap isnt exact as the area


Any feedback aprecciated
DP

PS if anyone has any pictures of the area or any kind of reference it'd be aprecciated
Last edited by Doc.Pock on 2011-07-07 16:34, edited 2 times in total.
Reason: oh photobucket u so silly
ledo1222
Posts: 689
Joined: 2009-03-16 01:39

Re: [Map]Bosphorus(4km)[WIP]

Post by ledo1222 »

Good start. Reminds me of the mission for World In Conflict were you have to get over this Bridge and save civilians, but non the less Great start will keep an eye out.
-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
Image
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Map]Bosphorus(4km)[WIP]

Post by AquaticPenguin »

Hmm, I would suggest the area you cover is expanded a bit. At the moment the bridge is a huge part of the map, leaving less room for infantry and armour to maneuver. It doesn't feel very realistic to have the bases quite so close each other and to the bank of the water.

I like the idea of a fight over the bridge, though there's the potential for it to just end up in one big stalemate if there's only one crossing.
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [Map]Bosphorus(4km)[WIP]

Post by Doc.Pock »

AquaticPenguin wrote:Hmm, I would suggest the area you cover is expanded a bit. At the moment the bridge is a huge part of the map, leaving less room for infantry and armour to maneuver. It doesn't feel very realistic to have the bases quite so close each other and to the bank of the water.

I like the idea of a fight over the bridge, though there's the potential for it to just end up in one big stalemate if there's only one crossing.
i will add boats for the blufor and maybe a bit more air trans for OPFor so they do have other means of transport over the water not just over the bridge and i will make less of the city and add some farm land to improve performance

im not sure what you mean by expanding the are though. its a 16km^2 area IRL and imma try to reproduce it as much as possible

and thnx for the feedback
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Re: [Map] Bosphorus(4km) [Concept]

Post by Pantera »

Hmm well google images and a heightmaps really isnt much.

Have you started work on the map?

Also Turkey will never go to war with Germany or ISAF since they are "friends" your next logical and realistic enemy would be the PKK Terrorists.

I have some old Turkish Army geos, flags and voiceovers from back in the day when i used to map, i could donate them for you if i find the DVD its saved on :p
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Bosphorus(4km) [Concept]

Post by Rhino »

[R-CON]Pantera wrote:Have you started work on the map?
The [Concept] tag = work hasn't begun yet and he's wanting to get feedback on his concept before he starts work on it, as per this post: https://www.realitymod.com/forum/f354-c ... w-map.html



Anyways some feedback on the concept from me.

Channelling your map down one massive choke point isn't a good move at all.... This will lead to massive stalemates and the only way you will be able to cross the river will be with choppers, amphibious vehicles, boats (if you have any) and swimming, although I doubt anyone is going to swim a kilometre... Or you could make a CSB across it but building 1km+ of CSB is going to take an entire round and by the time you have finished, if you ever finish making it, the enemy will easily know about it unless they are blind and don't send out recon :p

We had a map in the past which focused around one bridge in the middle and the map was fun, until you got to the bridge and then it got totally boring as anyone who walked on the bridge was totally exposed and would get mashed to bits. I can't remember the name of the map now but trust me, a single massive choke point might be fun for a RTS, but not for a FPS.
Image
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [Map] Bosphorus(4km) [Concept]

Post by Doc.Pock »

no i havent yet started much since im going to vacation tomorrow.
i didnt mean to have turks there, just mec as a random ME army. it'd be as realistic as FFvIDF.
i will start real work when i come back

@Rhino thnx for feedback i was thinking now that it'd be good to make another bridge or something to make it easier to cross. otherwise the inf will have to rely on cas to destroy any possible opposition on the other side ;)
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Re: [Map] Bosphorus(4km) [Concept]

Post by Pantera »

Ah yes sorry my mind skipped over concept :/

Its a good idea, apart from my Istanbul map i havent heard anyone else make one, so good luck!
It'd be as realistic as FFvIDF.
How so? Your building a map based IN turkey yet not Turkey as the Blufor? Unless in your mind Turkey was wiped out and now belongs to some other country or allianced with MEC?

Like Said, realisticly it would be the TKK vs PKK.

(TKK = T?rk Kara Kuvvetleri, PKK = Kurdish Workers Party)
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Bosphorus(4km) [Concept]

Post by Rhino »

Doc.Pock wrote:@Rhino thnx for feedback i was thinking now that it'd be good to make another bridge or something to make it easier to cross. otherwise the inf will have to rely on cas to destroy any possible opposition on the other side ;)
tbh 2 bridges is probably not enough seeing as the bridge are soo damn long. The reason why Qwai, OGT etc can get away with only a few crossings is because the crossings are very short and as a result, it takes a very small amount of time to cross them while being exposed to heavy enemy fire but still, can be very tricky even so. With a very long crossing, your going to be exposed on that bridge with no cover for a very long period of time, not good at all tbh. Also not to mention Qwai and OGT have 3 crossings each :p
Image
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Bosphorus(4km) [Concept]

Post by Shovel »

Interesting concept, but might not work so well with only one land-based crossing. Also, Fix the large abyss on the right side of the minimap.
Shovel009
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Bosphorus (4km) [Concept]

Post by Rudd »

I don't thnk it woud hurt to photoshop your heightmap to make the river a bit thinner to better work with how it'll have to work ingame. MEC and Russia both have amphib vehicles so its not a Huge problem, but trucks etc will have a hell of a time. Literally just squeeze some of that river out to about half its width and I think you'll be sorted

I'd worry that you cannot see the far back through fog otherwise.


But great to see someone setting themself up to get some mapping done :)

if your going for a 100% recreation, you should decide if you want to put your reference on to the map via colormaps or via groundhemi.dds, the latter is my preference because you can paint over your colourmaps without losing your refence then.

but LOVE the concept, MEC vs Russia please!! MEC woodland textures have been sitting in the mod for years without getting a workout.
Image
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: [Map] Bosphorus (4km) [Concept]

Post by Bellator »

What about Byzantine Empire vs MEC? ( ;-) make it an alt-history scenario.)


But Russia makes sense too. Call it Crimean war episode 2.
Last edited by Bellator on 2011-07-08 11:21, edited 1 time in total.
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [Map] Bosphorus (4km) [Concept]

Post by Doc.Pock »

hehe nope it will be RUvMEC sorry no history this time class ;)
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Map] Bosphorus (4km) [Concept]

Post by samogon100500 »

Doc.Pock wrote:hehe nope it will be RUvMEC sorry no history this time class ;)
Well:
BTR-60 vs BTR-80
BMP-2M vs BMP-2 and/or BMP3
T-72 vs T90
G3 vs AK74

hm,sound cool.Also - for CQC Russia got more chances to win,thats MEC.But on vehicle side - MEC got better chances.Also - in good hands playing for both teams would be funny.

P.S I would suggest some NATO vehicles for MEC,such first generation UH-1(Also Mi17 for MEC still would be good as transport) and/or first generation AH-1(To see any difference between helicopter firefight,I think it's necessary for such map).Or give for MEC Mi35(Also needs model)
Image
Spartan463
Posts: 101
Joined: 2010-07-30 07:32

Re: [Map] Bosphorus (4km) [Concept]

Post by Spartan463 »

I could definitely see some friendly vehicle fire happening
would love to see how MEC vs Rus plays out
[img]http://h11.abload.de/img/spartan463upja4.png[/img]
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Bosphorus(4km) [Concept]

Post by Rabbit »

'[R-DEV wrote:Rhino;1621299']The [Concept] tag = work hasn't begun yet and he's wanting to get feedback on his concept before he starts work on it, as per this post: https://www.realitymod.com/forum/f354-c ... w-map.html



Anyways some feedback on the concept from me.

Channelling your map down one massive choke point isn't a good move at all.... This will lead to massive stalemates and the only way you will be able to cross the river will be with choppers, amphibious vehicles, boats (if you have any) and swimming, although I doubt anyone is going to swim a kilometre... Or you could make a CSB across it but building 1km+ of CSB is going to take an entire round and by the time you have finished, if you ever finish making it, the enemy will easily know about it unless they are blind and don't send out recon :p

We had a map in the past which focused around one bridge in the middle and the map was fun, until you got to the bridge and then it got totally boring as anyone who walked on the bridge was totally exposed and would get mashed to bits. I can't remember the name of the map now but trust me, a single massive choke point might be fun for a RTS, but not for a FPS.
I think it's a fantasic idea, I believe in making a level based off a real area no matter how strange or hard it would be to take it, then think like a commander, who do you want to send in? with what attachmets? is cas a possibility? all METTT-C
Image

AfSoccer "I just don't see the natural talent."
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Bosphorus(4km) [Concept]

Post by Rhino »

gx wrote:I think it's a fantasic idea, I believe in making a level based off a real area no matter how strange or hard it would be to take it, then think like a commander, who do you want to send in? with what attachmets? is cas a possibility? all METTT-C
I agree with you, pretty much what I did with Muttrah but there are some locations that will just suck gameplay wise, and if your going to make a map and while we don't have enough mappers to make every square meter of the Earth, we might as well pick the spots which will bring out the best gameplay.
Image
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: [Map] Bosphorus (4km) [Concept]

Post by Vista »

Guys, I really want to start mapping, but when I install the editor is says "Can only be installed on Windows XP" and I have windows 7, some people told me that I could install it on windows 7 but I cant...
Pantyfas
Posts: 50
Joined: 2009-10-18 19:52

Re: [Map] Bosphorus (4km) [Concept]

Post by Pantyfas »

You have to run it in the compability mode (Windows XP (Service Pack 3))
In Portuguese: tens de correr isso no modo de compatibilidade, selecciona o setup disso, bot?o direito do rato, vais `as propriedades, compatiblidade e checkas a box : executar este programa e seleccionas a tal opcao que referi.
Post Reply

Return to “Community Maps”