[Map] Brecourt Assault (1km) [WIP]

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ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

[Map] Brecourt Assault (1km) [WIP]

Post by ZondaX15 »

French vs. unknown

Map size: 1X1km

Light infantry, transport vehicles and Logistics trucks supported by 50. cal vehicles (such as land rovers and technicals). Can someone clarify for me what the Frensh one of these is?

The map is entirely farmland, with long grass and open fields. A number of residential properties scatter the map.

For the game mode, I was thinking something along the lines of what really happened here in WW2, with four german artillery guns taken out by infantry. Would it be possible to make it so when an artillery gun is destroyed, the opfor loses a quater of their tickets? something similar to insurgency I suppose. To make it fair on the OPFOR, the BLUFOR would need to destroy a comunication station in the trenches, to ensure the round doesnt end in five minutes because of a guy with a HAT kit.

I oppologise for the overview, because it seems that I have lost the origonal picture on my computer.

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To do:

Complete fences
Terian detail
houses
undergrowth
etc.


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AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Brecourt Assault (1km) [WIP]

Post by AFsoccer »

We always welcome new mappers Zonda, so thanks for trying your hand at this.

One thing you'll need to think about from the get-go is for a small 1km map, a farming area will be tough. Your challenge will be to make it feel big by reducing view angles and you'll need to include a lot of bushes, fences, sheds, tree lines, etc so the infantry will have something to hide behind as they move.

To see what you're up against, I would load up Operation Harvest in vanilla BF2 and see what you like and don't like about the map... then use that as a learning tool.

As always, let us know if you have an issue you can't find an answer to on the forums.
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: [Map] Brecourt Assault (1km) [WIP]

Post by ZondaX15 »

Yea reguarding the redution of the view angles, I was wondering if there was any hedges similar to these.
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We have a lot of them in New Zealand, and I figure they wouldn't be uncomon in France. Only problem is, to my knowledge, there isnt any objects similar implimented into PR at this time.


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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Rudd »

Would it be possible to make it so when an artillery gun is destroyed, the opfor loses a quater of their tickets?
I guess its possible like in insurgency a cache = 10 tickets for opfor, though needs a coder to do that for you.

Operation harvest as AF says is a good comparison, avoid its mistakes and use its sucesses

Regarding hedges, that would be a bit of aproblem since or modellers are all busy with their own projects
as a substitute I recommend using our new fences inside our hedgegrows, that should be a reasonable compromise.

FH2 has some absolutely lovely hedge and wall statics, however I doubt we'd be able to trade for them
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Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Sgt_Doctor »

Hi Zonda !

Thanks for your interest about the French faction. (Wait, a NZ who doesn't hate France, wt... ?) ;)
Light infantry, transport vehicles and Logistics trucks supported by 50. cal vehicles (such as land rovers and technicals). Can someone clarify for me what the Frensh one of these is?
Our GBC 180 truck and VAB .50 light APC would be perfect. ;) And certainly a bit later our VBL light jeep.
We have a lot of them in New Zealand, and I figure they wouldn't be uncomon in France. Only problem is, to my knowledge, there isnt any objects similar implimented into PR at this time.
You may use overgrowth. :)
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Shovel »

In the new medal of honor, for one gamemode you have to destry a roadblock by capturing it. Maybe you could just have a flag with a heavy ticket bleed as artillery,
Shovel009
Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Sgt_Doctor »

I have some unique European statics, if you are really motived, I could try to help you.
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: [Map] Brecourt Assault (1km) [WIP]

Post by ZondaX15 »

What kind of statics do you have? I am interested. My map looks silly with russian houses.


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Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Sgt_Doctor »

Farms and other things. But they need work.
Rudd
Retired PR Developer
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Re: [Map] Brecourt Assault (1km) [WIP]

Post by Rudd »

ZondaX15 wrote:What kind of statics do you have? I am interested. My map looks silly with russian houses.
the norwegian retextures may be useful
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AFsoccer
Retired PR Developer
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Re: [Map] Brecourt Assault (1km) [WIP]

Post by AFsoccer »

[R-DEV]Rudd wrote:the norwegian retextures may be useful
I hope so, but the last time I talked to pleym and h.sta about that they were still insisting on bright pastel colors.

Zonda: There is a map in development that is based in Norway. The mapper ([R-CON]pleym) is using the Russian houses but re-texturing them so they don't look so old and worn. But since the houses in Norway are usually bright and cheery colors, it may or may not work for a map based in France. We'll have to wait and see.
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: [Map] Brecourt Assault (1km) [WIP]

Post by ZondaX15 »

I could re-texture the houses my self. But its the architecture of the houses that doesnt fit. Around brecourt, the houses are post ww1 - pre ww2 era.


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Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Sgt_Doctor »

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All these models need to be checked and they need a new texture. (In fact, they have already a texture, but not like a static, like a model.) Also, I guess they don't have lods.

I want to learn how to texture statics.
Last edited by Sgt_Doctor on 2011-07-19 10:57, edited 2 times in total.
Rudd
Retired PR Developer
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Re: [Map] Brecourt Assault (1km) [WIP]

Post by Rudd »

wow Sgt Doctor some of those would be excellent for PR, I love the destroyed ones.
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Brecourt Assault (1km) [WIP]

Post by sylent/shooter »

OOOOO pretty! lol Those look amazing Doctor. If I figure out how to texture things I'll give it a go :D

Killing the enemy sylently
Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Sgt_Doctor »

These models were made by a dead French mod (Tactical War/Progression) which give us (French Forces) a part of their work to help us.

I'm not sure of the models' quality.
MCI
Posts: 431
Joined: 2007-08-28 21:47

Re: [Map] Brecourt Assault (1km) [WIP]

Post by MCI »

This map might be useable for AD's Project: Normandy ?
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Rudd
Retired PR Developer
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Re: [Map] Brecourt Assault (1km) [WIP]

Post by Rudd »

Sgt Doc, perhaps you can post these up in teh community modding section (or the team's private RCON section)? I think they deserve their own thread
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H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: [Map] Brecourt Assault (1km) [WIP]

Post by H.sta »

'[R-DEV wrote:AFsoccer;1629238']I hope so, but the last time I talked to pleym and h.sta about that they were still insisting on bright pastel colors.

Zonda: There is a map in development that is based in Norway. The mapper ([R-CON]pleym) is using the Russian houses but re-texturing them so they don't look so old and worn. But since the houses in Norway are usually bright and cheery colors, it may or may not work for a map based in France. We'll have to wait and see.
It is easy to make them look less bright, but I am in Florida right now... so hard to show something right now
Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

Re: [Map] Brecourt Assault (1km) [WIP]

Post by Sgt_Doctor »

[R-DEV]Rudd wrote:Sgt Doc, perhaps you can post these up in teh community modding section (or the team's private RCON section)? I think they deserve their own thread
Done. ;)
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