[Map] Operation Bright Star (4km) [WIP]

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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

[Map] Operation Bright Star (4km) [WIP]

Post by Rabbit »

This is based of Kandahar Airfield

US paratroops vs. Taliban

AAS INF
US
2 .50 cal humvees
6 support humvees
1 tow humvee

Taliban
2- recoiless rifle techis
6- .50 cal techis

AAS ALT
US
2 .50 cal humvees
6 support humvees
1 tow humvee

Taliban
2- t62s
1- recoiless rifle techis
5ish- .50 cal techis

AAS Standard
US
3 .50 cal humvees
7 support humvees
1 tow humvee
2 LAV-25's (no respawn)
1 Ah-64 (no respawn)

Taliban
2- t62s
1- recoiless rifle techis
5ish- .50 cal techis



Previous
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Newest
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Editor shots.

Yes I know about intersections, most of my rounds are to large for vanilla intersects and I lack the ability to make new ones.

Terminal and Mosque.
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Hangers/Another part of the airfield.
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Area Of interest.
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Nearest control point "Boarder Patrol Building" Road to the right takes to you 'Old Russian Barracks" (possible Main Taliban base) Past the boarder patrol building, the slums in front of the "Sam Storage Site".
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Newest pictures on page 12

Alpha here.
http://www.megaupload.com/?d=JKHLM4J3
Last edited by Rabbit on 2011-09-09 21:59, edited 7 times in total.
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AfSoccer "I just don't see the natural talent."
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sharpie
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Re: [MAP] Kandahar Airfield (2km)[WIP]

Post by sharpie »

Maybe have the taliban main, US main further north and 3-4 CPs in the Airport?

Looks really good btw, i like the idea :D


EDIT: Taliban main in the hills west of airfield?
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dtacs
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Re: [MAP] Kandahar Airfield (2km)[WIP]

Post by dtacs »

It seems to be a hard map to achieve ultimate perfection on due to its attention to realism and incredible symmetry. I personally would have the US main in the bottom right of the map, with light vehicles as if they were being dropped near a pre-determined point that the paras can then crew on their assault, including dropping a supply truck if applicable, or having that spawn at a later time to simulate ground and logistics support then joining the fight.

It might also be worth adding a Taliban main (uncap or cappable) somewhere up in the mountains, giving them multiple roads to then move onto the airfield, with cracks in the main wall or static objects that they can use as stepping stones to avoid being forced to move through the open area at the prey of the US' scoped weapons. I like the idea of adding a tank to the Taliban, but the BMP-1 would be a better choice as they had quite a few left over following the Soviets pulling out.

The 'Taxi' flag doesn't sit right with me, as neither force would want to capture an open area on the middle of the airfield. They'd want to take points of interest such as the baggage terminals, hangars and fuel depots, centralizing their influence. I'd suggest adding more amounts of piping coming from the water resovoir/lake to the north (hence giving it a purpose) and adding a significantly larger amount of static objects in the open desert, be it market stalls, or small villages akin to the ones in the south of Burning Sands. This would provide the Taliban more cover if they were trying to push the US back to their droppoint, and the US a staging ground for FOB's before pushing on the airfield.

An interesting concept would be to have a Stryker company being airdropped, simulating a US re-entrance into Afghanistan in the near future if the country was re-taken by the Taliban after ISAF leaving in 2014. Unfortunately a proper Stryker combat team isn't possible since the only variant is the .50, but forcing the US to work with the armor would make for a great fight. This could be an alternate layer, or even having Marines or something moving in from the ground.

Look forward to more development, its a promising idea.
VapoMan
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Re: [MAP] Kandahar Airfield (2km)[WIP]

Post by VapoMan »

You dont have to have all the flags up at once, if you use random AAS you could keep all those flags but only 3 or so will be randomly picked at the start of the round.
See this tutorial about aas:
https://www.realitymod.com/forum/f189-m ... aasv4.html

OR instead of having flags on very specific locations, you could have larger flags over general areas. Eg Civillian terminal and airport hotel could become one big flag.

I like what you've got so far. It reminds me of Siege at Ochamchira.

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Rabbit
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Joined: 2006-12-17 15:14

Re: [MAP] Kandahar Airfield (2km)[WIP]

Post by Rabbit »

dtacs wrote:It seems to be a hard map to achieve ultimate perfection on due to its attention to realism and incredible symmetry. I personally would have the US main in the bottom right of the map, with light vehicles as if they were being dropped near a pre-determined point that the paras can then crew on their assault, including dropping a supply truck if applicable, or having that spawn at a later time to simulate ground and logistics support then joining the fight.
I did consider having a "Marine support element" to the south east as there was actually Marine ground support, but I felt this could really end up making it hard for the Taliban. I still have been toying with the idea.
dtacs wrote:It might also be worth adding a Taliban main (uncap or cappable) somewhere up in the mountains, giving them multiple roads to then move onto the airfield, with cracks in the main wall or static objects that they can use as stepping stones to avoid being forced to move through the open area at the prey of the US' scoped weapons. I like the idea of adding a tank to the Taliban, but the BMP-1 would be a better choice as they had quite a few left over following the Soviets pulling out.

I have the airborne landing on the runway, not to mention if they have control of this HUGE airfield and normal villages, why the hell keep living in the mountains?

The area outside the airfield hasn't been touched yet, thus why its so bare. Also there is only one entrance for vehicles, but other ways for soldiers to sneak in. I have considered the BMP-1, for some reason I don't like the idea of it, and I have no idea why.
dtacs wrote:The 'Taxi' flag doesn't sit right with me, as neither force would want to capture an open area on the middle of the airfield. They'd want to take points of interest such as the baggage terminals, hangars and fuel depots, centralizing their influence. I'd suggest adding more amounts of piping coming from the water resovoir/lake to the north (hence giving it a purpose) and adding a significantly larger amount of static objects in the open desert, be it market stalls, or small villages akin to the ones in the south of Burning Sands. This would provide the Taliban more cover if they were trying to push the US back to their droppoint, and the US a staging ground for FOB's before pushing on the airfield.
Again area outside the airfield isn't complete. I did have flags at the terminal, barracks, fixed wing hangers and weapons bunkers.

Originally I did consider making this a 4km level with marines assault in with ospreys and hueys, I decided this was over the top and went with a true story.
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J.F.Leusch69
Retired PR Developer
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by J.F.Leusch69 »

we already have a map in development with the kandahar international airport as BLUFOR main.

you could also switch the location to Bagram airfield, which should also fit nicely your gameplay ideas.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Rabbit »

[R-DEV]J.F.Leusch69 wrote:we already have a map in development with the kandahar international airport as BLUFOR main.

you could also switch the location to Bagram airfield, which should also fit nicely your gameplay ideas.
Bagram is was to different location wise to rename it to that, I will find something else. Anyone have any other ideas what to rename it to?
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HughJass
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by HughJass »

[R-DEV]J.F.Leusch69 wrote:we already have a map in development with the kandahar international airport as BLUFOR main.

you could also switch the location to Bagram airfield, which should also fit nicely your gameplay ideas.
actually, iirc someone made that already

but i'd still try and make the map. i'd suggest to make it based around blufor armor trying to cross the airfield from the south east side through to the wall of taliban rpgs and tow emplacements. imo, some interesting new gameplay dynamics could evolve due to the nature of both factions.
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Rhino
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Rhino »

This map kinda reminds me of Airport, which use to be a PR map a long time ago too :p
x-07.de Battlefield 2 Maps - AIRPORT

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We also had a para drop on the first flag for the Brits :p
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Rudd
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Rudd »

^ aawwww teh memories!
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Rabbit »

'[R-DEV wrote:Rhino;1637176']This map kinda reminds me of Airport, which use to be a PR map a long time ago too :p
x-07.de Battlefield 2 Maps - AIRPORT

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We also had a para drop on the first flag for the Brits :p
Where do you think I got the idea from? ;)
[R-DEV]J.F.Leusch69 wrote:we already have a map in development with the kandahar international airport as BLUFOR main.

you could also switch the location to Bagram airfield, which should also fit nicely your gameplay ideas.

Also I was just thinking, if its a BLUFOR main then I take it that it is an insurgency gamemode? Then what is the problem with mine remaining this as the early 2002 invasion?
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AfSoccer "I just don't see the natural talent."
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Hulabi
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Joined: 2009-08-08 22:15

Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Hulabi »

Probably because they would look totally different? The airfields that is.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Rabbit »

NautaFIN wrote:Probably because they would look totally different? The airfields that is.
Well if there are any well known builds from there like the mosque or civilian terminal, obviously I would replace it with those, but you after to remember how much the look of the airfield changed pre invasion to today.
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Stealthgato
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Stealthgato »

Wasn't the airport map from Special Forces? Just played it today after a long time and saw there's an Essex (or class-similar carrier) with interior (Iron Gator), it looks epic and provides equally epic firefights inside. It also has working (!) elevator!
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Kandahar Airfield (2km) [WIP]

Post by dtacs »

You're thinking of 'Night Flight', an SAS v Insurgents map in SF. Airport was totally different, wasn't developed for PR specifically IIRC, but PR picked it up.

I remember on Airport you could get inside the MiG-29's in the hangers and actually use them :)
Rhino
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Rhino »

dtacs wrote:I remember on Airport you could get inside the MiG-29's in the hangers and actually use them :)
Not in the PR version no, vBF2 one yes.
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dtacs
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by dtacs »

Nope, I specifically remember getting in one of the MiG's in PR as MEC, you couldn't fly it out at all through since there were stair statics going up to the cockpit blocking the wings. You could fire the cannon straight ahead but it didn't hit anything.
HughJass
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by HughJass »

dtacs wrote:Nope, I specifically remember getting in one of the MiG's in PR as MEC, you couldn't fly it out at all through since there were stair statics going up to the cockpit blocking the wings. You could fire the cannon straight ahead but it didn't hit anything.

‪Project Reality - Mig-29 Stunt on Airport Map‬‏ - YouTube
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Hfett
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Hfett »

I used to love that airport map, one of my favorites from PR.
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Rudd
Retired PR Developer
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Re: [Map] Kandahar Airfield (2km) [WIP]

Post by Rudd »

^ suprised no1 remade it to be like Generation Kill :P
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