[Map] Tundra Mess (4km) [CONCEPT/WIP]

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jello999
Posts: 50
Joined: 2009-12-02 17:08

[Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by jello999 »

  • Name: Tundra Mess
  • Location: Inpired by North section of Prince Patrick Island
  • Size: 4km
  • Factions : Canadia vs Russia
  • Game Play Type : Mecanized Infantry
  • Assets: Canada:
    [Deserted Airport (once captured) ]
    1xCF-18 (Reskined F-18 as a place holder)
    1xLeopard Tank
    4xAPC LAV-25s
    3xChinooks
    2xSuply Trucks
    [Unfinished Outpost (Main) ]
    3xTransport trucks
    2xSuply Trucks
    2xMg Jeep
    2xUnarmed Jeep

    Russia:
    [Not 100% set down/Still in planning]
    2xT-90
    2xBTR-60
    1xAA Vehicle
    1xHavok
    4xMi-8
  • Background: An unidentidied cargo ship has been detected by a survey station in the far north of Canada. A few hours after the ship first sigth, an emergency call is received at the nearest military base, "[static]I repeat, they got tanks and helicopters ! We nee... [static]. Following this call, a quick response force is send to seeks what's going on...

Everything is still in planning phase and stuff will be add as the map progress.
Actual Minimap + Assv4 route plan (Terrain colors from Google Earth screenshot)

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Screenshot ( Editor )
From Unfinished Outpost:

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Last edited by jello999 on 2012-01-16 21:56, edited 2 times in total.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by AFsoccer »

Looks interesting. We don't have a lot of civilian statics for the far north, but the military statics should work very well. That and some interesting terrain should make for a nice map.
jello999
Posts: 50
Joined: 2009-12-02 17:08

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by jello999 »

Terrain wise, it should be like the actual far north tundra, poor vegatation, few hills, lots of open fields. I'm still finding more and more picture of actual trundra to help me out.

This should favor long range firefigth and mecanized tactics.Well, hope so.
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by Vista »

Sounds nice.
jello999
Posts: 50
Joined: 2009-12-02 17:08

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by jello999 »

Few editor screenshots from Unfinished Outpost added + Minimap update (Assv4 route planing).
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by Rudd »

don't forget there are L shaped hesco too
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Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by Jafar Ironclad »

This looks like an exciting affair, though I might suggest changing up the opfor faction to spice things up; Russia's got a LOT of maps at the moment. Perhaps the Chinese? (Which do not have an amphibious assault map as the attackers yet).

As I posted in the Australian Comfacs thread, I have the vanilla F/A-18 coded up and ready; it just needs the appropriate skin. I can also set it up for either the fighter loadout or a ground attack loadout (with bombs and mavericks).

Best of luck!
jello999
Posts: 50
Joined: 2009-12-02 17:08

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by jello999 »

[R-CON]Jafar Ironclad wrote: Russia's got a LOT of maps at the moment. Perhaps the Chinese? (Which do not have an amphibious assault map as the attackers yet).
Best of luck!
Yeah I didnt even think about this. Migth be interesting since I think Canada didnt have met up with China in Pr. That could be a good thing indeed. Will think about it.
[R-CON]Jafar Ironclad wrote:I have the vanilla F/A-18 coded up and ready; it just needs the appropriate skin. I can also set it up for either the fighter loadout or a ground attack loadout (with bombs and mavericks).
This is interesting too.Ground attack would be the one I guess, but I don't know in reality witch loadout would be use in a situation where you don't know what kind of ennemy presence there is.
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by Jafar Ironclad »

Based on your current GPO choice I would probably do a ground attack loadout on the jet, for the simple reason of making it not completely annihilate the enemy attack helicopter.

If you were to add a runway to Opfor camp you could also conceivably get an Su-25 (or Q-5 Fantan if China) going. 1 F-18 with bombs and mavericks vs. a ground attack jet and an attack helicopter seems a reasonable balance.
Spartan463
Posts: 101
Joined: 2010-07-30 07:32

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by Spartan463 »

Looks nice and I cant wait to see how your progress goes, but is there a green skin for the logi's and tran logi's?
[img]http://h11.abload.de/img/spartan463upja4.png[/img]
Rhino
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Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by Rhino »

Right now Jello your too caught up about assets.. At this stage you should have very little concern about the assets, all you should have is an idea about what kind of assets you want to have. Ie, you want to have jets for what side, tanks for both sides etc and build the assets to work with them. But don't even get started to think of how many numbers of each asset you want, your just wasting your time other than of course making enough space to put down the vehicles in or hangers for the possible max amount of jets you might have.

As for your terrain, its going to need quite a bit of work to make it realistic as I'm sure your aware but right now rivers etc are really smooth :p

Main thing right now thou is you need to look at this topic here: https://www.realitymod.com/forum/f354-c ... post850086

Your currently using a bunch of statics you shouldn't be using in your map. The tents your using have a really bad LM error, the crates you have are even worse for LMs and although not in the list, thous bollards you have got I wouldn't use since they have wreck LMs and are not very optimized. Would use one of the other ones (not the ones in the same folder without the stripes thou, they have the same issues).

As for your FOB, its not a very realistic layout in all honesty. I would look at some designs of real FOBs etc and see how they are setup with gateways etc :)
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jello999
Posts: 50
Joined: 2009-12-02 17:08

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by jello999 »

Ok thanks for the advice. About the FOB, I didnt really think about a full one since I want to make it looks like it's still underconstruction, not finished since they just get on terrain and setting it real fast.But yeah I'll try to find some reference to see how I could turns things over.

I'll focus a bit more on terrain before coming back to the props and stuff.I'm actually working sector by sector (was on the FOB one lastly).

Thank you for those advices ;-)
Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: [Map] Tundra Mess (4km) [CONCEPT/WIP]

Post by Xander[nl] »

I know I'm going against Rhino's post now but it would be cool regarding assets to keep it limited to 1 tank per side and APCs. We don't need more asset heavy maps. Maps like Marlin with only limited vehicle support are the best IMO.
Makes the assets way more important and it's better for the infantry gameplay. :)
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