[Map] Chernobyl (2km) [Concept]

Maps created by PR community members.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

[Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

Name: Chernobyl/Operation Fallout (unsure)
Location: Kiev Oblak region, a town south of the district of Pripyat
Size: 2km
Factions: French Forces/Russia vs Militia
Gamemode: AAS
Game Play Type: Infantry Oriented
Possible Alternative Layers: INS\Foggy weather
Image
Higher Resolution Map:[click here]
Google Maps Location: [click here]

Red Circles:
Flags
Blue Circles: Other POIs based on real life (just for reference, incomplete)
Light Green Traces: Additional Bridges

Some RL Pictures: 1;2;3;4;5;6;7;8;9;10

Introduction


I would like to start by stating that I have zero knowledge in how to make a map but that I'm already reading tutorials and taking out references. I always wanted to do mapping for PR and I think it's about time I contribute to this wonderful mod somehow.

I always think twice before involving myself to any long time consuming project and this is no exception. I will take it to the end, but I can't promise a deadline.

Fortunately, I will rely on a reasonable experienced mapper support.

Concept


I am a fan of post-apocalyptic games and I always thought that a realistic portrait of Chernobyl and all its symbolism would be a neat place to play in. Probably not the most original of places to think of, but it's one that I can't see myself getting bored of. I'm aware that Iron Ridge is loosely based on the Chernobyl incident but I don't think it matters as my map will play out and look different.

When it comes to the map choice, I came across with this one that seemed interesting enough. It offers a good variety of places - although some are fictional -, and it's a far more beautiful region than I first assumed.

Map Layout


The Shipyard is very real as well as the Hospital (even though I will drag it more to west). Needless to say, I will use the infamous H building for the latter as well as expanding its area with other small facilities.
The City Fair is my way of including the ferrywheel and other attractions that can be seen in Iron Ridge. Symbolic stuff, would be stupid to overlook that.
Radio Station and Bus Terminal I am unsure of, especially the latter as I don't think there's any bus model or anything else that people can be convinced of such. As an alternative: Truck Terminal.
Suburbs will probably be my biggest challenge as I will need to make thick vegetation in and around houses to properly simulate abandonment.

Additional bridges have to be made for strategic purposes. Otherwise it would be an eternal stalemate in that single bridge.

Stuff like trenches, camps, bunkers have crossed my mind but it's something that comes when editing.

I will look into model simple stuff as well as retexturing a few other things (like the ships, who are completely rusty and worned out in this case). Not sure of how deep I will look into this, I have a lot of ideas but what matters the most is getting the basic done.

Factions


Now, the reason why I thought of the French Forces is because I remember a UN skin in a tank especially designed for Op. Marlin (beside the infantry with their shiny blue helmets). If they're coming out for the next release then I'm going to use them for the sake of variety. Otherwise I will have to go for Russia for the obvious reasons.

I haven't thought much of assets that each one is going to have - as it doesn't matter at this stage - but most likely will give a couple of light armour vehicles for Blufor or just a tank. Opfor won't have much other than a couple of techies (1 SPG and the other .50 cal).
This map will be heavily focused on CQB, so inevitably it will have to be infantry oriented. No air vehicles whatsoever.
Feedback
While I keep on reading tuts and studying the site, feel free to offer suggestions in how I can improve the map layout as well as giving beginner tips. Rudd already explained a way for me to do thick vegetation as well as cutting the OG on the west side of the map, to which I agreed (for better performance). You can take it from there if you wish.

Bring it on!
Last edited by Arc_Shielder on 2012-07-20 22:01, edited 3 times in total.
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JimmyKid1996
Posts: 363
Joined: 2010-03-22 19:29

Re: [Map] Chernobyl (2km) [Concept]

Post by JimmyKid1996 »

This actually sounds like an EPIC idea. +1
I hope it gets implemented in-game, and hope that you get it released!

Good Luck.
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AcornBeing
Posts: 105
Joined: 2009-08-18 23:00

Re: [Map] Chernobyl (2km) [Concept]

Post by AcornBeing »

For quite some time I was hoping someone would engender this idea. In fact, if the map comes to life one day, I wonder what statics are to be used in it to closely resemble the abandoned buildings back from the Soviet era more than 26 years ago. I think those apartment buildings that are on Dragon Fly or Iron Ridge, for example, would do fine. Although if those were retextured to show cracks or moss/fungus, it would definitely add to the immersion. But anyway, that's definitely a great idea and I wish you good luck with it.
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: [Map] Chernobyl (2km) [Concept]

Post by ShockUnitBlack »

Main thing would be to make it feel different from Iron Ridge IMO (which already features Russia vs. Militia and has the Pripyat Ferris wheel).

Could work out quite well I think, maybe look into the BF2:SF map "Mass Destruction" for inspiration (has a Chernobyl vibe if I remember correctly, which I probably don't).
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Chernobyl (2km) [Concept]

Post by rodrigoma »

its nice to hear youre making a map,
in terms of the layout i like it and i think the thick overgrowth and houses will give a really cool feel to the map
i dont think it will be very hard to make the houses look abandoned, just put a latge bush in it some vines, tree logs and its done ;)
one thing you should think of maybe is make the militia defend , like if they had captured the town for some dark business and russia was dispatched to throw them out
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Map] Chernobyl (2km) [Concept]

Post by Arnoldio »

Excellent, only the NPS & Pripyat area would top this. :D
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Orgies beat masturbation hands down. - Staker
Swaggzor
Posts: 115
Joined: 2011-02-10 20:47

Re: [Map] Chernobyl (2km) [Concept]

Post by Swaggzor »

really man if you can actually do this, this would be so friggin awesome....
*NwA* SwaggerNL
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: [Map] Chernobyl (2km) [Concept]

Post by Cossack »

This ain't bad for concept. Good luck man ;)
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: [Map] Chernobyl (2km) [Concept]

Post by Mongolian_dude »

Get out of here, Stalker!

Love the idea, but would it not make perfect for an INS layer?


...mongol...
Military lawyers engaged in fierce legal action.

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Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: [Map] Chernobyl (2km) [Concept]

Post by Sgt.BountyOrig »

You can't go there, stalker!

Can't wait to see this map in action, maybe you could place the Duga-3 Antenna system somewhere?

Hey check out photo 10, it's the Skadovsk!
Last edited by Sgt.BountyOrig on 2012-08-05 18:59, edited 1 time in total.
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

It will be a ghostown with a few signs of nuclear passage. Don't expect a scenario like in Fallout or STALKER though, that would be unreasonable. :)

And yes, more and more I'm thinking that the alternative layer should be INS. If all plays out like I intend to.

Thanks for the thumbs up!
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AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Chernobyl (2km) [Concept]

Post by AFsoccer »

If you make this map, I would highly recommend 2km or maybe even 1km for two reasons: the Russian apartment buildings are not very optimized so they suck resources, and you'll likely have lots of overgrowth which can also be trouble on a 4km map.

Best of luck and remember, it will take time to learn everything about mapping so be patient and don't give up. :)
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Chernobyl (2km) [Concept]

Post by Pvt.LHeureux »

"Get out of here STALKER!"
"I said come in! Don't stand there!"
"You can't go there"

MAKE UP YOUR MIND
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Chernobyl (2km) [Concept]

Post by Psyko »

Hey Arcturus, nice concept and i wish you well.

I dont know if this helps but when i tried mapping a good while back the things i didnt understand were the rules of snapping, and collisions for objects. Rhino has good read tutorials for things like that.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

[quote=""'[R-DEV"]AFsoccer;1796309']If you make this map, I would highly recommend 2km or maybe even 1km for two reasons: the Russian apartment buildings are not very optimized so they suck resources, and you'll likely have lots of overgrowth which can also be trouble on a 4km map.

Best of luck and remember, it will take time to learn everything about mapping so be patient and don't give up. :) [/quote]

I will have to go for 2km as I don't believe that 1km will have depth enough for what I want to accurately represent. I'm also aware of the OG and I designed a plan to strip a lot of it and concentrate the forest around the middle - Suburbs and Bus Terminal flags. Everywhere else will have a dryish grass sort of look.

I didn't know about russian buildings not being well optimized. But no fear, I will nicely space them out like in the map (that was also a Rudd's suggestion) and make sure I only put a few.

Thank you! You can count on me getting this project done.

[quote="Psyko""]Hey Arcturus, nice concept and i wish you well.

I dont know if this helps but when i tried mapping a good while back the things i didnt understand were the rules of snapping, and collisions for objects. Rhino has good read tutorials for things like that.[/quote]

I'll be aware of that. Thank you. ;)
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Chernobyl (2km) [Concept]

Post by Rudd »

I didn't know about russian buildings not being well optimized. But no fear, I will nicely space them out like in the map (that was also a Rudd's suggestion) and make sure I only put a few.
one tip I recommend is to use bf2meshviewer
BfMeshView

you can use it to open the staticmesh of a static so you can compare its performance impact to other objects by how many polys it has, you can also see how complicated the colmeshes are which are important for server performance. There are other aspects to how statics perform ingame, such as LODs and what textures it uses, you can easily find both of these with this same tool, the lods are the various geometries down the left and you can see the texture paths of the object from one of the drop down menus.

All in all this is a great tool
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Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Map] Chernobyl (2km) [Concept]

Post by Adriaan »

Rudd wrote:how many polys it has
Tris! ;)

Good luck with the map Arcturus, love the concept.
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Chernobyl (2km) [Concept]

Post by Arc_Shielder »

Rudd wrote:one tip I recommend is to use bf2meshviewer
BfMeshView

you can use it to open the staticmesh of a static so you can compare its performance impact to other objects by how many polys it has, you can also see how complicated the colmeshes are which are important for server performance. There are other aspects to how statics perform ingame, such as LODs and what textures it uses, you can easily find both of these with this same tool, the lods are the various geometries down the left and you can see the texture paths of the object from one of the drop down menus.

All in all this is a great tool
Niiice, this will certainly help me out. Downloaded it already.

Thanks once again Rudd. :grin:
[R-DEV]Adriaan wrote:Tris! ;)

Good luck with the map Arcturus, love the concept.
Thanks. ;-)
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Chernobyl (2km) [Concept]

Post by AfterDune »

Keep us posted.....


Chernobyl Diaries.. that's a good name for your updates!
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Chernobyl (2km) [Concept]

Post by sylent/shooter »

I find the best tool when working with a map is not something on your computer. But a nice piece of paper and a pen :) Best to write down ideas and things you want to incorporate so you dont forget. I also drew pictures to help me visualize what I wanted my map to look like. Kind of like concept art, minus the art part...

Anyways good luck, and don't forget that you are under no pressure to get it done asap. Just get it done correctly and with everything that makes a perfect map :D

Killing the enemy sylently
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