[Map] Operation Khanjar (2km) [WIP]

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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

[Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Name :Operation Khanjar (Pashto for Strike of the Sword)

Location : Between Nawa-I-Barakzayi and Gamsir, Helmand Province, Afghanistan.

Size : 2Km

Factions : USMC x Taliban

Gameplay Type : Focus on helicopter insertions and lack of armor support.

Minimap Concept :

Image

As you can see, the map will look like Kokan with more space in the left side of the river and small amount of villages, even though they'll be bigger.

I don't think that the Main Bases will be that big, so they may be reduced.

The river isn't deep, so 'll be possible to cross it without any bridges.

Vehicle Concept :

USMC :

2 x CH-47 Chinooks.

4 x Humvees

2 x Logi Trucks

1 x Kiowa - Machine Gun and Hydras - Not Certain

Artillery Strike

Taliban :

4 x .50 Techies

2 x Bomb Cars

6 x Civies Car

6 x Dirt Bikes

4 x Ammo Techies

Media :

There are some videos talking about this operation, I think it's really good having all this information about the battle, which will help me a lot.







Process :

|||||..............................................................................................

5%


What I'm Working On :

Secondary Terrain.
Last edited by SShadowFox on 2012-11-06 09:26, edited 6 times in total.
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Mineral
Retired PR Developer
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Location: Belgium

Re: [MAP] Operation Khanjar (2Km) [Concept]

Post by Mineral »

Nice concept and references, good luck! I don't know if this is your first map, but if it is: one advice:
Don't give up! we need more maps :D Try to use a different sky and ligthing setting, and maybe different UG. To give a clear difference between this and kokan.
Image
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: [MAP] Operation Khanjar (2Km) [Concept]

Post by Stemplus »

I'd suggest lovering the chinook count to 3, because 4 is IMHO too much :D Also remmember to put some long open areas so even those worse pilots can land in key points :)
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [MAP] Operation Khanjar (2Km) [Concept]

Post by lucky.BOY »

General advice is not to worry about numbers of vehicles and such until the later stages of map development, something like
Focus on helicopter insertions and lack of armor support.
is enough for now.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [MAP] Operation Khanjar (2Km) [Concept]

Post by rodrigoma »

i dont know if youre already doing this but I advise you on using a real piece of terrain image for reference , it really helps on getting everything right, much easier, and natural
SubZeroBR
Posts: 16
Joined: 2010-12-18 20:22

Re: [MAP] Operation Khanjar (2Km) [Concept]

Post by SubZeroBR »

awesome !!!!!!!!
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [MAP] Operation Khanjar (2Km) [Concept]

Post by SShadowFox »

GP_MineralWouter wrote:Nice concept and references, good luck! I don't know if this is your first map, but if it is: one advice:
Don't give up! we need more maps :D Try to use a different sky and lighting setting, and maybe different UG. To give a clear difference between this and Kokan.
Many thanks, I'll use a "large to medium" grass as UG, as you can see in the videos these are most notable, obviously there'll be more variety of UG depending on where they are.
Stemplus wrote:I'd suggest lowering the Chinook count to 3, because 4 is IMHO too much :D Also remember to put some long open areas so even those worse pilots can land in key points :)
Having no APCs on this map will difficult a bit the USMC mobility, so having that amount of Chinooks is vital, even more because the amount of Humvees is lower than most of the maps.

Obviously if in the tests for this map when it's first version get released, if the players don't like the Chinook amount, I'll reduce it.
lucky.BOY wrote:General advice is not to worry about numbers of vehicles and such until the later stages of map development, something like
Focus on helicopter insertions and lack of armor support.
is enough for now.
Right, as I said, if the players don't like the large amount of Chinooks I'll reduce and maybe put an APC.
rodrigoma wrote:i dont know if youre already doing this but I advise you on using a real piece of terrain image for reference , it really helps on getting everything right, much easier, and natural
I'll probably do this, at this moment I don't have any way to do so as I'm using a 3G connection that I can't use to download anything, hopefully I'll have a better internet in the next 2 months, so I'll download anything I should have to make a nice map.
'[TOR wrote: SubZeroBR1993;1808315']awesome !!!!!!!!
Thanks... :p
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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

For some reason in my third attempt to make this map, when I was trying to make the USMC Base when I get inside the "staticobjects" it doesn't show anything.
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Doc.Pock
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Joined: 2010-08-23 14:53

Re: [Map] Operation Khanjar (2km) [WIP]

Post by Doc.Pock »

Did you unzip them?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Khanjar (2km) [WIP]

Post by Rudd »

as Pock said, but also go to mod in the editor and select all the types of object you want to load on the left.


have a peek at the tut :)
https://www.realitymod.com/forum/f189-m ... dding.html

Good luck!
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SShadowFox
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Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Yes I unzipped, everything is fine, I even did a small 1km test map before trying to do this one, I'll try everything again.
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Rudd
Retired PR Developer
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Re: [Map] Operation Khanjar (2km) [WIP]

Post by Rudd »

I think you need to go to the mod menu and select your objects and click apply mate, you probably just clicked OK which meant it'll only do it until the editor is restarted.
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SShadowFox
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Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Still the same thing, but everything else, vehicles, weapons, effects, stay the same, only the static objects don't show up what it is supposed to show.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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Doc.Pock
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Re: [Map] Operation Khanjar (2km) [WIP]

Post by Doc.Pock »

check if there is any hidden loders in your staticobjects folder
Rudd
Retired PR Developer
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Re: [Map] Operation Khanjar (2km) [WIP]

Post by Rudd »

SShadowFox wrote:Still the same thing, but everything else, vehicles, weapons, effects, stay the same, only the static objects don't show up what it is supposed to show.
could you take a screenshot of what you have selected in the mod content window?
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SShadowFox
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Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Here it is, for some reason, the Editor is loading content from vBF2 objects folder.
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lucky.BOY
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Joined: 2010-03-03 13:25

Re: [Map] Operation Khanjar (2km) [WIP]

Post by lucky.BOY »

How you gave your pr_edit set up? do you load it with editor?
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

How I made step by step :

1 - Copied the PR folder and renamed the copy to "pr_edit"
2 - Unzipped every zipped folder inside "pr_edit/objects"
3 - Opened the Editor
4 - Loaded the content in the Mod Manager
5 - Done

Also, I made a small 1km test map which you can download here. Folder name is "nomad_city" because I was thinking on making a city out there.

I think that this is because of the BF2Editor.exe that I download to see if I get less crashes, anyway, I'll try setting up the folder again.
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Rhino
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Re: [Map] Operation Khanjar (2km) [WIP]

Post by Rhino »

in your pr_edit I take it you have the following file path?

Code: Select all

\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\house_dest\house_dest_4a\
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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [Map] Operation Khanjar (2km) [WIP]

Post by SShadowFox »

Yes, but no need to worry anymore, yesterday I opened the Editor and everything was fine, but as my internet sucks I wasn't able to edit the post, everyone, thanks for the help.

Now I'm back doing my map, maybe today or tomorrow I'll have some updates if my Editor don't crash.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
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