[WIP] Muttrah City in CryEngine3 (image heavy)

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gipakok
Posts: 269
Joined: 2012-11-19 20:31

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by gipakok »

I think this version of muttrah should pretty much be in the size of the real muttrah city. Remaking old maps is nice but we use this engine for a reason
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by PoisonBill »

gipakok wrote:I think this version of muttrah should pretty much be in the size of the real muttrah city. Remaking old maps is nice but we use this engine for a reason
Sure sure, but gameplay should be planned as well. There might some pdf's about combat stages used to train military and so on, that information could be useful in designing new maps.

Is the cryengine easy to use (meaning it doesn't crash 24/7)? Soon secondary school is over for me so I'll have some spare time for few months :wink:
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Rhino »

gipakok wrote:I think this version of muttrah should pretty much be in the size of the real muttrah city. Remaking old maps is nice but we use this engine for a reason
My version of Muttrah in PR:BF2's is to 1:1 scale already. The only thing you could do by making Muttrah bigger is including more of the surrounding terrain and make the parts of the city that go more inland where it connects up with Muscat: https://maps.google.co.uk/maps?q=Muttra ... n&t=h&z=16
https://www.realitymod.com/forum/f112-p ... -city.html
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Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Spook »

Trying to recreate Muttrah more in detail is really hard. Rhino did an awesome job on the costal part of the city. Everything inside the city is completely different in RL though. There are no big roads with alot of space between the buildings like we know it in PR. The inside of the city is full of very small gangways where cars would not fit through. Even the streets are very narrow. Just take a look at the satellite images. It is impossible to recreate that in a game.

Also the streets inside of the city are not that clean and spacious. I would not call them dirty, since the cities and infrastructure in Oman are in a very good shape. its just this typical middle-eastern style of city. Like Ramiel or Falluja just without all the **** and wracks on the streets. Most parts of the inner city, especially the area all around the Souq consist of alot of shops along those narrow streets and gangways.

I would try to keep the costal parts and the harbor as they are in PR, but if you want a more detailed and RL-like Muttrah, change the inner city. Increase the density of the buildings, do not use high buildings. the highest buildings I saw in the city were probably as high as the hotel. And those buildings were actually Hotels in RL at the coast. inside of the city I did not see anything bigger than a wraparound or the 3 floors T-shape. So the crooked Ts for example do not really fit into the city. Also try to keep the streets narrow and bendy.

use alot of small markets, stals, shops etc. The city basically consists of them. Because Matrah has one of the biggest harbours in the area and before they discovered oil, it was the commercial centre of Oman. And even today it a very important trade center.
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Beer.114
Posts: 38
Joined: 2012-06-27 17:10

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Beer.114 »

I can picture is reproduced to other places?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Rhino »

Spook wrote:Trying to recreate Muttrah more in detail is really hard. Rhino did an awesome job on the costal part of the city. Everything inside the city is completely different in RL though. There are no big roads with alot of space between the buildings like we know it in PR. The inside of the city is full of very small gangways where cars would not fit through. Even the streets are very narrow. Just take a look at the satellite images. It is impossible to recreate that in a game.
Cheers, and ye when I was making the map back in 2007 there was no decent satellite/aerial photos to work off like there are now showing what the rear of the city is like and very few reference photos of it either. All I had to work off was this road map which didn't show at all well the size of the streets or anything much:
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As such I had to make it all pretty much up as I had nothing to work off other than a rather crude and somewhat inaccurate road map...

I also wouldn't say its impossible to create the narrow back streets, although lack of photo refs would make it pretty difficult, but you could make the narrow streets but you would have to rely on your imagination for the most part to make them, but layout wouldn't be too hard with the high rez aerial photos you can get now. Biggest issue would be the gameplay factor of vehicles not being able to fit though most of the streets but in some ways that might not be a bad thing.
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Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Spook »

YOu don't really need refs from Muttrah to map the citycentre. As said, any other old cities in the middle-east look this way in their centre. Damascus is a nice example. There are tons of pictures of its old city in the internet. Always wanted to visit the city one time... really sad that they are tearing it down now. Was probably the best-preserved mid-eastern old city in the world. Never going to be the same again after the war.
Last edited by Spook on 2013-05-08 11:48, edited 1 time in total.
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sirfstar
Posts: 255
Joined: 2011-09-01 07:18

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by sirfstar »

I'd even go as far and say, that the graphical fidelity you've seen on the screens (even though its not even that great) can only be maintained for 2x2km maps.
Using CE3 and being still limited to 2x2km with bf2 view distance looks like waste of time, even worse than A2 :P R, dont you think?
gipakok
Posts: 269
Joined: 2012-11-19 20:31

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by gipakok »

Why won't we make muttrah denser and instead of APCs that die all the time we can have a bigger emphasis on close air support/artillery?
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Raklodder »

My first thought hoooly shit this looks good and it sure does, keep at it folks!
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by DesmoLocke »

So excited for this!

I've had dreams that have taken place on the current iteration. That's how much I've played it and have loved it!
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PR player since 0.5 (Feb 2007)

Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Psyko »

I'm appalled that nobody stood up for Rhino on this thread. I'm not going to bash the OP because its not my place, but I recognize the sheer volume of work Rhino has injected into this mod and he deserves our support and the respect from newcomers.

I will always recognize Rhino for being one of the main support columns of this team.
Otvaga
Posts: 24
Joined: 2013-06-14 16:31

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Otvaga »

Keep up the amzing work!
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by DesmoLocke »

Psyko wrote:I'm appalled that nobody stood up for Rhino on this thread. I'm not going to bash the OP because its not my place, but I recognize the sheer volume of work Rhino has injected into this mod and he deserves our support and the respect from newcomers.

I will always recognize Rhino for being one of the main support columns of this team.
Chillax. Read the entire thread maybe?

Rhino gave his opinion starting at post #26 and encouraged the op to not simply re-make the same statics in CE3, but to strive for even more realism.

I for one am interested in seeing how this progresses.
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PR player since 0.5 (Feb 2007)

Careless
Posts: 390
Joined: 2013-07-02 19:01

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Careless »

Seems quite cool, especially Fools Road!

What's up with all the bloomy/bluryness? Reminds me of CoD or BF3 somehow
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Redamare »

O_O Duude .... :'( ... Its amazing and all but Instead of re-creating Muttrah what if you helped create Objects/Buildings for PR VBf2! .... could you create Models of all the buildings from the VBf2 game to be enter able?. Like all of the apartment buildings and hotels that the VBF2 EA team created but allow a full out or semi Enter able structure?
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Doc.Pock »

hes doing this for PR2 ;)
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Alek-say »

PR2? Is it real?
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CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by CTRifle »

Man.. Just look at the off topic section, there are 2 threads about it
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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: [WIP] Muttrah City in CryEngine3 (image heavy)

Post by Alek-say »

CTRifle wrote:Man.. Just look at the off topic section, there are 2 threads about it
Well, there is no useful information about it, man...
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