[Map] Ulungur Dam (4km) [WIP]

Maps created by PR community members.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

[Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

In a bid to do justice to the beautiful BF2 dam static, and to make a map where China can finally fight the MEC, I bring you Ughur Dam. Using a lovely heightmap provided by [R-DEV]Rabbit, whose tutelage is proving invaluable.
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The map concept at present, note that purple roads are dirt tracks and grey roads are paved. Note also that a red flag is owned by the Chinese team at the beginning of the game, and yellow flags are owned by the MEC.
The basic concept is for a lightly forested map set somewhere in central asia, making good use of verticality and containing three distinct terrain types: forest, marshland and highland. The current planned flag layout is also based on a direct attack-defence style map, in the vein of seven gates, with Chinese as the aggressors.

There are currently no plans to include any runways on this map for reasons of geographical implausibility, but this may be subject to change.

Mapping began in earnest on the 21st of February, and due to the fact I have no prior experience with the editor, it may take longer than is usually expected.


Anyway, screenshots! Please note that this map is in very early stages!
The Dam, viewed from the north
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Some work on the Dam's statics
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The lumber mill, with a view of the typical woodland density
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The marshland in the valley south of the dam, in all its untouched beauty.
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A view of the western highlands with the Western River Crossing bridge in shot
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Comments and advice are thoroughly welcomed!
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

re: [Map] Ulungur Dam (4km) [WIP]

Post by sweedensniiperr »

Jedimushroom wrote:Comments are thoroughly welcomed!
Damn.

How much does rabbit drink when he plays PR?
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Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

sweedensniiperr wrote:Damn.

How much does rabbit drink when he plays PR?
You have literally no idea...
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

Looks good! When will you need testing? ;)
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

re: [Map] Ulungur Dam (4km) [WIP]

Post by Zeno »

In b4 somebody tries to fly a chopper inside the pipes and crash :D
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

re: [Map] Ulungur Dam (4km) [WIP]

Post by matty1053 »

Looks awesome!

But I'm shocked that the MEC and Chinese mains are on the one side of the map! Shall be interesting! :D

Keep it up!
DETROIT TIGERS
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Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

matty1053 wrote:Looks awesome!

But I'm shocked that the MEC and Chinese mains are on the one side of the map! Shall be interesting! :D

Keep it up!
Don't worry, there is very little mobility directly north of the MEC main, so it shouldn't be too much of a problem.

Unfortunately, using real life heightmaps has a tendency to restrict the mapping choices!
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Navo
Posts: 1389
Joined: 2011-05-22 14:34

re: [Map] Ulungur Dam (4km) [WIP]

Post by Navo »

I don't see how that damn would work?
AnA10Warthog
Posts: 228
Joined: 2012-09-09 15:56

Post by AnA10Warthog »

I can't wait to see more on this. Looks pretty interesting, it's got quite a unique balance for a PR map.
"There's no way it's 3:30, oh wait, that's not my clock, that's my altimeter."-Happy, DCS World
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

Navo wrote:I don't see how that damn would work?
I could set the water level up to 100 and get some screenshots of the map to show you, but I don't have the BF2 Editor open at the moment. The western channel has been blown out of the rock, and the Dam is placed on the original path of the river (this is standard practice, note the wetlands that has been left behind where the river once flowed).

When the dam is complete, the diverted path will be filled in with rocks, and the water will back up and drown just about everything north of the eastern tunnel (including the poor lakeside village!).

EDIT: Here is a picture of the western river diversion taken from the western river crossing (looking south), note how this channel is clearly far too steep to be a natural formation!
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Navo
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Joined: 2011-05-22 14:34

re: [Map] Ulungur Dam (4km) [WIP]

Post by Navo »

Ah, I see. Thanks :)
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

Did some work on the eastern lakeside town, here's a little teaser pic!
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I'm also thinking of adding some more flags to allow for three seperate cap routes: western mountains, central marshlands and eastern (sub)urbia.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

re: [Map] Ulungur Dam (4km) [WIP]

Post by Zeno »

Jedimushroom wrote:Did some work on the eastern lakeside town, here's a little teaser pic!
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I'm also thinking of adding some more flags to allow for three seperate cap routes: western mountains, central marshlands and eastern (sub)urbia.
seems like you have some undergrowth inside that afghan village house there, and also your grass is way to tall, if you lay down the enemy can see you at a distace but you cant see them back, providing so much pain and suffering to the gameplay :lol:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

Zeno wrote:seems like you have some undergrowth inside that afghan village house there, and also your grass is way to tall, if you lay down the enemy can see you at a distace but you cant see them back, providing so much pain and suffering to the gameplay :lol:
Amusingly enough, I noticed both of those things shortly after posting this image! The undergrowth is by no means final, I just added it to give a little flavour to the image.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

Little peekaroni of the chinese staging area:

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EDIT: Touched up some lighting settings.

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Last edited by Jedimushroom on 2015-03-03 19:51, edited 1 time in total.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

re: [Map] Ulungur Dam (4km) [WIP]

Post by Amok@ndy »

i would not use those Amored Fury statics, they do load a completly different texture pallet
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Rhino
Retired PR Developer
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re: [Map] Ulungur Dam (4km) [WIP]

Post by Rhino »

https://www.realitymod.com/forum/f189-m ... tions.html

Also you should put up some HESCO or something around the staging area since they wouldn't put up a load of tents and porta cabins etc without putting up basic defences first.
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Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

[R-DEV]Rhino wrote:Also you should put up some HESCO or something around the staging area since they wouldn't put up a load of tents and porta cabins etc without putting up basic defences first.
Yeah you're probably right, I just wanted to make it visually distinct from the MEC main.

As regards the intersections, I know how to put them on, but I'm saving it for when I'm confident about the road placement, since they're a little more irritating to re-align.

Also, is it a problem that I'm using the Armoured Fury statics at all, or is it only bad if I just use a couple? Because I have quite a few in the map now and it won't be easy to find replacements.

EDIT: By the way, it's a pity about the dead image links in that tutorial, Rhino, it certainly was trickier to follow!
Last edited by Jedimushroom on 2015-03-04 09:30, edited 1 time in total.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Map] Ulungur Dam (4km) [WIP]

Post by Rhino »

Jedimushroom wrote:Yeah you're probably right, I just wanted to make it visually distinct from the MEC main.
Ye, you could just do sand banks around the outskirts with razor wire on top or something else if you want a different kinda defence around the outside :)
Jedimushroom wrote:As regards the intersections, I know how to put them on, but I'm saving it for when I'm confident about the road placement, since they're a little more irritating to re-align.

EDIT: Pity about the dead image links in that tutorial, Rhino, it certainly was trickier to follow!
Ye, I know what you mean but its actually easier in the long run to do your intersections first since otherwise you have to totally rework your road system later :p

As per the Tut, although ye, damn ImgShk lost all the pics, for Muttrah and how I would advise others to do their map's road system is to pre plan it, ideally with painting them down on a temp colour map and then put the intersections in the spots you want them, will save a hell of a lot of work later:
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Jedimushroom wrote:Also, is it a problem that I'm using the Armoured Fury statics at all, or is it only bad if I just use a couple? Because I have quite a few in the map now and it won't be easy to find replacements.
Their main issue is mainly quality but if your using a bunch then it shouldn't be too bad. No worse than using a load of ME statics.
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Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

re: [Map] Ulungur Dam (4km) [WIP]

Post by Jedimushroom »

Thanks for all your help Rhino. One more thing, I'm looking for the wooden bulwarks that are featured on several maps, for instance they surround the AT guns on Fools Road, but I cannot find them for the life of me! Do you know what they are called?
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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