Beirut Map Update

Project Reality announcements and development highlights.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Beirut Map Update

Post by Outlawz7 »

As you may have gathered from the recent blog, something has happened to Beirut. No, it isn't being removed as some feared, rather we've given it a makeover.

It began three months ago while discussing Beirut in the team forums. "I'd like to change the sky settings", "Could we edit the factory" and "Could you update the map with your new statics" and gears started turning.

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First, the factory area has been changed. A key difference is that it now has two additional exits in form of two broken spots in the fence. This should make it harder to camp the factory.
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The industrial warehouse building that had slightly awkward window heights (and lacked LODs) was removed and replaced with similar assets across the map leading to some object placement changes, significantly at factory and railway depot. A few other areas were also changed.
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Additionally, as part of "your new statics" the Muttrah waterfront statics used in the south-west part of the city were redone, including turning one of them enterable.
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Almond trees were redone, fixing a few small issues and populate a portion of the map now.
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As we lack(ed) source files for this map, which included original files for the roads, these had to be redone. The roofwalls in the second picture are also part of the statics that were redone, PR's mappers may be aware that the original suffered from bugged lightmap UVs.
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Lastly, a few of the objects used on this map had their draw distances increased as they ceased rendering somewhat quickly, for example the gatehouse at the factory entrance. The sky settings were tweaked and the map was relightmapped in 3ds Max and BF2 editor while also reducing the total amount of lightmaps loaded.
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There will be some tweaks to gameplay, but otherwise the current layouts will remain the same.

Beirut was made by Deer.
Map was updated by [R-DEV]Outlawz7.
Updated and new static objects also by [R-DEV]Outlawz7.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Beirut Map Update

Post by Mineral »

Can't wait :) Beirut always had these annoyances that made it less fun then it could be. I think with these nice changes they are gone!
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Beirut Map Update

Post by solidfire93 »

great job :)
GG
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Max_
Retired PR Developer
Posts: 636
Joined: 2009-08-13 23:51

Post by Max_ »

Great update, I'm feeling that the kashan update started the spark for getting more maps updated.

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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Beirut Map Update

Post by sweedensniiperr »

Any plans on updating other maps?
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: Beirut Map Update

Post by Mats391 »

sweedensniiperr wrote:Any plans on updating other maps?
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Mineral: TIL that Wire-guided missiles actually use wire
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: Beirut Map Update

Post by SANGUE-RUIM »

right click on that and select "restore"

:D
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Max_
Retired PR Developer
Posts: 636
Joined: 2009-08-13 23:51

Re: Beirut Map Update

Post by Max_ »

sweedensniiperr wrote:Any plans on updating other maps?
As far as I know, there's this.
'[R-DEV wrote:Amok@ndy;2110270']nice work terror,

for all other pubs i can tell you that the PR Team is looking into updating Basrah with Terrors fixes.

http://i.imgur.com/duEKakq.jpg
And I hope that updated Muttrah building makes it into the actual Muttrah. :D
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Beirut Map Update

Post by X-Alt »

Thank you for preserving Beirut, and just giving it a visual makeover. Coastal Settlement HAT kit choke and Factory M113 rush for days. Could Beirut Alt have a semi-night\blackout layer, that'd be fresh? After all, Marlin Night AAS is requested a lot.
piratepengu
PR:BF2 QA Tester
Posts: 95
Joined: 2013-12-24 02:45

Re: Beirut Map Update

Post by piratepengu »

There is a kit on the ground visible in one of the pictures. Whoever finds it will get a bucket of cookies.
salutcestbooby
Posts: 29
Joined: 2015-04-22 17:43

Re: Beirut Map Update

Post by salutcestbooby »

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Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Beirut Map Update

Post by Scubbo »

please don't release until it has a BOT layer ^_^ we're still missing kashan..... :(
piratepengu
PR:BF2 QA Tester
Posts: 95
Joined: 2013-12-24 02:45

Re: Beirut Map Update

Post by piratepengu »

Jagira
Posts: 101
Joined: 2014-06-30 08:05

Re: Beirut Map Update

Post by Jagira »

Did you fix the anti-tank barrier in the tunnels?
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Beirut Map Update

Post by zloyrash »

pls add more skirmish layers for this map - skirmish 16, 32, 64 !
on different locations
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Beirut Map Update

Post by Outlawz7 »

zloyrash wrote:pls add more skirmish layers for this map - skirmish 16, 32, 64 !
on different locations
Can you suggest a location?
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zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Beirut Map Update

Post by zloyrash »

[R-DEV]Outlawz7 wrote:Can you suggest a location?
sure! gimme some time
Last edited by zloyrash on 2016-02-29 16:35, edited 1 time in total.
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zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Beirut Map Update

Post by zloyrash »

The idea is to use layers as much as possible. Even big skirmish layers for more people (20x20)
2nd idea is to give 2-3 transport jeeps to teams (at big skirmish layers), so they may use it for better logistic and for some new tactics. You have to use transports in right way to win the map.
Furthermore it may be useful for learning how to use infantry + transport.

This is default:
#1
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some variations of this location:
#2
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#3
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new locations:
#4
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#5
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#6
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#7
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Of course it may be changed, add or remove jeeps, flags, routes and so on
Last edited by zloyrash on 2016-02-29 17:31, edited 1 time in total.
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Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Beirut Map Update

Post by Raklodder »

I'm super hyped for v1.4 and what it might bring to the table.
Mully
Posts: 113
Joined: 2011-12-11 19:11

Re: Beirut Map Update

Post by Mully »

Any chance Gaza gets an update soon?
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