Beirut Map Update
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Beirut Map Update
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.
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. 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. 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. Almond trees were redone, fixing a few small issues and populate a portion of the map now. 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. 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. 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.
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.
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. 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. 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. Almond trees were redone, fixing a few small issues and populate a portion of the map now. 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. 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. 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.

- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Beirut Map Update
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!
- Max_
- Retired PR Developer
- Posts: 636
- Joined: 2009-08-13 23:51
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sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: Beirut Map Update
sweedensniiperr wrote:Any plans on updating other maps?


Mineral: TIL that Wire-guided missiles actually use wire
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: Beirut Map Update
right click on that and select "restore"

- Max_
- Retired PR Developer
- Posts: 636
- Joined: 2009-08-13 23:51
Re: Beirut Map Update
As far as I know, there's this.sweedensniiperr wrote:Any plans on updating other maps?
And I hope that updated Muttrah building makes it into the actual Muttrah.'[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
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: Beirut Map Update
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.
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piratepengu
- PR:BF2 QA Tester
- Posts: 95
- Joined: 2013-12-24 02:45
Re: Beirut Map Update
There is a kit on the ground visible in one of the pictures. Whoever finds it will get a bucket of cookies.
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Scubbo
- Posts: 264
- Joined: 2014-09-06 06:13
Re: Beirut Map Update
please don't release until it has a BOT layer ^_^ we're still missing kashan..... 
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piratepengu
- PR:BF2 QA Tester
- Posts: 95
- Joined: 2013-12-24 02:45
Re: Beirut Map Update
salutcestbooby here you go
http://www.mpls.tv/wp-content/uploads/2 ... 4x1024.jpg
http://www.mpls.tv/wp-content/uploads/2 ... 4x1024.jpg
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Jagira
- Posts: 101
- Joined: 2014-06-30 08:05
Re: Beirut Map Update
Did you fix the anti-tank barrier in the tunnels?
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zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: Beirut Map Update
pls add more skirmish layers for this map - skirmish 16, 32, 64 !
on different locations
on different locations

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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Beirut Map Update
Can you suggest a location?zloyrash wrote:pls add more skirmish layers for this map - skirmish 16, 32, 64 !
on different locations

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zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: Beirut Map Update
sure! gimme some time[R-DEV]Outlawz7 wrote:Can you suggest a location?
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
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

some variations of this location:
#2

#3

new locations:
#4

#5

#6

#7

Of course it may be changed, add or remove jeeps, flags, routes and so on
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

some variations of this location:
#2

#3

new locations:
#4

#5

#6

#7

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
I'm super hyped for v1.4 and what it might bring to the table.
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Mully
- Posts: 113
- Joined: 2011-12-11 19:11
Re: Beirut Map Update
Any chance Gaza gets an update soon?

















