[MAP] South Iran (4km) [WIP]

Maps created by PR community members.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

[MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Name: South Iran (WIP NAME)
Location: Fictional southern coastal city in Iran
Size: 4km
Factions: USMC vs MEC (Most likely)
Game play type: Area Attack, Tanks, APCs, AA, Fighter jets & Attack helicopters
Layers: AAS (INF, STD, ALT, LRG), SKIRMISH, INS maybe!

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Before you blast me about using BF2142 buildings, I know that there's a lot of controversy about importing objects from one game to another. The only reason I'm sharing my project to the community now is because I was hoping to find someone who would be willing to work with me making some simple buildings!

If no one is willing to help me, all the tall buildings will have to be replaced by what PR already has. Not much more to say now as this project is still far from finished but I intend to get it near done by the summer time. I just need to now as soon as possible if someone would help me model some buildings. Contact anyone you think that could help! It's not an easy task but I thought I'd take a shot in the dark and see if anyone was willing to help.

Comments and suggestions welcome!

P.S: I haven't added to much detail yet so no comments about that please.

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Last edited by The_Turkish_Moose on 2016-04-03 20:41, edited 4 times in total.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [MAP] South Iran (4km) [WIP]

Post by Outlawz7 »

A minimap would be good as well, so we get the idea where everything is at. :)
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Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: [MAP] South Iran (4km) [WIP]

Post by Acecombatzer0 »

Cool, reminds me of Urban Siege from Desert Combat! I really hope this map will be a reality one day.

For obvious reasons the draw distance will have to be reduced, so I don't think jets are possible with all the tall buildings and lower visibility
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: [MAP] South Iran (4km) [WIP]

Post by Curry »

Instead of Iran maybe a city in the early days of the UAE or another country across the gulf?

Looking great so far,
Curry.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

A minimap would be good as well, so we get the idea where everything is at.
Done!
Cool, reminds me of Urban Siege from Desert Combat! I really hope this map will be a reality one day.

For obvious reasons the draw distance will have to be reduced, so I don't think jets are possible with all the tall buildings and lower visibility
Thanks Ace! I would like to have the jets but of course, it all depends on performance. Lowering the VD would be the obvious compromise. I guess once I've tested and finished map, I can adjust the settings then. Surrounding the city will be more arid, desert lands. I could have a jet layer that focuses more on the desert areas with a higher VD.
Instead of Iran maybe a city in the early days of the UAE or another country across the gulf?

Looking great so far,
Curry.
Cheers Curry! The map can be interpreted in anyway as it has no real-life, landmark features. If everyone would prefer a UAE based map, then I wouldn't mind making that change at all! If the developers allowed me to, I would create another layer with the Chinese army and use the "forest" texture layer which changes all the writing to Chinese!
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Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: [MAP] South Iran (4km) [WIP]

Post by Navo »

[R-CON]Curry wrote:Instead of Iran maybe a city in the early days of the UAE or another country across the gulf?

Looking great so far,
Curry.
Iran is a modern country too Curry :p

Would be sweet if you could consider different factions, MEC vs USMC is pretty bland. :)

Also, this looks fucking awesome. Please keep the 2142 buildings.
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: [MAP] South Iran (4km) [WIP]

Post by Curry »

Why would sunni forces fight the US on shia territory? If you change the factions it works. The russians make more sense and it would actually be pretty interesting to see both factions fight in desert-urban warfare.

Curry.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: [MAP] South Iran (4km) [WIP]

Post by Jacksonez__ »

Those T-55 wrecks, ugh :roll: Rest looks good so far ;)
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: [MAP] South Iran (4km) [WIP]

Post by mries »

I think you should remove any wreckage and just use undestroyed cars etc. so it can simulate a real first time invasion.

Otherwise, if there will be destroyed tanks in the middle of a city, then the whole city should be quite ruined already.
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

What a genious idea :D

Export the urban models of 2142!

The WIP looks fantastic already, I am very curious to see the result when all the sidewalks and topography will be done.
(the map looks pretty flat right now, maybe some hills or platforms of different height)

Just like Ace said, maybe the glorious sunny day would take too much.

U might want to try foggy early morning, rainy night ( with street pole it might look pretty sweet )


Other than that, it seems the texture on the modern buildings is blurry, if someone was interested in re-texturing those, it might be perfect. :D



Also, maybe using Muttrah buildings for the center of your urban map would fit more the style ( in between the Very tall buildings, it would also created an aesthetic contrast of white colored buildings with the Grey/black sky scrappers )


Last note, since the theme of this map orbits around modern infrastructure, trying to make an alsphalt that is more Light grey would be better. Our technology to make asphalt as evolved and most recent pavement are more Grey than brownish as we see in this map. ... :)
Last edited by W.Darwin on 2016-03-06 03:15, edited 3 times in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [MAP] South Iran (4km) [WIP]

Post by Rhino »

TBH IMO, a better concept would be a USMC aphib assault on a Chinese city (with PLA defending), than yet another USMC amphib assault on a ME city which we already have quite a few of those maps now, (with Rabbit even working on a new one for his map pack) and ones similar to it, and the PLA are somewhat lacking in both of the above, as well as Asia having many high rise modern cities which aren't all that common in the ME other than Dubai etc.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [MAP] South Iran (4km) [WIP]

Post by Rudd »

[R-DEV]Rhino wrote:TBH IMO, a better concept would be a USMC aphib assault on a Chinese city (with PLA defending), than yet another USMC amphib assault on a ME city which we already have quite a few of those maps now, (with Rabbit even working on a new one for his map pack) and ones similar to it, and the PLA are somewhat lacking in both of the above, as well as Asia having many high rise modern cities which aren't all that common in the ME other than Dubai etc.
Switch it around, make it a Japanese or Korean city with PLA attacking and USMC/USA defending
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Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: [MAP] South Iran (4km) [WIP]

Post by Acecombatzer0 »

The problem about a Chinese city would be finding suitable Asian urban structures (besides the 2142 highrises), as the T Buildings, house of pains, Gulf of Oman Hotel etc. don't fit at all.

There is nothing wrong with having the PLA defend a Middle Eastern City to change something from MEC (To secure oil assets, or as an allied country) Chinese desert skins are pretty underused too IMO

Those 2142 buildings remind me of the skyline in Baku, on the Caspian Sea, also resembles Kuwait City or Doha

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CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: [MAP] South Iran (4km) [WIP]

Post by solidfire93 »

looks Fantastic...
keep it up :)
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: [MAP] South Iran (4km) [WIP]

Post by Frontliner »

I would like to see some MEC vs PLA action as this matchup doesn't exist as of yet and PLA has enough amphibious assets to make that happen as well.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: [MAP] South Iran (4km) [WIP]

Post by Jacksonez__ »

Frontliner wrote:I would like to see some MEC vs PLA action as this matchup doesn't exist as of yet and PLA has enough amphibious assets to make that happen as well.
Steel Viper will feature Mec VS. PLA. Not sure when/if that map makes it to PR, maybe in 1.4.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

looks Fantastic...
keep it up
Thanks Solidfire!
Those T-55 wrecks, ugh Rest looks good so far
You don't like my wrecks? I thought they looked pretty cool!
I think you should remove any wreckage and just use undestroyed cars etc. so it can simulate a real first time invasion.

Otherwise, if there will be destroyed tanks in the middle of a city, then the whole city should be quite ruined already.
All the car models in PR and BF2 are already destroyed and damaged. There are some damaged buildings in the map as well! I'll consider removing all the destruction at a later stage. The lack of destruction seemed to work well on Muttrah!
Last note, since the theme of this map orbits around modern infrastructure, trying to make an alsphalt that is more Light grey would be better. Our technology to make asphalt as evolved and most recent pavement are more Grey than brownish as we see in this map. ...
It is actually grey. All I have to do is change some light settings to make it plain grey. Didn't intend to add the orangey tinge!
TBH IMO, a better concept would be a USMC aphib assault on a Chinese city (with PLA defending), than yet another USMC amphib assault on a ME city which we already have quite a few of those maps now, (with Rabbit even working on a new one for his map pack) and ones similar to it, and the PLA are somewhat lacking in both of the above, as well as Asia having many high rise modern cities which aren't all that common in the ME other than Dubai etc.
Switch it around, make it a Japanese or Korean city with PLA attacking and USMC/USA defending
Although it wasn't my initial idea. I've grown fond of the idea of turning into an Asian based map! It looks really good with the Chinese textures. One question with the Chinese textures is about the specular brightness. It seems a lot brighter than the normal textures. Is that why Shija Valley is overcast?

Thanks to everyone for all the feed back!
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simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

Re: [MAP] South Iran (4km) [WIP]

Post by simeon5541 »

Why not put modern Germans in it ?
Also,I've seen lot of mods using stuff from BF2142,would it be a problem if PR would use some stuff too ?
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

simeon5541 wrote:Why not put modern Germans in it ?
Also,I've seen lot of mods using stuff from BF2142,would it be a problem if PR would use some stuff too ?
I am pretty sure the complexity of copyright come along when money is in the business.

As far as it goes, Project Reality is a non-profit based game and therefore I am almost certain we could play with copyrighted products.

Such as making a mod out of HaloCE models.

All this concept of 'copyright' is about defending your ideas in order to earn your life out of it. If u aint making money, it aint worth the fight in here.







The Turkish Moose,

If you intend to have 2 factions that are versatile in amphibious armors, maybe you could modify the environment of the city and add more river canal with bridges and everything so we could get a good blending mix of Naval/ Ground/ air Action! :D

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This image can illustrate a bit what the idea is.

I think it could really be interesting. Mordern cities have artificial (man-made) water rivers in their cities to make it more aesthetic, mixed with other natural canal, it could create a rich map!

Also, we all like to blow up bridge hehe

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Look, please don't be offended that I touched your map Haha, this is a quick sketch of what I was thinking :)
They grey bars between the water is bridges..

I realise I did not finish the water canal that is going up north on the map... Its an accident, its suppose to go all the way up :/ D:


You could make the map so the APC's have an easier path while using the water canal than using the road , And tactically place wreckages of cars on the pavements road to make it difficult, so the Armors would have the choice between rolling fast on asphalt but being obstructed by wreckage, or move a bit slower but easily manoeuvering throu the city in the water.

The asphalt road to access the down-town could also take longer time to access ( Only throu highway that is accessible from far away)
Last edited by W.Darwin on 2016-03-06 15:12, edited 4 times in total.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

I am pretty sure the complexity of copyright come along when money is in the business.

As far as it goes, Project Reality is a non-profit based game and therefore I am almost certain we could play with copyrighted products.

Such as making a mod out of HaloCE models.

All this concept of 'copyright' is about defending your ideas in order to earn your life out of it. If u aint making money, it aint worth the fight in here.
All the DEVs I've talked to so for have told me using the BF2142 assets is a no-go. Unless they want to change their mind within the next week, I'll have to remove them. If I can't find someone to help me model a few building (bear in mind, I'm only really using 3 buildings over and over again!)

Hey W.Darwin
I appreciate the time you took out to create that map! Thanks for the suggestions too!
Adding rivers to the main city area which is already well formed would be a huge pain. I can start to add more canals if that's what everyone would recommend. The one specifically I'm talking about is the big river through the middle which could break up into some smaller ones!
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