[Map]Kunar Strike!

Maps created by PR community members.
WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

[Map]Kunar Strike!

Post by WhatTheHell »

So I just made this account cuz I been working on this map for the last 10 hours

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It's only 1 kilometers,
The map has alot of Environment Variety,
From Large plain, Steep mountain, Warm forest, Cold Mountain Peak, And Dense urban Village (Coming Soon)

INSURGENCY, Taliban Vs Canada or USarmy


The map is based on Kunar Province, Area of Korengal valley operation Red wings

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As you can see the geography is pretty steep with mountain formation, In this region the height of the terrain rise drastically and not farther from these picture are already desertic landscape with snow..

I know the addition of a Snowy mountain top is not super realistic since there is green vegetation at the bottom of it. But its for diversity and better game experience!



Everything will be incorporated for infantry gameplay

The only asset for Blufor will be

1 stricker
1 crow hummve
3 up-armored hummve
6 transport hummvee
2 logi trucks

Opfor will be

8 .50 techie
4 ammo techie
1 little bird (unique feature!)

The main focus will be to provide intense firefight supported by .50 fire power, nothing else
Alot of Supply tech to bring ammo right on the battle field!



This map will be good for all kinds of Gun fights, Either Long range, Mid range, Or close combat


An other scenario would be to make the Game Layer as AAS and play it before Korengal Valley :D
Since this map starts at the bottom of the mountain for Blufor, It would be as if the Military was making its first offence in the valley, And if the Taliban win, Next map would be Kokan instead, The military being pushed back in the fields. hehe, idk..



Here is the Compressed File, Give it a Look...



File --> http://www.filedropper.com/kunarprovince-copie

Also.. The map is a bit of a mess I cannot open it in-game it crashes straight when I try to start the server...
And I would need a Modeler to make a Water Stream going down the river canal that flows out of the mountain.
Maybe new bridge too.. And rural stair (3 steps and 5 steps variant) for Inside the villages.. Thanks :D
Last edited by WhatTheHell on 2016-04-06 08:04, edited 6 times in total.
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: [Map]Kunar Strike!

Post by LiamNL »

Is the first picture the entire map? Because it looks quite cramped, get the feeling that if the blufor base is at the bottom then they would have a problem of being shot at from the peaks. Is there any way to Maneuver for the blufor team like a little bird? Because there seems to be a distinct lack of roads, and it seems that 2/5 of the map seems unplayable due to the extreme heights.

If you'd ask me I'd say that the map looks a bit too cramped, you only have 1km by 1km but half the map is unplayable to blufor due to the terrain whilst the Insurgents get a littlebird to move around. Might be interesting the whole mountain conflict but I think you should make it with a larger map because of all the space lost to the mountains.
WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

LiamNL wrote:Is the first picture the entire map? Because it looks quite cramped, get the feeling that if the blufor base is at the bottom then they would have a problem of being shot at from the peaks. Is there any way to Maneuver for the blufor team like a little bird? Because there seems to be a distinct lack of roads, and it seems that 2/5 of the map seems unplayable due to the extreme heights.

If you'd ask me I'd say that the map looks a bit too cramped, you only have 1km by 1km but half the map is unplayable to blufor due to the terrain whilst the Insurgents get a littlebird to move around. Might be interesting the whole mountain conflict but I think you should make it with a larger map because of all the space lost to the mountains.


Ah! Thanks for the concern, but everything was calculated, I drawn the futur road system of the map in PAINT, for you and other people that might Wonder about those tricky details

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The other picture are the Highest point the OPFOR can reach WITH the little bird, to peek Inside the BLUFOR main

:)







Here is a picture of the area, I think it looks quite refreshed

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Keep in mind that everything is still prompt to change!






And just in case you wonder, I drawn in blue the urban zone (And bridges)

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This is just a 1x1 map, If anything The BLUFOR can walk to the enemy caches...

Most of the action will happen in the city (2 large villages)



About the bridges, if any mapper get interested, they would need to be in arch

Probably stone bridge AfghanNorth style with a large arch would do the job, a 10 and a 20 meters
Last edited by WhatTheHell on 2016-04-06 08:36, edited 4 times in total.
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: [Map]Kunar Strike!

Post by LiamNL »

Ah thanks for clearing some of that up, still think it's a bit hard on transportation as there seem to still be a lot of natural barriers stopping infantry from walking to the cache.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map]Kunar Strike!

Post by Rabbit »

A 1km needs to be REALLY good to be considered in PR, and frankly it looks like you took what makes korengal bad and made it worse. Really sharp rough terrain that is bad for player movement, unrealistic terrain/terrain that will be awful for gameplay, incredible linear non progressive gameplay, the list goes on.

If you are serious about this area I suggest you look at a more professional tool for terrain design. Geocontrol for fictional yet still great terrain or real terrain data.
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AfSoccer "I just don't see the natural talent."
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WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

This conclusion comes from your pictures observation or the Level file I sent above?
MaxTheSilva96
Posts: 54
Joined: 2015-11-13 00:05

Re: [Map]Kunar Strike!

Post by MaxTheSilva96 »

This map reminds me of the Sianchen War between India and Pakistan, that took place mostly on the top of a giant glacier, much like like the mountains in your map.

But I agree with Rabbit, those maps full of mountains are a pain, really hard to make one that works.
WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

I'll upload what I just did, get a look at the map in BF editor then you'll give me ur opinion :)

So far, the manoeuverability of Infantry AND motorized is quite smooth
For sure the possible paths are diminuished in mountains but this apply to real life scenario too


I have a question although.

Well, how can I play it? I'm too dumm for teh turoatirl



Sianchen War!
That's some crazy stuff!
Nice tube man

That extreme winter military suit looks epic!




Lets get some Skis in my map, they will work like motorcycle but with higher restriction when falling left or right haha
Last edited by WhatTheHell on 2016-04-06 21:34, edited 5 times in total.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map]Kunar Strike!

Post by Rabbit »

WhatTheHell wrote:This conclusion comes from your pictures observation or the Level file I sent above?
From the pictures.
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AfSoccer "I just don't see the natural talent."
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WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

Alright i'll upload a newer version of it tonight, right now the map is processing lightmapping.

you'll see the map is quite smooth

Keep in mind 10% of the job is done only..
The map geography is still sketchy and alot of retouching will be done


Now I want to make a Sianchen map and recreate this war between Indian and Paki's!
I'm like 100% sure its possible to make Ski's

You create them with a De-Spawn timer, so when you arrive at the bottom of the mountain you will have a pair back at the base when you return back on the top
Last edited by WhatTheHell on 2016-04-06 21:43, edited 1 time in total.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map]Kunar Strike!

Post by Rabbit »

WhatTheHell wrote:Alright i'll upload a newer version of it tonight, right now the map is processing lightmapping.

you'll see the map is quite smooth

Keep in mind 10% of the job is done only..
The map geography is still sketchy and alot of retouching will be done


Now I want to make a Sianchen map and recreate this war between Indian and Paki's!
I'm like 100% sure its possible to make Ski's

You create them with a De-Spawn timer, so when you arrive at the bottom of the mountain you will have a pair back at the base when you return back on the top
Trust me its not 10% its a lot lower than that. Here is an afghan map I was playing with for a couple weeks, this is what I would call 10% Image

Realistic looking terrain is fairly achievable in PR and can actually help gameplay. I've been around long enough to see a lot of maps rise and fall and the current state of the terrain looks like a nightmare for gameplay and for the engine to render.
Last edited by Rabbit on 2016-04-13 01:44, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

This look alot like an insurgency map, nice work, cool look with the computer generated terrain


I think i'll stretch the flat terrain going up the hill and slice it in sevral Platform and make a giant crop field out of it, The mountain will also Take a retouch there will be an urban zone all along the cliff border

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map]Kunar Strike!

Post by Zeno »

What the hell is that in the top left corner?? :D :D :D

also, for the love of everything holy, set your rocktextures LowDetailType to 2 and planemap to 1
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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.
WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

I just did that but nothing changed... What is supposed to happen?

Oh and top left corner?
Naaah, nothin, just some experiment :roll:
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map]Kunar Strike!

Post by Zeno »

first set lowdetailtexture then and press generate
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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.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map]Kunar Strike!

Post by Rabbit »

[R-CON]Zeno wrote:first set lowdetailtexture then and press generate
FH2 mapping tutorials - Texture system in bf2/bf2editor
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AfSoccer "I just don't see the natural talent."
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WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

WOaahh WOOW man this is magic


I tried to follow these written document unsuccessfully, Too dumb, can't even start my map in PR even after compressed it into Client & Server.
Last edited by WhatTheHell on 2016-04-07 01:02, edited 1 time in total.
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: [Map]Kunar Strike!

Post by Airsoft »

What would make this map better is if it had custom rocks.
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WhatTheHell
Posts: 58
Joined: 2016-04-06 03:51

Re: [Map]Kunar Strike!

Post by WhatTheHell »

Would there be a way to export the terrain into a 3d editor program?

This way it would be possible to model rocks exactly fitting the map
Last edited by WhatTheHell on 2016-04-07 13:41, edited 2 times in total.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Map]Kunar Strike!

Post by Mineral »

I suggest something more similar to what Rabbit did. Make the map 2k/4k, make the outside area boring, in-DOD mountains and focus the map on the inner side. It will look a lot better that way. Then again you will have to deal with terrain morphing even more, which you already should know as a PR player. Such mountains as you show them here are simply not achievable in this engine. Not just morphing but also texture stretching, player interaction such as walking, vehicles, ...

Remember that PR is about freedom. Locking the player into narrow area's because of unclimable hills, canyons,... and all that just makes for bad PR gameplay. One of the issues some areas of korengal have and make it unpopular.
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