[Map] Al-Basrah Oil Terminal [WIP]

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Maistros
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Joined: 2006-11-30 11:18

[Map] Al-Basrah Oil Terminal [WIP]

Post by Maistros »

EDIT:

Map is being used in tournament and we are selectively releasing certain intel to each team so that each team only has certain info about the map available to them. IE: MEC doesn't know where the carrier is.. US only has overheads of the platform, and no other general information.
Last edited by Maistros on 2007-03-28 11:47, edited 1 time in total.
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eggman
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Post by eggman »

nice :)

creative use of statics. could consider a US v Insurgents twilight / night map where the US has to take over the platform from Insurgents who have captured it. US would have very few tickets, but would have nvg, insurgents would have very limited access to nvg.
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

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duckhunt
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Post by duckhunt »

looks awsome mate. Are they all stock/pr statics? very well done.
Maistros
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Post by Maistros »

Most are, some aren't. The stairwell columns that support some of the platform are from Euroforces I think. The carrier is Iron Gator, but I'm experimenting with some things to make it look less Sh*tty in game.
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Raniak
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Joined: 2007-01-25 01:31

Post by Raniak »

This look awesome, must suck to fell in the water :p
But it's a little too open for sniper, a sniper could stand at his main flag and sniper the other team main flag !
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LiquidSnake
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Joined: 2006-12-17 01:41

Post by LiquidSnake »

I think that's one of the reasons why this map has been made :) .

This Mapp will be awesome. Imagine this Situation: U are USMC and hop in a Chopper. While the pilot flies along the ABOT you can see the terminal with a hole lot of insurgents on it firing at you! And you feel like the almighty leet seal which is goin to take the feckin ABOT back!
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Jenspm
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Post by Jenspm »

Looks grat man, Good Job!
matt.b
Retired PR Developer
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Post by matt.b »

heh nice, remember those fuel tanks with the crappy 'EP' logo explode so they might cause some intersections with the wreck models. & you can reskin the logo easily with a custom texture suffix & packaging with your map.
KP
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Post by KP »

That is teh seXX0r!

I can just imagine the firefights going down there. Hoping for a night map!
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

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Maistros
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Post by Maistros »

The way those ones explode is just the tank, and is the reason I built so many of them into the structure. I want the terminal to be as destructible as possible without taking the actual structure down out of the water.

With regards to snipers, there will be a LOT of cover to move up in. Additionally, there are a lot of different ways onto the terminal itself since it is the largest oil terminal in IRAQ. You guys should check out the link I gave at the top of the thread which has some other links to sites that have information about the real place, and a lot of reference pictures to the real location also.

If you fall in the water, you can swim to a ladder or a stairway.
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Sealights
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Joined: 2006-05-13 18:46

Post by Sealights »

fantastic work Maistros!!! this will become PR's Sea rigs. And for a night/twilight map those light post will look awesome.

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Last edited by Sealights on 2007-03-18 10:50, edited 1 time in total.
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Maxfragg
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Post by Maxfragg »

looks really great, could be great fun
El_Vikingo
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Post by El_Vikingo »

Night maps don't really work in my opinion.

/Turns up gamma...
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Maistros
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Post by Maistros »

/calls you a cheater

haha, just kidding.
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Leo
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Post by Leo »

'[R-PUB wrote:Maistros']http://realitymod.com/forum/showthread.php?t=12605

Some of you may remember my earlier suggestion in the suggestions forum about making a map of the ABOT in Iraq. Well, I have made progress on it myself and am near finishing the terminal.

I have thought about two options at this point for game modes.

First, in AAS it is a US defense map against insurgents.
- US starts with rally points on Terminal and control of terminal CPs.
- Insurgents start at mainland with boats and must assault the terminal and take it over.
- Once rally points on terminal are destroyed, the US team must assault the terminal and re-secure it.


The other option is that it become a night map, in which case the MEC forces hold the terminal first and a US Special Operations team must assault and secure it. In that case it would be that the MEC starts with rally points on terminal, and the US team must assault and capture it. Once captured, CPs can not be taken back by the MEC forces.
Ha, sounds like the console BF2 map, except the roles are switched around.
V3N0N_br
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Post by V3N0N_br »

I'm really amazingly surprised by the way you pulled this off.
Bloddy pitty that friend of mine couldn't find time to model stuff.... anyways, you made it look good with things that are already in game, good job.

Hope you'll finish Coronado naval base though.
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Maistros
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Post by Maistros »

Yeah, I plan to finish Coronado. It's a much more complex map seeing that I'm trying to make it close to real-world as possible. ABOT was a much more simple idea that I figured would be easier to finish. This map, Coronado, and my training map are the 3 I'm currently working on.

Also, I might add this is a Scale 4 (4km) map and for those of you who don't know what that means.. it is twice the size of the current Al-Basrah map.
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jerkzilla
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Joined: 2007-03-07 12:04

Post by jerkzilla »

Nice map, looks awesome...
The night time version will rock.
I'm wondering if it is possible to modify light sources during the game. As in turning the lights on or off, maybe even destroying the power source to put everything in the dark... permanently.
[T]Terranova7
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Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Nice. I prefer the MEC scenario. After all, how else are the MEC going to fuel their war of conquest. Though like someone else pointed out, the night map might not work too well, how about making it take place at dawn/dusk, where it's somewhat dark but still somewhat light (A nice sunset to go along too)
matt.b
Retired PR Developer
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Post by matt.b »

agree with viking's comment about changing your monitor's gamma preset on night maps, & i think the way to solve this is to have a fairly bright moonlight/twilight, & set the 'ambient fill' value (when doing lightmaps) to zero so you get some pitch black shadows contrasting easily visible lit areas.

also there's a container ship that PR has borrowed from USI that you could have moored along one side. & those euro forces oil cisterns to go on land maybe...

btw jerkzilla- destroyable dynamic lightsources aren't possible in bf2
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