Mapper Needs Direction

General discussion of the Project Reality: BF2 modification.

Which would you like to see me make first?

1. Jungle Map
7
24%
2. Anti-Tank Fortifications
10
34%
3. Block Party
12
41%
 
Total votes: 29

NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Mapper Needs Direction

Post by NikovK »

Hello everyone. Although I am a rookie at mapping in the BF2 editor, I still wish to contribute to the PRM by adding a map to our servers. At present, I have a few ideas and would like to hear what you think the best suggestion is.

1. A US/China map in hilly jungles crisscrossed by a stream and a road. The only vehicles featured would be RIBs and four-man trucks, limiting vehicular traffic and encouraging infantry combat in the jungles. The terrain will be rough, heavily wooded and possibly with a dense fog. Fixed defenses will include well-positioned machine guns, concealed and even sunken bunkers (I learned how to effectively hide a pillbox inside a terrain pit and mask it with vegetation) a cave system for Chinese forces (old Tribes 1 trick) and Nam-esque firebase for the Americans. The focus will be controling either the river or the road as a means of maneuver and controling the outlying jungles as both a means of ambushing the road or river and also to destroy enemy ambushes and secure more terrain. I should hope this is a very team-oriented map. For added thrill, this map may be made as a night mission, where careless gunfire gives away your squad's position.

2. A US/MEC map designed to simulate American armored forces assaulting extensive fixed fortifications in the desert akin to the opening of the first Gulf War. The Americans will have more tanks and APCs than the enemy but will be forced to cross a great distance of desert and then attack fixed enemy forces, capture sections of the trench line and deflect counterattacks until infantry can spawn. MEC weapons and positions will be blended into the terrain or under effective cover as much as possible, with "underground" bunkers to avoid tank fire. Teamwork will be absolutely critical, as an uncoordinated attacking team will be unable to bring their weight to bear all at once, and a defending team which doesn't stick to their guns may be easily supressed and overwhelmed. The "attack corridor" model will be used to simulate being part of a massed offensive without tactical flanks. This map will not be compatible with AAS.

3. A US/MEC battle for an individual city block, focusing on street fighting with limited vehicle support. As many enterable buildings will be used as I may find, and tall buildings will be connected by planks and walkways to create a multi-level battlefield, possibly to the extent of including tunnels below buildings. The focus will be to control the four street corners; however, emplaced machine guns will make attacking down the street a risky venture. Instead troops will be forced to take side alleys, tunnels and roof-monkey approaches to the CP's instead of barreling head-on. Most important will be the central buildings and the firing vantage points they offer against others CPs. Vehicle support will include heavy trucks. This map will not be compatible with AAS.

In addition, some good tutorials or guides to the details of mapping would be rather nice to be referred to.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

Image
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

Start out with simple desert maps, tank battles and such.
Image

Image
dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

I'd say make a massive tank battle map (max size) of just desert. BF2 already have towns and tight maps, I would like something wide open with the choice of 20 Abrams tanks, not 1.

It was my very first idea since its comparable easy to make despite its size, but that was before I found out that my computer spontanously reboot when trying anything above 512 :(
Dethleffs
Posts: 41
Joined: 2005-11-03 18:09

Post by Dethleffs »

yeah im going for the desert fortifications too.. And make the map look like a battlefield, instead of the fairyland tea corners the stock maps look like ;)

regards,

Deth
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

a armor battle, abit like Steel Thunder, that is what BF2 and your mod are missing :wink:
Image
JellyBelly
Posts: 1309
Joined: 2005-12-20 13:41

Post by JellyBelly »

I forget what it was called, but POE1 had a large desert map, focused around tank battles. Had the main bases in opposite corners, then a town in one corner with a field base in the adjacent corner. The town ruled.
You could find a nice small corner, then wait for an enemy tanker to fulishly bring his tank into the city. The it was a case of putting a rocket it his arse.

If you could recreate that map (differently, of course) I would die a happy man.
Image
[RGG] - Pte.Phillips - http://www.rggsquad.co.uk - Arma ftw
Really Gay Guy

America was a tad late into the First World War. They redeemed themself's and came in slightly sooner in the Second. Now they seem determined to start the Third.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

JellyBelly wrote:I forget what it was called, but POE1 had a large desert map, focused around tank battles. Had the main bases in opposite corners, then a town in one corner with a field base in the adjacent corner. The town ruled.
You could find a nice small corner, then wait for an enemy tanker to fulishly bring his tank into the city. The it was a case of putting a rocket it his arse.

If you could recreate that map (differently, of course) I would die a happy man.
i dont think i played that map dont ring any bells.... was so manny POE maps thou :lol:
Image
Tom#13
Posts: 477
Joined: 2005-05-22 13:32

Post by Tom#13 »

Please, Please, Please make #1. I love jungle combat. but it might be a bit hard for your first map. Someone more expirienced should definately make it. But u might prove me wrong and make a great jungle map, so its worth a go
Royal Green Jackets- Britains premier infantry regiment
http://www.army.mod.uk/royalgreenjackets/

Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.

Retreating?! Hell no, we're just attacking the other direction!
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Tom#13 wrote:Please, Please, Please make #1. I love jungle combat. but it might be a bit hard for your first map. Someone more expirienced should definately make it. But u might prove me wrong and make a great jungle map, so its worth a go
jungal maps are easy, i made 1 for my first map, well it was a forrist but still, same thing. Just that jungal maps noraml suck gamplay wise... Take BFv for exsample...
Image
Noetheinner
Posts: 370
Joined: 2005-10-30 18:51

Post by Noetheinner »

the mass has spoken I'd say open terrain desert map would be the way to go!
The Huey guy
Image
dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

Rhino wrote:jungal maps are easy, i made 1 for my first map, well it was a forrist but still, same thing. Just that jungal maps noraml suck gamplay wise... Take BFv for exsample...
Its not that they suck... Its just that one can question the use for them. I mean in BF desert maps play just as good as jungle maps but they are relativly easy to make, they are fast with less clutter (and thus you can extend viewrange) and they dont produce claustropobhia. The only real requirement is that they are so large you can see the enemy before you can engage them effectivly, which is the task of the trees/jungle in the covered maps. Basicly, a hill do the same task as a forrest.
ir0nside
Posts: 54
Joined: 2005-06-11 15:38

Post by ir0nside »

I hate to do this, but..

.. for the love of god, Rhino, is English your native tongue? If so, ouch.
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

JellyBelly wrote:I forget what it was called, but POE1 had a large desert map, focused around tank battles. Had the main bases in opposite corners, then a town in one corner with a field base in the adjacent corner. The town ruled.
You could find a nice small corner, then wait for an enemy tanker to fulishly bring his tank into the city. The it was a case of putting a rocket it his arse.

If you could recreate that map (differently, of course) I would die a happy man.
Darfur? Operation Saber?
Image

Image
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

Who else wants block party?
Image
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

Ok then, "Al RuQua" it is. It will consist of an uncapturable position surrounded by sand berms as the US vehicle spawn, several sand dunes leading out to the midfield, flat or very gently uphill sand to the first defensive berm which is high enough to cover the infantry positions from long-range direct fire, and then a steep "no retreat" scarp down from the berm, a slow slope to the MGs and trenches, then further highlands until you reach the TOW launchers, and a rocky knoll in the rear center of the line as the HQ position.

One question remains; should there be a small village in the midfield as a respawn point for infantry, with no stationary weapons facing the Iraqi line but a few weapons directed at the American advance?
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

Image
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

Oh, does anyone know if you can adjust the scaling on objects in ObjectEditor without having to create a new object? Stretching out small platforms to create roofs and such? I'm imagining not, but I'm still hopeful.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

Image
dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

NikovK wrote:Oh, does anyone know if you can adjust the scaling on objects in ObjectEditor without having to create a new object? Stretching out small platforms to create roofs and such? I'm imagining not, but I'm still hopeful.
I dont think you can scale objects in BF. I fail to see why you would need "roofs" though... All the buildings are just to place. The problem is finding them ;-)

Btw, be sure to visit http://bfeditor.gotfrag.com/forums/index.php
Lots of info about the editor... Reading on it will probably save you alot of headache when mapping. You will get a bad enough headache anyway...
Post Reply

Return to “PR:BF2 General Discussion”