[Map] Siberian Sunrise [scrapped]

Maps created by PR community members.
TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

[Map] Siberian Sunrise [scrapped]

Post by TheDarkOverlord »

Here's a little preview of one of the maps I've been working on, Siberian Sunrise. It's a 1024x4 map, Russia vs. PLA set on Sakhalin Island (Russia). The snow and ice textures where made by [R-DEV]Rhino.

Minimap:
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Blue starts as Russian, Red is PLA, grey is neutral.

The 16 player version is focused around the village (Church -> store -> farm).
The 32 player version is focused around the railyard (Train storage -> south warehouse -> north warehouse -> office)
The 64 player version uses the whole map (PLA forward operation base -> North Bridge -> South Bridge and Observation post -> Mine and possibily Village -> Armament storage facility and possibly Village -> Railyard) (Not sure where to put village in the AAS order)

The 16 and 32 player version is infantry only, the 64 player version has an asymetric vehicle layout. The PLA have 2 tanks and 2 apcs, along with a scout heli, support jeep and some jeeps. The Russians have some non-respawning vehicles at the observation post and at the armament storage facility. Also, there are some respawning APCs, BRDM-2s and AT BRDM-2s at the Railyard, 2 Hinds on a long delayed spawn timer and a tank and 2 APCs on a delayed wave spawn (max 2 tanks and 4 APCs). Vehicle layout may need some work though.
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TheDarkOverlord
Posts: 134
Joined: 2006-05-07 13:19

Post by TheDarkOverlord »

Some screenshots (lightmap quality is low):
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Looks Epic!

For the 64 player vehicle layout... seeing as how the PLA are on the assault shouldn't they have the advantage in vehicles as opposed to the Russians? Right now it sounds like the PLA have the initial advantage in terms of firepower, however the lack of flags they possess make it so that the Russians can surely hold out for a while before being capable of using their tanks and attack choppers. Which would certainly own the PLA's mere two tanks and APCs (Not to mention their scout chopper sucks dirt).
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Post by SGT.JOKER »

Looking very nice! :grin: and...is that snow? *faints*
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
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hall0
Posts: 1700
Joined: 2007-06-09 17:20

Post by hall0 »

Very good work :D
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-CON wrote:TheDarkOverlord;531163']The snow and ice textures where made by [R-DEV]Rhino.
Acutely I think they where made by RikiRude, but was a long time ago since they where made...
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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

Looks incredibly awesome! :)
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

excellent work!
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
Pride
Retired PR Developer
Posts: 1467
Joined: 2007-07-19 18:13

Post by Pride »

wow, cant wait :D
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

it looks excelent !!(except the par that is PLA vs rusia ) finaly a snow map :mrgreen:
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

very nice, but what is with those marks on the top of those trees? looks like the stuff that the basrah grass has :( other then that snow look GREAT keep it up !!
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Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

Nice!

Maybe we can have a winter map Russia vs Canada with these textures too!
TayloR016
Posts: 383
Joined: 2007-03-11 13:55

Post by TayloR016 »

That looks great!


If you hit me at 40 miles and hour theres an 80% chance i'll die, hit me at 30 miles an hour and theres an 80% chance ill live. Ricky Gervais: "Isn't that just incouraging gambling?"
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Post by Z-trooper »

very interresting layout and I really dig the overall style! could definitly turn in to one of my fav maps I think.
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"Without geometry, life is pointless"
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

HughJass wrote:very nice, but what is with those marks on the top of those trees? looks like the stuff that the basrah grass has :( other then that snow look GREAT keep it up !!
its a WIP so i guess that wont be there in the final version

i know what u mean, like what i get on Helmand with the plants
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
Doc_Frank
Posts: 246
Joined: 2007-03-12 21:13

Post by Doc_Frank »

A winter dawn map... *speechless*
"The torture never stops."
DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

'[R-CON wrote:TheDarkOverlord;531163']Here's a little preview of one of the maps I've been working on, Siberian Sunrise. It's a 1024x4 map, Russia vs. PLA set on Sakhalin Island (Russia). The snow and ice textures where made by [R-DEV]Rhino.

Minimap:
Image
Blue starts as Russian, Red is PLA, grey is neutral.

The 16 player version is focused around the village (Church -> store -> farm).
The 32 player version is focused around the railyard (Train storage -> south warehouse -> north warehouse -> office)
The 64 player version uses the whole map (PLA forward operation base -> North Bridge -> South Bridge and Observation post -> Mine and possibily Village -> Armament storage facility and possibly Village -> Railyard) (Not sure where to put village in the AAS order)

The 16 and 32 player version is infantry only, the 64 player version has an asymetric vehicle layout. The PLA have 2 tanks and 2 apcs, along with a scout heli, support jeep and some jeeps. The Russians have some non-respawning vehicles at the observation post and at the armament storage facility. Also, there are some respawning APCs, BRDM-2s and AT BRDM-2s at the Railyard, 2 Hinds on a long delayed spawn timer and a tank and 2 APCs on a delayed wave spawn (max 2 tanks and 4 APCs). Vehicle layout may need some work though.
victory!
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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

one thing that bothers me, from a Map and Playability POV, I think a road side bunker complex is quite odd.
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KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

That looks pretty cool! :D
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Superior Mind
Posts: 161
Joined: 2007-02-15 01:55

Post by Superior Mind »

It looks like it will come out nice. Only thing I suggest is using a different sky. Perhaps one with less/no clouds or just one big white cloud like the sky looks right before it snows.
Last edited by Superior Mind on 2007-12-15 03:39, edited 1 time in total.
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