[Map] Al Anbar Province [scrapped]

Maps created by PR community members.
Locked
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Post by Tannhauser »

This is a 1024x2 map (it means the town itself is bigger than Basrah but it still covers less than 15% of the whole map. This is what I'm aiming for:

Insurgents will spawn in the town at numerous locations trough out the whole town and US Army base is going to be somewhere around the green square. I still have no idea what type of base shall I do. It has to have at least 1 helipad, some tents and a place where the transport vehicles can spawn. Some community input would come in handy
That's a lil' too big o_o
I think mapper was aiming for a more Urban medium-sized map than a mega map like Al-basrah/Kashan ...
Bamboo
Posts: 986
Joined: 2006-04-23 11:47

Post by Bamboo »

Any new update on this map?
Lot of people in the Tactical Gamer Forum looking forward to this map.
Image
dremanu
Posts: 14
Joined: 2007-08-01 15:07

Post by dremanu »

Wow, it looks amazing!
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

jayceon515 wrote:I still have no idea what type of base shall I do. It has to have at least 1 helipad, some tents and a place where the transport vehicles can spawn. Some community input would come in handy :smile:
I would make it a US FOB (Forward Observation Base). For ref's use youtube/liveleak vids etc that show clips from US Bases/FOBs and take some ideas from there ;) Any questions, queries etc feel free to give me a shout, I'm currently in the process of making a 4km Iraq and a 4km Afghanistan map atm, so I might be able to help here and there.

Awesome start matey, keep it up! :D
Image
Image
Image
BabaGurGur
Posts: 197
Joined: 2007-12-07 14:18

Post by BabaGurGur »

This map better be in .8, or a patch for .7
cplgangster
there my sqaud of ambushers were in our palace and to see a mine in the entrance of palace so i say ill get rid it for SL i go up to it plant ied slip press right click and blew up.
smoke cleared and what is still there that god for saken mine[/quote]
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

A little update :smile:
I removed the sidewalks and put more objects on the streets for cover instead.
ImageImageImageImageImage
There is still quite some work left to be done but I'm slowly getting there.
As always feel free to express your constructive opinion :wink:
I'll try to post updates more often from now on.
~KILL~Pirate
Retired PR Developer
Posts: 610
Joined: 2008-01-04 18:35

Post by ~KILL~Pirate »

Map Looks Awesome Bro :thumbsup:
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

NickO wrote:Loving it so far :D

But I suggest that you dont make it like Ejod,Sunset city or basrah by having an urban town and then a shit load of open area outside.. It would be awesome with a solely urban map for once. With a few Humvees but mainly focusing on infantry combat rather than INS Vs Armour outside of the town.
I have to disappoint you on this one. It's going to work very similar to the maps you mentioned but the town itself is quite unique since it's made of low buildings only ;)
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Awesome looking so far.

I would add plenty of ladders so players can position themselves on the balconies of a lot of those buildings. Might also be interesting if some buildings had underground basements where caches can be hidden (and where Insurgents can hide).
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

yes a lot underground stuff, try and make things like big signs of already happening war, like large empty areas with signs of ied explosions. add A LOT OF garbage around, like cardboard boxes everywhere and those breakable glass statistics. Many ladders so we can get some rooftop to roof top firefights like we see in the videos. Other then that AMAZING MAP!! this will be the new al basrah.
Image
dremanu
Posts: 14
Joined: 2007-08-01 15:07

Post by dremanu »

It looks better with the sidewalks, don't remove them, they make your city look perfect, very realistic.
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

NickO wrote:Loving it so far :D

But I suggest that you dont make it like Ejod,Sunset city or basrah by having an urban town and then a shit load of open area outside.. It would be awesome with a solely urban map for once. With a few Humvees but mainly focusing on infantry combat rather than INS Vs Armour outside of the town.
Ins vs. Armor INSIDE the city = pure ecstasy.

do it. I am dieing for some good Urban Armor + Infantry teamwork.


and Please, dont make it like Basrah with a ton of open space.. such wasted area.
Image
Ablack77
Posts: 209
Joined: 2007-06-06 09:48

Post by Ablack77 »

I like it without the sidewalks, i think it looks more realistic, like a slightly under developed city/town)

I agree with Terranova about the ladders (lots of accessible rooftops) and having many different underground basement type area's (ie fools rd / 0.5 al basrah) with caches in them would be fantastic.

*One* non-respawnable apache would be ok (but IMO don't make it respawable, like you said)

IMO you should be careful with the amount of armour you put in there,
just to minimize the tank/apc sniping from long distances and making it just another ejod desert,
would be great to have it as a mostly infantry but with 'limited' armour and asset support.

Maybe even think about having the tanks and/or apc's as non-respawnables.

Someone else mentioned cardboard boxes, rubbish, etc and I'd love to see plenty of that in there (gives a gritty/realistic type feel)

Keep up the good work mate - it's looking great ;)

EDIT--> the mosque area looks a little 'abandoned' with the terrain around it as dirt,
maybe having a paved area around the mosque would be better?
You'd think if they went to all the trouble of building a nice mosque, they'd finish off the area with paving of some sort.

Also with regards to the open area's - would be nice to have quite a lot of those little compounds you were talking about to spice things up, even if they were quite spaced out.

And perhaps have part of one of the main roads blocked with abandoned cars with a wreck of some sort out it front, as if an attack occurred and everyone behind abandoned their cars and ran for their lives.

Just suggestions mate - take em or leave em ;)
Last edited by Ablack77 on 2008-01-24 01:28, edited 1 time in total.
Reason: add suggestions
There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

Once again this is supposed to represent a small town in the middle of nowhere so the sidewalks don't exactly fit there beside that I got very close to the number of statics used in Basrah without even getting close to being done. That's why I've decided to remove the sidewalks and make it feel more sandy/dusty then it was before.
Around 70% of buildings have roofwalls and accessable rooftops.
There is also lots of trash on the streets with all of those garbage bags and cardboard boxes to hide IEDs behind.
Also bare in mind that this is still WIP and painting ground textures + undergrowth is what I'm working on ATM.

I'm not exactly sure what do you mean with those underground basements in Basrah, don't know about Fool's road since I don't play that map.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

jayceon515 wrote:A little update :smile:
I removed the sidewalks and put more objects on the streets for cover instead.
ImageImageImageImageImage
There is still quite some work left to be done but I'm slowly getting there.
As always feel free to express your constructive opinion :wink:
I'll try to post updates more often from now on.
looking pretty good, but maybe abit too much like Al Basrah IMO, should try and give it as much of a diffrent feel as possible.

http://shrani.si/f/23/114/4GOZFOx8/04.jpg
in that pic, you are not using road "intersections", overlapping roads to make a join at a T juntion or X road is bad as the join dont look right to start with, and you will also get some gfx glitches with it. Intersections are placed just like statics and you join roads upto them.

http://shrani.si/f/8/4b/1amghjLp/05.jpg
your suburbs area is looking far too "cloned" for my liking, you can tell you have made 1 or 2 blocks and just cloned them all around for every block hehe. try and make each area as unique as possible even thou you are given a limited amount of statics, its still possible, just rotate, have diffrent statics around / on them etc :)

mosque area is looking interesting but not that realistic I dont think.

keep it up any how :)
Image
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

'[R-DEV wrote:Rhino;590271']looking pretty good, but maybe abit too much like Al Basrah IMO, should try and give it as much of a diffrent feel as possible.

http://shrani.si/f/23/114/4GOZFOx8/04.jpg
in that pic, you are not using road "intersections", overlapping roads to make a join at a T juntion or X road is bad as the join dont look right to start with, and you will also get some gfx glitches with it. Intersections are placed just like statics and you join roads upto them.
I'm fully aware of road intersections it's just that there isn't an appropriate intersection for this road template. I would really like to use it since it fits the ground texture. Is there any other way to do it?

And what exactly would you as an expert recommend me to do to change the overall feel? I've used lots of reference photos of Iraqi towns and thats's what I'm going for.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

can always make your map load a diffrent texture for them, aint too hard, in muttrah i have a diffrent road texture from the normal and the intersections use it too, thou I have also made many custom intersections for muttrah as its not built in blocks :p

How you give it a diffrent feel is upto you, lighting is the easist thing, but also static layout, whats on the streets etc is always good too.
Image
Ablack77
Posts: 209
Joined: 2007-06-06 09:48

Post by Ablack77 »

jayceon515 wrote:I'm not exactly sure what do you mean with those underground basements in Basrah, don't know about Fool's road since I don't play that map.
Umm sh*t!! very hard to explain where the underground area was on 0.5 al basrah
(was in the north west area of the city still on the same side of the road as mosque)
it was quite small and had an ammo cache in it that mainly insurgents would use.
(was below a timber plank building)

You really need to have a look at fools rd to know what i'm talking about there,
on the hilltop flag underneath the north building (which is enterable from the south east corner of the building)

And arrrhh how about a dawn/dusk type lighting style???
(harder to see but still have a decent view distance)
would certainly make your map different from al basrah
and be something totally different.
Last edited by Ablack77 on 2008-01-24 01:32, edited 1 time in total.
There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

It was 2 tin boathouses over 2 square building, the same ones in Ejod gardens and ruins, one with stairs under the south house, the other with a hole in roof under the north house. (heh, still have a pick of that cache, but without hud or surroundings)
another was in the village. It had a boat house above it and a ladder to a hole in the ground with crates to hid behind.
Image
Locked

Return to “Community Maps”