[Map] Al Anbar Province [scrapped]

Maps created by PR community members.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

visone wrote:I understand what Ablack means and I know from talking to him about this before that POE2 has managed to inject that 'dirty war torn feel' into a number of there maps. Although to be perfectly honest with you I'm not sure how or what it is that completes it. Anyway here are some good examples Red Dawn and Pripyat is also anyway I hope that helps explain a little.

Ps I'm sorry for the POE2 links but they they do show what we mean and we all know PR is the best realism mod. :P
ye the POE2 team have done a real nice job on thous maps, biggest problem from doing it from a PR perspective is that to do it well you need to crate a bunch of new statics which takes quite abit of time.
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Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Post by Sadist_Cain »

Personally I preferred the map with the sidewalks :(

Anyhow tis still looking awesome and we're in desperate need for a bit of Urban :P (not forgetting fallujah)

Can't wait to go for a stroll about your town :P

I see Ablacks point with the War torn feel. I like the fact that there's a car dumped here and there and I understand the mappers point of view with lag coming from objects and such., Interested to see how it'll all turn out in the end.

Looking at those PoE screenies, no doubt if anyone has the time & knowhow that creating new statics and such to help create a bit more atmosphere like that would be well worth it :P

should be a pretty furious map :P I can see those road being a deathtrap
jayceon515 wrote:Thanks guys now I know what you're talking about :smile: I don't know exactly how it looked like but I'll definitely try to find out.

I'm choosing a different sky right now to make it feel unique. Was thinking about a night map with lots of static lights in the town but I'm not sure about the performance and the insurgents would be at huge disadvantage since they don't get NV.
If you had the right level of darkness and streetlights then it could be that it'd be better on the well lit streets with NVGs off but perhaps in some of the darker back alleys + houses and such NVGs would be a must.

That would encourage some different and interesting tactics between the two sides imo.

Night Urban would be something good that we havn't had before ;) If you're still pondering about it go for that as your next project :P
Last edited by Sadist_Cain on 2008-02-05 11:02, edited 1 time in total.
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jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

It looks better now without sidewalks especially with more overgrowth that give the map the right feel.

I've also decided not to make it nightmap (tried night skies from BF2 SF with appropriate lightning and I have to say that the Sharqi sky looks best) due to performance and balance issues + I really don't like Bi Ming as well as many other players (probably the least popular PR map that ever was).

And trust me I would love to make it as war torn as it gets but with current statics this is not possible beside that try reading the story line on the first page ;)
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Aweshens.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
paco
Posts: 218
Joined: 2007-04-02 18:46

Post by paco »

I think a street or two that cut through the grid diagonally would make movement more interesting. Think of how Broadway goes through Manhattan, but in a smaller scale. The little section of houses, that isn't aligned straight with the rest of the blocks, is already making it look so much better.

I really hope you finish this. Looks like fun.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Post by Z-trooper »

NickO wrote:So whats happening with this map? :O
A lot, and thats as true as it can be.
Update will be posted within a few days.
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"Without geometry, life is pointless"
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

need......it.........now
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Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Post by Z-trooper »

HughJass wrote:need......it.........now
you..... will..... have..... to..... wait.....
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"Without geometry, life is pointless"
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

Z-trooper wrote:you..... will..... have..... to..... wait.....
nevar................need.........now.............beta..........alpha..............any build..........NOW
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Cheeseman
Retired PR Developer
Posts: 1291
Joined: 2006-11-12 06:23

Post by Cheeseman »

[R-DEV]Rhino wrote:ye the POE2 team have done a real nice job on thous maps, biggest problem from doing it from a PR perspective is that to do it well you need to crate a bunch of new statics which takes quite abit of time.
I'm willing to model a few building statics. Just inform me of what's specifically needed and I'll model it.
Smuke
Posts: 877
Joined: 2007-09-25 16:21

Post by Smuke »

Nice well done,

The marine who took that town, will be proud of such a fine mapper
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In-Game Name: SmukeUK
Wild_Bill: Smuke, you are a true ninja!.
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

I've been busy recently with RL stuff but now I'm working on the map again. There are quite a few changes since last update. Next update is coming very soon.
[R-CON]Cheeseman wrote:I'm willing to model a few building statics. Just inform me of what's specifically needed and I'll model it.
Thanks for the offer. Right now I don't need anything specific but i could sure use your help in the future :)
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

A little update to keep this thread alive.
I've been working mostly on a realistic overall feel. Added intersections and made streets a bit more "dirty", added static fire to vehicle wrecks on the roads and added a few taller buildings (4 to be exact:lol :)
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I also made a little warehouse area just south of the town
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Had some problems with battle recorder so i can't post any ingame shots.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

nice work, glad you've used intersections :)

warehouse area looks alot like the industrie in basrah hehe.

what I wouldnt do how ever is use the tunnel enreance statics for gateways, espically in a wire fence, looks really, really out of place.
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jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Post by jayceon515 »

I borrowed the idea from 0.5 Basrah. Especially with the part with that little office static on the side of the warehouse but rest is very different. Interior is full of containers where the caches can be safely hidden.

I agree that tunnel entrances look odd but I had no idea how to make it look better using some sort of gate.
THE_BIG_ADDY
Posts: 53
Joined: 2007-03-03 12:56

Post by THE_BIG_ADDY »

omg :D want to play this map :D hope it will come in 0.8 !?! :D

i Love big City maps !!!
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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Nice! So you've decided to use the Al Basrah sky texture eh? Are you sure you not being disrepectful, I mean they are both similar maps? ;)

Hehe, just having a bit of fun ;) The new sky texture suits it, although the old one did look pretty good too. The city is really starting to take shape, good work, keep it up! :D
Last edited by Dr Rank on 2008-02-23 09:54, edited 1 time in total.
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Post by agentscar »

Looks really Nice Man,But where's the urban area of Al Anbar...I did a pretty descent map of Al Anbar myself...But This looks nicer visually,but wish you had the more city area...This is urban,but Anbar has some Fallujah type urban areas...
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

found this video online, check it out:

YouTube - Tank Graveyard. Song is Book of Days by Enya
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