Siege at Ochamachira [WIP]

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IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

OK....so ive chosen map 2 and decided to establish the map area...

using approximate landmarks I establish an actual bf2 scale sized piece of map that I will use for my map... chopping it square at approximately 2km sq.

which is what we see here..

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then I determine all the key areas and points of interest and mark them on the map or generally review the whole area in my head...

which is what you can see here...

yellow = rivers
pink = railroads
light blue = roads
bright blue = interesting peers...

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my goal will be to incorporate all these features into the space of the map....asssuming that maps are not actually theses little self contained worlds but in fact part of larger functional spaces...

after applying the terrain image in bf2... I raise and lower the terrain to establish the basic terrain layout...

(TBC)
Last edited by IronTaxi on 2008-10-04 02:20, edited 1 time in total.
IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

which you can see here...
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Rudd
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Re: [Map] Siege at Ochamachira

Post by Rudd »

do you envisage the railway being important in the map? If so, it would be nice if it could be included in a way that was more than an excuse for a command point, e.g. the British holding the railway prevents certain militia assets spawning as they can't bring heavy assets from their base offmap or something.
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IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

Dr2B Rudd wrote:do you envisage the railway being important in the map? If so, it would be nice if it could be included in a way that was more than an excuse for a command point, e.g. the British holding the railway prevents certain militia assets spawning as they can't bring heavy assets from their base offmap or something.
i dont think the railway will be that important functionally...but will serve as one of several natural paths to the central base in the middle..

what I will attempt to create is a map where one faction will feel completely surrounded by the other faction at all times.. and their primary thoughts will be of holding their base rather than seeking out the "enemy" in the forest...

ideally, id like to be able to split the primary base into a bunch of fairly large cps that envelope most of the base.. the attacking team would take over and clear parts of the base..similar to 7 gates but on a much grander scale...

but...all theory at the moment.. may or may not be workable...

Im thinking to give the militia fixed spawns at each of the land based angles of approach.. and letting them decide which side to attack from... the entrenched faction would have to get all their base structures down and get ready...not knowing which side the attack will come from...they would naturally have to initially split their forces.. until the commader made contact and was able to direct his/her forces to the defnece in the proper sector...

basically a commanders map...




:)
TF6049
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Re: [Map] Siege at Ochamachira

Post by TF6049 »

Candidate 4. Put in a cobra or a harrier as well.
"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"

A funny typo by Sgt. Smeg
dagoober
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Re: [Map] Siege at Ochamachira

Post by dagoober »

numbah 3
AI CAWN SPEWL REAWL GEWD
Bringerof_D
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Re: [Map] Siege at Ochamachira

Post by Bringerof_D »

candidate 4
Bringerof_D
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Re: [Map] Siege at Ochamachira

Post by Bringerof_D »

i suggest 2 british fixed spawns at the end of the 2 piers marked out on the map, and temporary spawns further within for complex at the begining. this way it would seem as though the british are bringing in troops via the sea, and if somehow the pier flag is taken by the militia, it becomes a single militia spawn point on one of the 2 piers.
Desertfox
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Re: [Map] Siege at Ochamachira

Post by Desertfox »

I personally like #5
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Spaz
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Re: [Map] Siege at Ochamachira

Post by Spaz »

[R-CON]Desertfox wrote:I personally like #5
...
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Scot
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Re: [Map] Siege at Ochamachira

Post by Scot »

I personally don't care, as long as it's made well, and seeing as it's made by you, then this looks epic.
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hiberNative
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Re: [Map] Siege at Ochamachira

Post by hiberNative »

this thread needed a poll.
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Hitman.2.5
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Re: [Map] Siege at Ochamachira

Post by Hitman.2.5 »

Idea 3 FTW but thats just coz i like jetz nd choppaz, na i like the idea of map 3 because hills of hamyong was taken away and the US need an assault map.
Derpist
IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

Bringerof_D wrote:i suggest 2 british fixed spawns at the end of the 2 piers marked out on the map, and temporary spawns further within for complex at the begining. this way it would seem as though the british are bringing in troops via the sea, and if somehow the pier flag is taken by the militia, it becomes a single militia spawn point on one of the 2 piers.
not a bad idea... I was thinking of giving the brits a fixed spawn on a cargo ship that they could launch only boats from in the event that they lose all the base spawns... ie.. the ability to do a counter attack...and the ends of the piers could make a good natural transition... only thing would be the pier spawn camping...but that could be worked around.... hmm...
Desertfox
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Re: [Map] Siege at Ochamachira

Post by Desertfox »

Spaz wrote:...
Oh come on I thought it was good :-P

Map looks like its gonna be alot of fun.
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KarateDoug
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Re: [Map] Siege at Ochamachira

Post by KarateDoug »

I would vote for #2 and 3#, but more for #3.
I cant wait to see if these come alive.
Z-trooper
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Re: [Map] Siege at Ochamachira

Post by Z-trooper »

The taximan is back :)
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"Without geometry, life is pointless"
AgentMongoose
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Re: [Map] Siege at Ochamachira

Post by AgentMongoose »

seems like a great idea and can result in some truly epic fights- could be great CnC map too.

use the Brit cargo ship as a main and have a the Opfor main where the river crosses under the rails on the northern(?) part of the map.
Psyko
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Re: [Map] Siege at Ochamachira

Post by Psyko »

candidate three looks for some amasing urban combat. the militia have yet to get their forces onto an urban map.
Psyko
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Re: [Map] Siege at Ochamachira

Post by Psyko »

Do you think you'll give the militia the advantage against NATO? Maybe some interesting selctions of vehicles and mounted guns. If i was considering making a defence map, mounted MGs would defenitly be one of the things i would consider. If they were spread throughout the defence locations pointing down specific pathways, it would keep people behind cover bigtime.

I like where your going with this map. Your maps have always been thrilling.
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