yeah....one of the things id like to do is have the defence base bristling with emplaced MGs.... and just let the defenders pile lead out into the forest...to really keep the attackers heads down... alot of overlapping fire avenues so that each part is covered be 2 or more MGs is what I'd like to aim for...Psykogundam wrote: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.
Siege at Ochamachira [WIP]
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IronTaxi
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Re: [Map] Siege at Ochamachira
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Rudd
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G.Drew
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Re: [Map] Siege at Ochamachira
Arty wise = Militia: Heavy arty, or possibly mortars
British: JDAM? or possibly heavy arty (like off shore fire perhaps?)
Also will the militia get tanks? because if it is a forest map with no hills overlooking the base i think it would play our good, the British will have plenty to defend with (Mines, H-AT, etc). I could see giving the British jeeps mounted with TOWs tho.
British: JDAM? or possibly heavy arty (like off shore fire perhaps?)
Also will the militia get tanks? because if it is a forest map with no hills overlooking the base i think it would play our good, the British will have plenty to defend with (Mines, H-AT, etc). I could see giving the British jeeps mounted with TOWs tho.


[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....
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Rudd
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Re: [Map] Siege at Ochamachira
It would have to me the MILAN to be realistic iirc, don't think thats modelled at all
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IronTaxi
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Re: [Map] Siege at Ochamachira
not yet but good that you guys are thinking ahead...Dr2B Rudd wrote:have you had a think about what area attack(s) will be available?
I could see the defenders having some sort of arty like the jdam on a long respawn.. althoug i dont think it would be too effective in the forests where the enemy would be spread out...
the militia could have alot of fun with mobile mortars if we get them.. would be nice to be able to soften an attack route before the rush...
we will have to wait and see when we get to gameplay...
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Rudd
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Re: [Map] Siege at Ochamachira
oooo, are you guys thinking about having mortars on the map rather than offmap support?[R-DEV]IronTaxi wrote:
...mobile mortars if we get them.. ...
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Psyko
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Re: [Map] Siege at Ochamachira
moving away from mortars that i think havnt even been designed yet...have you considered air assets? not talking about transport. im talking just somthing to pound the living daylights out of infantry.
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IronTaxi
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Re: [Map] Siege at Ochamachira
Psykogundam wrote:moving away from mortars that i think havnt even been designed yet...
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AFsoccer
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Re: [Map] Siege at Ochamachira
Thanks for the Dev Journal update IronTaxi! It's cool to see how the map process starts.
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IronTaxi
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Re: [Map] Siege at Ochamachira
ive gotten a good ways along on designing the base but unfortunately i bought a copy of sid miers colonizations... so ill be on that for a few days at least..
hehe... always a mapper... but forever a gamer
hehe... always a mapper... but forever a gamer
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IronTaxi
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Re: [Map] Siege at Ochamachira
SO....ive delved into the base quite a bit at this point...
My objective is 3 fold..
1. A heavily industrialized space with lots of obstacles
2. A unique space that doesn't look like anything we have seen thus far
3. Give the Militia a wide variety of attack avenue while still allowing the brits to defend with some strength
So how to make a unique space out of stuff that people have seen a bazillion times?
well lets find out!
The first thing I like to do is think about the vertical levels in the combat area...
You don't want players looking only in 2d preferably you would like them to have to look in 3d.. In this map the area is quite flat.. so pulling this off will be quite a feat.. but there are a few things I can do to create levels.. and more so there are alot of things I can do obstruct views and create firing areas... or create fighitng avenues etc..
although not fully developed this area has alot of things already to make it a nice area to fight in...

So... we have a bunch of warehouses which is typical.. the pipe system in the middle will be the key to this space.. All of the purplish areas are walls and obstructions used for both cover and to control flow of players..
The red trench in the middle adds a very useful level mid way across the opening ..it allows players to flow up and down it with some cover as well providing a break for players running across...not to mention the middle makes a great bootleneck for machine gunners like me to cover and mow people down..
the yellow areas on the right provide a vertical level of fire BUT i've chosen to break the lines of fire close to the windows by using the green highlighted coverings..they make the windows less useful..which is what i want as they can be a really powerful position if anyone remembers good station map...
in addition we have the all purpose bf2 port crane highlighted in blue which can be a great fire point or recon point..I think this is a well controlled space and should provide some fun tactical action...not done yet but well layed out..
My objective is 3 fold..
1. A heavily industrialized space with lots of obstacles
2. A unique space that doesn't look like anything we have seen thus far
3. Give the Militia a wide variety of attack avenue while still allowing the brits to defend with some strength
So how to make a unique space out of stuff that people have seen a bazillion times?
well lets find out!
The first thing I like to do is think about the vertical levels in the combat area...
You don't want players looking only in 2d preferably you would like them to have to look in 3d.. In this map the area is quite flat.. so pulling this off will be quite a feat.. but there are a few things I can do to create levels.. and more so there are alot of things I can do obstruct views and create firing areas... or create fighitng avenues etc..
although not fully developed this area has alot of things already to make it a nice area to fight in...

So... we have a bunch of warehouses which is typical.. the pipe system in the middle will be the key to this space.. All of the purplish areas are walls and obstructions used for both cover and to control flow of players..
The red trench in the middle adds a very useful level mid way across the opening ..it allows players to flow up and down it with some cover as well providing a break for players running across...not to mention the middle makes a great bootleneck for machine gunners like me to cover and mow people down..
the yellow areas on the right provide a vertical level of fire BUT i've chosen to break the lines of fire close to the windows by using the green highlighted coverings..they make the windows less useful..which is what i want as they can be a really powerful position if anyone remembers good station map...
in addition we have the all purpose bf2 port crane highlighted in blue which can be a great fire point or recon point..I think this is a well controlled space and should provide some fun tactical action...not done yet but well layed out..
Last edited by IronTaxi on 2008-10-04 02:21, edited 2 times in total.
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Rangu
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Re: [Map] Siege at Ochamachira
Delicious, IronTaxi. Delicious.
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
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G.Drew
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Re: [Map] Siege at Ochamachira
very nice, i like what im seeing 


[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....
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Desertfox
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Re: [Map] Siege at Ochamachira
Any chance of you updating your first post so people don't have to go through the pages looking for updates?

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IronTaxi
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Re: [Map] Siege at Ochamachira
never noticed it was a problem...hehe...
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HughJass
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Re: [Map] Siege at Ochamachira
I strongy advice using that new (at least to me) industry object in the xpack. its got sweet interiors
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IronTaxi
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Re: [Map] Siege at Ochamachira
yeah might be an idea to have a poke around in expansions..HughJass wrote:I strongy advice using that new (at least to me) industry object in the xpack. its got sweet interiors
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HunterMed
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Re: [Map] Siege at Ochamachira
ha great!Hyperion wrote:Someone heard about the Sanya Naval Base in China?
This sounds/looks really interesting if haven't already made your decision.
I think I mentioned this base in a other thread also... just without name only Hainan.
I was there actually - not the base of course but on Hainan
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IronTaxi
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Re: [Map] Siege at Ochamachira
SO....continuing right along..
the port has been laid out more or less and I have added some long peers out into the main bay.. I could actually see one on the original image.. 2 looked even nicer...
the peers can be seen here...
they are made up of damn pieces set down so that you should be able to boat through the opening underneath.. functionally i guess we could say the opening reduce wave pressure against the peer...

then we have the port.. i decided early on to use the port cranes to add height to the scene.. they will be accesible and I think I've made them fit pretty well..
I had some fun with the port layout.. made it tight and messy .. tried to avoid too many straight lines and create more chaos which i think adds to atmosphere...
also created a tiny island off the leg of the one dock crane which should be a cool holdout.. ill put a small shack or something on there as well as some various garbage..

notice all the accesses from the port.. if the militia are brave enough to boat in the center of the port they should be rewarded with easy access.. of course it will be a major kill zone as well...hehe
ttfn
the port has been laid out more or less and I have added some long peers out into the main bay.. I could actually see one on the original image.. 2 looked even nicer...
the peers can be seen here...
they are made up of damn pieces set down so that you should be able to boat through the opening underneath.. functionally i guess we could say the opening reduce wave pressure against the peer...

then we have the port.. i decided early on to use the port cranes to add height to the scene.. they will be accesible and I think I've made them fit pretty well..
I had some fun with the port layout.. made it tight and messy .. tried to avoid too many straight lines and create more chaos which i think adds to atmosphere...
also created a tiny island off the leg of the one dock crane which should be a cool holdout.. ill put a small shack or something on there as well as some various garbage..

notice all the accesses from the port.. if the militia are brave enough to boat in the center of the port they should be rewarded with easy access.. of course it will be a major kill zone as well...hehe
ttfn






