[Map] Radio Moscow [scrapped]

Maps created by PR community members.
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cat
Posts: 260
Joined: 2005-10-31 20:38

[Map] Radio Moscow [scrapped]

Post by cat »

I would like to present my new map in this thread.

Image

Download:
http://www.tr-racing.de/pr_maps/rm/radio_moscow_beta1.rar


Readme file
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Radio Moscow
BETA v1
12/11/2008
created by cat ([email protected])
-----------------------------------




Info:
This is a map for Reality Mod. Playable on V08.
Any server admins feel free to play this map on any public server.
However modifying the map is not allowed.



Beta status:
This is a public beta. This means it is completely playable.
The only things missing are final lightmaps. This version is
intended for public testing of balance.

The map complies the PR Mapping Guidelines to the letter.




Installing:
Unpack the rar into your Battlefield2/mods/pr/levels folder.
(After unpacking, there should be a radio_moscow folder next to
the other map folders)



Detailed Info:


Back story:

The USMC moves in to destroy a radio outpost used by russian separatists for
subversive activities in the Caspian Sea region.

*All events and location are purely fictional*
*No political statement intended*


Gear:

USMC
2x Support Truck
2x Humvee M2

Militants
2x Support Truck
2x Technical
1x BRDM


USMC Base is not cappable. The area is protected from spawn attacking.
Militia Base Is cappable once the other flags are lost.

All spawn times follow the Mapping guidelines

Default Tickets is 300 for both teams.



everything below this line is obsolete
---------------------------------------------------------
[MAP]
Radio Moscow

Size: 1km

Milita vs PLA

Backstory:

Location:
Northwestern China, near the kazak border

The PLA moves in to crush a small separatist Militia who has been using this remote place for subversive infomration propaganda.

Equipment will likely be "light". This would include the usual support trucks and 2 HMG jeepss per side.


WTF Milita vs PLA?!

I would like to explain my "exotic" choice of opposing sides. Militia is a bit less present in the official maps and since I cant stand the british rifle sounds and the USA is present in many maps, I want to use the PLA. if anyone accuses my of this constelation being unrealistic I would advise you to look at a world map. China has a very long border with the former soviet states. So it is not that far out.


So far I have created a nice heightmap which I am going to present along with a few issues I would like to ask for help on:

Screenshots of the minimap and the INVERTED version of it
Image
Image
Image

AS you can see the normal minimap appears to be inverted. AS if it was photographed from below. I suspect that this may be the cause.

This was the process I used:

Create new map with 512X2, and default height 25
Load heightmap into editor
Since the map appeared a bit to flat I increased the terrain height (from default 163) to 300.
This stretched the map vertically giving a more steep landscape
When loading the map, the default camera position is below the ground


What exactly did I screw up here?
Last edited by cat on 2008-11-12 01:56, edited 3 times in total.
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [MAP] Radio Moscow

Post by Chuc »

Heh, nice choice of name :)

Good luck in the development~
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Personal Folio - http://www.studioash.net
Nosferatu
Retired PR Developer
Posts: 4998
Joined: 2008-06-12 10:44

Re: [MAP] Radio Moscow

Post by Nosferatu »

cat wrote: Location:
Northwestern China, near the kazak border
What border?
"In addition to his other Asiatic characteristics, the Russian have no regard for human life and is an all out son of *****, barbarian, and chronic drunk" - General Patton : A Soldier's Life

If violence isn't the answer, then you obviously need more violence.
nessuno
Posts: 15
Joined: 2008-10-05 14:45

Re: [MAP] Radio Moscow

Post by nessuno »

[R-DEV]Nosferatu wrote:What border?

I think he referring to the separatist region

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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP] Radio Moscow

Post by cat »

No I was actually referring to kazakstan. However it was not based on any real conflict. I was just looking for a logical area to put PLA vs the militia.
nessuno
Posts: 15
Joined: 2008-10-05 14:45

Re: [MAP] Radio Moscow

Post by nessuno »

cat wrote:No I was actually referring to kazakstan. However it was not based on any real conflict. I was just looking for a logical area to put PLA vs the militia.
indipendentist region versus PLA is a logical solution, PLA vs kazakstan isn't real
PRC_Heavy_Z
Retired PR Developer
Posts: 1088
Joined: 2007-02-25 22:56

Re: [MAP] Radio Moscow

Post by PRC_Heavy_Z »

Brits managing to wage a land war that pushes China to fight in the Qinling Mountain range (With Tanks and heavy Vehicles!)is unrealistic.

Bi-Ming, a map filled with pine trees that'd never survive China's climate is unrealistic.

The list goes on... Nessuno's right, China vs. Kazakstan isn't one bit realistic as China is one of Kazakstan's Main allies.

But then it's almost impossible to come up with a realistic solution to get the PLA involved with any armed faction at the moment unless It's:

PLA retaliating against Japan
Major boarder breach near Afghan/Pakistan Boarder
PLA reclaiming Taiwan
Coastal skirmishes

So I'd stop trying to come up with a logical explanation and just say it'd be an interesting match up. (speaking of which, so would US vs. GB.)

Good luck with the map.
Last edited by PRC_Heavy_Z on 2008-11-05 08:03, edited 1 time in total.
Shadow51585
Posts: 91
Joined: 2008-04-08 09:01

Re: [MAP] Radio Moscow

Post by Shadow51585 »

As another person that is trying to get the PLA into unique engagements not currently found within PR (China in the desert) I say this sounds great! PLA v Militia would be something new, and I'm looking forward to seeing your progress.

And... you lightmapped already? I'm seeing shadows on your map. I guess it's not a big deal though since the final lightmap would just go over this and the landscape shouldn't change too much.

Looking good! Like the name.

And Heavy has a point. Realisim in PR is not so much related to story and who would fight who, as it is to the style in which the sides fight.
Marmorkaka
Posts: 110
Joined: 2007-11-15 17:48

Re: [MAP] Radio Moscow

Post by Marmorkaka »

Looks nice, will it be so open? The chineese scoped rifles will have a advantage in such open terrain.
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Todays gratitude buys tomorrows happines.
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP] Radio Moscow

Post by cat »

The map will not exactly be desert. I want it to be slightly temperate with some barren mountainous look. because the camo on the uniform should make sense. The map will have dense trees. Around the lower areas. The hilltops I want to be mostly whitte with some rocks and dead trees.
I always use lightmaps eearly on because I can see how it is going to look. The intention is to preserve most of the jagged hill climbing. However there will be smaller roads leading around (for the trucks)


This is the minimap with the basic layout for the CPs. However this is not final in terms of the lanscape. i am currently planning the look and the placement of the important structures and the roads leading to it. Also the colors are changed a bit (which I am going to reimport and use as help to paint the terrain color.

The flag setup I have planned is

PLA (not cappable)------>Peak & Sawmill-------->Rebel Base (capable)
The circles are indicators of the combat area. (200m/100m)


The chinese spawn will be just a road leading into the map (not unlike mestia). It will be spawn protected from militia getting in.
The Peak will be some bunkers on the ridge.
The sawmill is located far lower (which is not very visible on the minimap). It will be ecnlosed by dense forest.
The Rebel base will contain the radio station with some forms of housing. Since it is cppable´, the spawns will be located in the forest outside. This is to follow the deisgn guidelines for PR.
Also planned are some smaller details like the odd hut along the roads. And perhaps a temple.

Image
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [MAP] Radio Moscow

Post by J.F.Leusch69 »

i think the community should made maps for the community fractions, cos they all lack on good maps! (..yeah not all but some!)

so change PLA vs milita to PLA vs. russia or something like that!

but first get the map to a piont where you can think about who will fight!!
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [MAP] Radio Moscow

Post by Scot »

Jagshamesh! My name a Borat! I like you! I like porno!! Remember what you do inside a voting booth is secret, I like to make a hand relief ;) ;) Niiiice!!!

Lolz, epic, can we include a Borat kit :lol:

But looking good so far, and I'm well up for PLA v Militia :D
Image
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [MAP] Radio Moscow

Post by Priby »

[R-COM]TheScot666 wrote: Lolz, epic, can we include a Borat kit :lol:
Who wants to make the camo-texture?
Image


Map looks good so far.
Like the terrain. Did you use real references?
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP] Radio Moscow

Post by cat »

i think the community should made maps for the community fractions, cos they all lack on good maps! (..yeah not all but some!)

so change PLA vs milita to PLA vs. russia or something like that!

but first get the map to a piont where you can think about who will fight!!
I am not opposed to community factions however the current goal is to make a map for stock PR. Yes having a russian faction would make sense. I wonder why there is none in PR.
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [MAP] Radio Moscow

Post by Priby »

Not sure if this was ironic, but
Russian Forces Mod - Project Reality Forums
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cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP] Radio Moscow

Post by cat »

New update

I have added the major buildings for the Sawmill and decorated a bit. Also I have blocked out the outline for the Rebel Base. The height difference bewteen the two areas is approx 50-80m. The will be smaller trails leading down the slopes.

Now with 2 of 3 main CPs blocked out, left to do is the Peak area and the chinese spawn. (The CPs on the screenshots are by no mean finshed.) After the peak is designed, The next task will be creating the major roads connecting the map. Also there will be dense forest in the lower areas.
Image
bigpimp83
Posts: 180
Joined: 2008-05-03 02:11

Re: [MAP] Radio Moscow

Post by bigpimp83 »

do me a favor dont put a shit load of trees please.......
YOU CANT STOP ME!!!
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [MAP] Radio Moscow

Post by LtSoucy »

Place your buildings then do your trees. if you really want to make it look good place each tree by hand, will come out 10x's better then with overgrowth option.
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Reality Gaming - Making Games Reality
http://realitygamer.org/
cat
Posts: 260
Joined: 2005-10-31 20:38

Re: [MAP] Radio Moscow

Post by cat »

Are there differences in performance and especially shadow maps between using static objects or overgrowth?
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [MAP] Radio Moscow

Post by OkitaMakoto »

LtSoucy wrote:Place your buildings then do your trees. if you really want to make it look good place each tree by hand, will come out 10x's better then with overgrowth option.
From what I have heard/read, that will cause A LOT of strain on systems as opposed to doing it with overgrowth. Especially if its a tree heavy/dense map.

Use overgrowth for as much as you can, then do the areas that you need precision by hand



@cat
I dont think theres much difference in terms of shadows or anything, I think its more related to how the map/coding calls up the trees. It's either having to draw them all up individually, or as one sort of 'pattern' for lack of a better word. As overgrowth, theres the overgrowth file that says the dispersion, density, distance from a similar tree, etc.

Once again, not 100% certain, but that's how I have always heard them described and it seems logical to me that way as well ;)
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