[Map] Kumzar (2km) [WIP]

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

[Map] Kumzar (2km) [WIP]

Post by badmojo420 »

Name: (undecided)
Location: Kumzar, Musandam Oman
Size: 2km
Factions : BLUFOR vs INS(Currently Canadian Forces vs Taliban)
Game Play Type : Focused on infantry

Current mini-map...
Image
Satellite photo from when I started.(Google has updated since then)
http://img14.imageshack.us/img14/253/image6smallqx6.jpg
and the mountains...
http://img23.imageshack.us/img23/5456/topsmallqc0.jpg

Screen shots: (In order of age, oldest first. Warning: most are 1920x1200 or bigger.)
http://img10.imageshack.us/img10/2228/cliffs.jpg
http://img19.imageshack.us/img19/15/rough2.jpg
http://img5.imageshack.us/img5/7141/buildings.jpg
http://img23.imageshack.us/img23/4651/buildings2.jpg
http://img8.imageshack.us/img8/5913/buildings4.jpg
http://img24.imageshack.us/img24/7803/buildings6.jpg
http://img9.imageshack.us/img9/8940/buildings7.jpg
http://img3.imageshack.us/img3/5272/tearr.jpg
http://img12.imageshack.us/img12/7774/screen069.jpg
http://img25.imageshack.us/img25/1305/map1l.jpg
http://img8.imageshack.us/img8/7577/map2c.jpg
http://img27.imageshack.us/img27/9933/map3.jpg
http://img4.imageshack.us/img4/5776/wallsk.jpg
http://img16.imageshack.us/img16/7201/destructionz.jpg
http://img200.imageshack.us/img200/2728 ... 294480.jpg
http://img3.imageshack.us/img3/7086/bf2 ... 345016.jpg
http://img196.imageshack.us/img196/3285 ... 304387.jpg
http://img3.imageshack.us/img3/5679/bf2 ... 225691.jpg
http://img25.imageshack.us/img25/1412/b ... 372283.jpg
http://img10.imageshack.us/img10/2092/b ... 400178.jpg
http://img200.imageshack.us/img200/9864 ... 405731.jpg
http://img132.imageshack.us/img132/57/b ... 421280.jpg
http://img22.imageshack.us/img22/9403/shipv.jpg
http://img196.imageshack.us/img196/3286/farm2c.jpg
http://img21.imageshack.us/img21/2707/farm4.jpg
http://img31.imageshack.us/img31/6812/farm5.jpg
http://img16.imageshack.us/img16/2503/farm6.jpg
http://img5.imageshack.us/img5/8936/darker.jpg
http://img11.imageshack.us/img11/2221/cavesf.jpg
http://img199.imageshack.us/img199/8642/surround.jpg
http://img269.imageshack.us/img269/777/padsd.jpg
http://img115.imageshack.us/img115/1317/powerplant.jpg
http://img21.imageshack.us/img21/5661/tightcaves.jpg
http://img16.imageshack.us/img16/1771/mountains3.jpg
http://img28.imageshack.us/img28/9057/b ... 442039.jpg
http://img72.imageshack.us/img72/2594/b ... 200224.jpg
http://img64.imageshack.us/img64/9121/b ... 475560.jpg
http://img69.imageshack.us/img69/8062/b ... 471376.jpg
http://img6.imageshack.us/img6/6169/bf2 ... 445938.jpg
http://img710.imageshack.us/img710/1787 ... 561830.jpg
http://img37.imageshack.us/img37/3606/b ... 225119.jpg
http://img245.imageshack.us/img245/6458 ... 055988.jpg
http://img693.imageshack.us/img693/3980 ... 443354.jpg
http://img140.imageshack.us/img140/9358 ... 394396.jpg
http://img168.imageshack.us/img168/2410 ... 340132.jpg
http://img156.imageshack.us/img156/7295/whatisit.jpg
http://img514.imageshack.us/img514/3570/building1.jpg
http://img228.imageshack.us/img228/8387/building2.jpg
http://img218.imageshack.us/img218/6861/building3.jpg
http://img243.imageshack.us/img243/9103/building4.jpg
http://img146.imageshack.us/img146/4263/building5.jpg
http://img294.imageshack.us/img294/5991/building6b.jpg
http://img63.imageshack.us/img63/6853/building7.jpg
http://img863.imageshack.us/img863/2946 ... 492335.jpg


Videos:

YouTube - ‪Kumzar WIP 2‬‏ older
YouTube - ‪kumzar wip‬‏ oldest

Download:
Kumzar 0.1 Alpha release - Download link 108mb
Last edited by badmojo420 on 2011-06-03 02:23, edited 17 times in total.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Kumzar

Post by Wilkinson »

interestin. good luck mate. map has great opportunities. Id say taliban Vs USMC because the taliban seem that they would control this kind of city you know.
Image
Image
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Kumzar

Post by Tannhauser »

[R-COM]Wilkinson wrote:interestin. good luck mate. map has great opportunities. Id say taliban Vs USMC because the taliban seem that they would control this kind of city you know.
Talibans are nowhere near the sea ... any sea.

It'd be fantastic as a MEC vs X map. But you're totally right about not minding assets! That's the way to do it!

About the rocks ... He could just do it with textures, unless you want a lot of details, then you could go for some sort of undergrowth. Stiched Statics themselves would be high quality, but I fear it would lag.
It's all up to you mojo, good luck with mapping! ;-)
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

I'm going to do the cliffs with textures for now and see how it turns out. Maybe I'll throw a bunch of small rocks on top to add detail. Hard to say yet.

As far as Taliban not being by the sea. Well they go where ever they want really. I could come up with a story like Bin Laden was hiding in Kumzar after fleeing Afghanistan. Hiding out in a cave complex with a small unit of Taliban soldiers. The coalition find out, they seize the helipad and water front preventing his escape. Fighting erupts as the coalition tries to clear the village and capture Bin Laden. Later they find out the Taliban soldiers were just a distraction to let Bin Laden slip out a mountain pass.

I really like the idea of the taliban fighing on this map. Just because they are well suited to fighting in this enviroment. I wouldn't be opposed to a community faction fighting them instead of the USMC. Since they already have a map versus the Taliban.

Maybe MEC vs Arab Militia(basically insurgents but more organized) which would be the Kumzari tribe fighting the Omani government for whatever reason.

Or even something crazy like USMC vs PLA, where one army is currently holding this location while the other attempts to take it. Do the PLA have a carrier?

Anyway, i'm still open to suggestions, but i'm leaning towards the taliban.
ghOst819
Posts: 209
Joined: 2008-10-16 22:10

Re: [Map] Kumzar

Post by ghOst819 »

Im not sure if the PMC's will be finished by 0.9, but that would be a cool faction to play on this map.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

This is the basic layout of how i'm planning on doing the mountains. It won't look good until it gets a new texture and shadows. If anyone has any suggestions or knows of any problems i will run into please let me know.

http://img10.imageshack.us/img10/2228/cliffs.jpg
Last edited by badmojo420 on 2009-07-01 23:38, edited 1 time in total.
aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: [Map] Kumzar

Post by aperson444 »

Good idea. We could just make it Al Qaeda hiding out in the area. Oman is pretty peaceful in terms of militia based violence. Perhaps al Qaeda is hiding out in the caves of the region, and the USMC are ordered to clear the cave. They should land with BOATS (please no more APCs XD) and continue into the village, where there is a small outpost on the coast. Al Qaeda should be all over the hills laying a defensive, while USMC is trying to clear caches in both the hills and houses. This would give the map a "raid and move" feel which would be good for PR.

Make this less vehicle and more infantry though.

BTW Taliban is not Osama bin Laden, but Mullah Omar. Mullah Omar houses Al Qaeda forces because they share ideology.
Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Map] Kumzar

Post by Matze:O:G:H »

You are fast.
Have u done the terrain by hand? Read this thread thats the only problem i know at the moment...
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

Matze :O :G:H wrote:You are fast.
Have u done the terrain by hand? Read this thread thats the only problem i know at the moment...
Yeah, the terrain was done by hand. Nighthawk was going to help me get the topographical info imported into bf2editor, but the resolution of the map we could get our hands on was so low it would have been pointless.

I've read that thread too, but since this is a 1024*2 i wondered if the same effect happens. But for the most part, i want the mountains to not be accessible. So a little smoothing at long distances shouldn't be a huge issue, since there won't be a sniper 'floating' above the hill.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

aperson444 wrote:Good idea. We could just make it Al Qaeda hiding out in the area. Oman is pretty peaceful in terms of militia based violence. Perhaps al Qaeda is hiding out in the caves of the region, and the USMC are ordered to clear the cave. They should land with BOATS (please no more APCs XD) and continue into the village, where there is a small outpost on the coast. Al Qaeda should be all over the hills laying a defensive, while USMC is trying to clear caches in both the hills and houses. This would give the map a "raid and move" feel which would be good for PR.

Make this less vehicle and more infantry though.

BTW Taliban is not Osama bin Laden, but Mullah Omar. Mullah Omar houses Al Qaeda forces because they share ideology.
Yeah your right the taliban wouldn't be defending osama. Just replace osamas name with Mullah Omar in the 'story' and it all works out.

You gave me a good idea for this map. Have it setup like barracuda where the coalition spawn on the carrier, given only boats they must make their way to one of 3 possible landing spots (flags) after they secure them they move inland towards the caves deep in the valley. Of course i won't be putting any APCs on this map.

some possible flag locations....
http://img14.imageshack.us/img14/4714/possible.jpg

The far right and far left i'm not sure about. The far left is not really accessible by anything but boat or swimming(in RL), and the far right could be a US spawn point if i decided not to use the carrier.
Last edited by badmojo420 on 2009-07-01 23:38, edited 1 time in total.
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Kumzar

Post by Tannhauser »

USMC vs Al Quaeda?... Yeah.. right.. :roll:
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Kumzar

Post by Wilkinson »

lol Al Queda?, nah they are more reserve :P . Please post Screenies in "Detail Mode Texture" so we can see true definition. all in all so far so good. Seems kinda blue but that's possibly my monitor.
Image
Image
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

Yeah the textures on there right now are just the google earth satellite photo, in the end the mountains will be much browner. This is still very much a WIP

Heres a grid view.....
http://img19.imageshack.us/img19/15/rough2.jpg

I've only started doing the sculpting on that close mountain.
Last edited by badmojo420 on 2009-07-01 23:38, edited 1 time in total.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

I need some opinions on buildings. I'm thinking about putting in mostly destroyable 1 story buildings. But of course this will give it less variety and end up a big maze of similar looking buildings. But then that might not be too bad. Especially since after the fighting starts it'll be easy to tell where the action has been happening since buildings will be getting blown up. But this map isn't really geared for massive destruction (no choppers, tanks, jets, etc) so maybe the destroyable buildings would be a waste of time and resources. Anyway, i'd like to hear some other opinions before i get the whole village built.

Heres a few destroyables placed.....

http://img5.imageshack.us/img5/7141/buildings.jpg
Last edited by badmojo420 on 2009-07-01 23:38, edited 1 time in total.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Map] Kumzar

Post by cyberzomby »

Cool idea and map is starting to look cool! I think it would be cool to get those houses destroyable. Because there arent that much things that can destroy 'm. Would be cool to see a lot of things destroyed and thinking: Wauw! Only AT rockets and grenades did this!
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

Don't forget IEDs, it would be sweet to watch a squad run into a house and blow the whole house up.

I've talked to mainerror and anchientman about the destroyables, as long as i dont use too many it shouldn't be an issue, but when you get too many it'll crash the map. Worst case, i'll have to replace them with non-destroyables.

Village is coming along nice...
http://img23.imageshack.us/img23/4651/buildings2.jpg

Ref Photo...
http://img18.imageshack.us/img18/1646/1345800.jpg
Last edited by badmojo420 on 2009-07-01 23:39, edited 2 times in total.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: [Map] Kumzar

Post by LtSoucy »

You setup looks nice but is with the ends of the cliffs, they look to fake at the start of the city area. If you look at the ref photo above there are ledges, maybe use some rock faces or use terrain and make people able to climb them and not be stuck in the valley of death. :p
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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Kumzar

Post by Tannhauser »

Yup, you'll have to smooth those cliff ''bases''. At least enough to make it feel natural but also, enough to prevent warping (more than 45 degrees angles will result in warping)
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar

Post by badmojo420 »

45 degree angle in 1 grid square tho right? And since this is a 2km map very few of my grid squares will be warped more then 45 degrees.

And the mountains are far from finished, i just wanted to get the basic elevations and placement. After adding the buildings it'll be easier to do final around the village, then i'll most likely leave the rest of them until the map is almost done and i'm getting bored of adding detail.

I'm going to try and not have easy access to the mountain tops. It would be cool to throw a rope up and climb up 500m above everyones heads, then we'd have to put in a dome of death so you dont get stuck in a hole, etc, etc. It's just easier to have a natural barrier instead of enforcing artifical ones. Its partially the reason i chose this location, it had a road, but it didnt go anywhere, just trailed off into a valley foot path. No access to the outside world, perfect for a game map.
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