[Map] Kumzar (2km) [WIP]

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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Kumzar [WIP]

Post by Tannhauser »

Opfor vs Insurgents? We have none of those yet, and I strongly approve of such an idea.
I don't see how exactly Iran is currently a threat to Oman .. but Eh, w/e.

Man I can't wait to play this. :wink:
«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 [WIP]

Post by badmojo420 »

I want to make it the Canadian Forces and insurgency game mode. I'm up for the most realistic story that goes along with those two things. But, If the devs said that its too unrealistic to be included in PR, i might consider changing it. But, can't it just be about two realistic factions, fighting in a realistic looking setting, using realistic game mechanics, with realistic weapons and vehicles. Does it always have to be politically feasible for the battle to take place in a location? Game play over realism sometimes right? I'm guessing this map wouldn't be half as fun on AAS.
Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Kumzar [WIP]

Post by Cpl.Small »

Looking really good. MEC vs insurgent would be good as MEC are still a conventional army so i'd guess they'd have the same problem as coallition forces
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Kumzar [WIP]

Post by IronTaxi »

badmojo420 wrote:Image
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I like the truck in the valley picture...

not a big fan of the village density...you will be hard pressed to add walls and other details.. definitely need the thin it out a bit and make some unique areas like village sqaures.. wells... storage areas..garbage areas..

essentially try to create a functional looking town...

keep it up!
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

Yeah, i know all about the town looking like a big group of houses right now. I've started adding the walls and organizing the houses a bit more, it's a lot of work. But it will be worth it. If you look at the satellite photo or some real life photos, it's the same way, houses all crowded together, small foot paths down the middle. After walking around the village for a while last night in-game, it seems like it will be a lot of fun for the insurgents, and hell for the coalition. Also you have to bear in mind that most of the houses are destroyable, so if you don't want to take the time to find your way through the maze of houses and walls, then it's as easy as throwing down a C4 and making your own path.

http://img4.imageshack.us/img4/4190/density.jpg
As you can see the buildings are very densely covering the area, with small foot path. I don't have the luxury of big buildings that all fit together nicely so I used the small ones and grouped them into 'yards'....

http://img4.imageshack.us/img4/5776/wallsk.jpg
This is far from complete, ignore the scribbles at the bottom, but the other black lines are the foot paths, as you can see some parts are sectioned off. I hope this shows the direction i'm going with the 'big mess of buildings' in the village.
Last edited by badmojo420 on 2009-07-01 23:40, edited 1 time in total.
aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: [Map] Kumzar [WIP]

Post by aperson444 »

The reason Iran is a threat is because Iran is just a few miles away. I think it's called the Strait of Hormuz.

This would be a great MEC vs Insurgent map. We really need Opforvs. INS
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [Map] Kumzar [WIP]

Post by LithiumFox »

very nice and close realistic looking.. going to be great... I hope we can use those moutainish hills though.. =D Will be great for "Hide in the buildings, kill the sniper/hat/lat" battles XD

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Kumzar [WIP]

Post by IronTaxi »

cool...

im interested to see how it looks once you start refining the town..

should be a nice tight place to die,,,

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

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

No offense, but if you guys want a MEC vs Insurgents map, make it yourself. I have issues with the MEC faction. I dislike MEC too much to work for months on a map and then hate the faction that's on it.

Plus i have to show some luv to the guys keeping my *** safe and free. (The Canadian Forces)
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] Kumzar [WIP]

Post by Tannhauser »

badmojo420 wrote: Plus i have to show some luv to the guys keeping my *** safe and free. (The Canadian Forces)
Loud & Clear :)
«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 [WIP]

Post by badmojo420 »

LithiumFox wrote:very nice and close realistic looking.. going to be great... I hope we can use those moutainish hills though.. =D Will be great for "Hide in the buildings, kill the sniper/hat/lat" battles XD
The coalition will have a huey, so all the mountains will be accessible to them. But i'm going to try and make the mountains very unforgiving. Basically the chopper can drop off a sniper or hat or whatever up in the mountains. But the sniper is basically stuck on that ledge until they come back and get him. Or he could take his chances trying to make his way down, and most likely die from falling. The rolling hills in the screen shots are going to be replaced with jagged type mountains.

But, as you can see from that pic that everyone likes with the supply truck, I'm adding mountain trails. These are the trails i have planned....

http://img7.imageshack.us/img7/6475/trails.jpg

I've already done the trail on the right side, but the left ones arn't finished yet. I've got a few things i need some opinions on. As sometimes my idea of cool or fun, is another persons idea of **** or fail.

First of all, the trail i have now can only be used by vehicles. The hills are too steep to walk up. My question is should i keep it that way? Should i smooth the whole thing so people can walk up the big trail. Should i make a small foot path to the side, in places where you can't walk up the hill. Should i make the trail so small that only people can walk down it? (Tho, that would take a good 15-20mins)

Second, the trail i have now,(right side of map) goes from the Coalition main to the Opfor main. But because of the Humvees settings, it's the only one that will make it up and over the highest hills. Therefore the opfor can't just take the back road and IED their main base. And the bigger coalition vehicles can't just roll up to their main, setup a firebase and pwn the **** outta them. It wasn't intentional, but its an interesting concept. Exaggerating the superior vehicles of the coalition.

Third, should i include the dotted line? So the coalition can slip past behind the opfor main? Should i have both routes, just that one?

Finally, what vehicles (for the opfor mainly) should i add to this map? I was thinking the Technical2 (that ins have in PRSP) and the pickup truck. The coalition vehicles i have now are two humvees, log truck, LAV, Huey, and two boats.

Anyway, thanks everyone for all the comments and suggestions. It has helped a lot.
Last edited by badmojo420 on 2009-07-01 23:36, edited 1 time in total.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Kumzar [WIP]

Post by Wilkinson »

Could you make some Taliban outposts in the mountains. with Rpks and goodies. And walking paths...gotta love the walkin paths of Fun.


Cheers, Wilk
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MarineSeaknight
Posts: 287
Joined: 2008-01-08 16:12

Re: [Map] Kumzar [WIP]

Post by MarineSeaknight »

[R-COM]Wilkinson wrote:Could you make some Taliban outposts in the mountains. with Rpks and goodies. And walking paths...gotta love the walkin paths of Fun.


Cheers, Wilk
The caches themselves wouldn't be enough?

(You could make Taliban outposts and put some caches on them, however).
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

Yeah, I'm planning on adding a few small outposts and a few caves. If the caches were only in the village, the whole intelligence system would be wasted.
aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: [Map] Kumzar [WIP]

Post by aperson444 »

My question is if this will be a beach landing like Jabal, with no assets already on the beach, or if this will be a map where the BluFor already has vehicles in the area.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Kumzar [WIP]

Post by badmojo420 »

They've already taken control of the helipad and dock. But i was thinking about restricting the helicopter spawn until they've taken an objective somewhere. Like the littlebird on Korengal.
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Map] Kumzar [WIP]

Post by M_Striker »

Looks very nice indeed. Very accurate and good looking, I'll give you that.
vegaskukichyo
Posts: 9
Joined: 2009-04-18 04:30

Re: [Map] Kumzar [WIP]

Post by vegaskukichyo »

B-E-A-UTIFUL!!!
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Map] Kumzar [WIP]

Post by smee »

great progress
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