[Map] Training Grounds (4km) [WIP]

Maps created by PR community members.
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

[Map] Training Grounds (4km) [WIP]

Post by chuckduck »

Ive began work on my new traing ground map which consists of:
  • Weapons Armoury
  • All Kits avalible for pickup
  • Obstacle/Assault Course
  • Rifle Range
  • Advanced Weapons Range
  • Explosives Weapons Range
  • MOUT Training (Shoot House)
  • Light Vehicles Track
  • Heavy Armour Track/Range
  • Simulated (US vs GB) Combat Enviroment
  • All Land Vehicles
  • All Helicopters
  • Maybe Planes
  • Maybe Para Jump Training (If i can work it out :P )
  • Maybe More (If you suggest Something)

I might need some custom objects for this map eg.MOUT Targets, Obstacles etc.
The map will either be 2km sq or maybe 4km sq (if i include jets)
If you would be kind enough to make a few static object please contact meh, and i wil show you want needs to be done.

Here are some pictures of the "Eagle Tower" I made from normal objects, its kinda bases on the Americas Army version...
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Americas Army Version
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Heres the beggining of the assault course:
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Crawling section of the course:
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Underwater tunney section:
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Topdown view of the beggining of the course:
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I also need you guys to give me your opinion,

Where should the training ground be set?

eg. Fort Benning, Fort Bragg, Sailbry Plain, Quantico....

What should the teams be?

eg. US Army Vs. US Marines, US Marines Vs. British Army........

Please give me your opinoin on this and i hope to post some screenies soon. :D
Last edited by chuckduck on 2009-04-02 11:13, edited 2 times in total.
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Durkie
Posts: 264
Joined: 2009-01-12 08:10

Re: [Map] Training Grounds [WIP]

Post by Durkie »

I've the training ground is in America is should make it US army Vs. US marines.
Maybe you can include a small village to do some close combat training.
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$pyker
Posts: 623
Joined: 2007-12-27 18:49

Re: [Map] Training Grounds [WIP]

Post by $pyker »

nice idea but there is a community maps section in this forum... you should have posted this there
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Wiman
Posts: 41
Joined: 2008-01-05 18:03

Re: [Map] Training Grounds [WIP]

Post by Wiman »

Good initiative, if you need any brainstorming done, feel free to give me a shout.

And US Army vs USMC could probably work out fine and just, if possible, have most of the other faction specific weapons as pick up kits.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Map] Training Grounds [WIP]

Post by Z-trooper »

$pyker wrote:nice idea but there is a community maps section in this forum... you should have posted this there
cookie for you.

/moved

Nice idea as well :) US army vs USMC "training" sounds like a fun concept, but I'm just a graphic monkey so don't listen to me :lol: :D
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"Without geometry, life is pointless"
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Training Grounds [WIP]

Post by chuckduck »

Well its good i got all this support, and i hope this map will be added in a future realease.
But i also need to know what you guys think what will be good see in the map eg. A Sniper Training Ground.
I also need to know if anyone is willing to help make a few statics for this map?
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Z-trooper
Retired PR Developer
Posts: 4166
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Re: [Map] Training Grounds [WIP]

Post by Z-trooper »

chuckduck wrote: I also need to know if anyone is willing to help make a few statics for this map?
I personally can not promise anything on that part unless some of them can be used for the greater good of PR (and even still not sure I can help then :D ), but I have a few apprentices that could use some pratice on this sort of thing perhaps.

anywaaaays... a list of these statics with links of example references will perhaps spark some interest among the modeling folk.
(just links not as "[img]" to keep the list short and organized if there is a lot of them)
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akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: [Map] Training Grounds [WIP]

Post by akatabrask »

I can help you out doing some modeling stuff allthough i'm still in the learning process so don't expect it to go either fast or be hi quality stuff, but hey, sure i can give it a go, allways good with some training
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Map] Training Grounds [WIP]

Post by cyberzomby »

akatabrask wrote:I can help you out doing some modeling stuff allthough i'm still in the learning process so don't expect it to go either fast or be hi quality stuff, but hey, sure i can give it a go, allways good with some training
Same here :) Im looking for something nice and easy map static wise that I can build to learn 3dsmax for BF2 :)
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Training Grounds [WIP]

Post by chuckduck »

UPDATED PICTURES ABOVE

Well even if your new to modeling, i was new to mapping at one point.
Some of these models are easier than otheres like the Billboards.
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Note:When making the objects, the measuremnets are just there as a rough guide they dont have to be exact.

Static Models listed in order of difficulty (me thinks..)
  1. Sandbox/Shooting Pit - It will be quite advanced to make the sandbags and texture the sand etc.
  2. Pop Up Target - It has curves and the texturing might be hard if you want the target to look like green painted metal thats been shot a couple of times.
  3. Billboard/Large Sign - Wood Texture, easy to model
  4. Small Sign Post - Wood Texture, Small easy model
  5. Notice Board - Very easy, just a blank/one color texture with a flat model
    Other models will be needed for the shoot house but thats it for now. Thx
Please Note: Also is you are going to make the sign posts+notice board statics 2 of them are made of wood and the notice board can be left blank or another color. (Map editors can easily put what they want on the static then)

When making the signs/boards could you copy each of the signs about 20 more times and name them 1-20, (eg. "Sign_Large_1", "Sign_Large_2" etc. So you have 20 of the same static model. This allows mappers to write what they want on the each type of the sign 20 times per map. Because mappers can only write on the static once per map, so if there are 20 it means 20 different signs can be written.

If you make the Pop Up Target could you make one version desructable (from very low damage, like a bullet impact) and the other version non desructable which i will try and create a trigger for on the map so when it gets hit it falls over and rises back up.

If that isnt enough, sorry but maybe one more question/request is it possible to make the model animated so it falls over when shot the rises back up after about 5 seconds?
If it is could a expirenced modeler/scripter find the time to do this please?


I hope you read all of this through thanks. :D
If not i hope you read the bold parts.
Last edited by chuckduck on 2009-04-02 11:16, edited 2 times in total.
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=Romagnolo=
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Joined: 2006-12-29 14:52

Re: [Map] Training Grounds [WIP]

Post by =Romagnolo= »

Dont forget you cant crawl in water, I mean, go prone and move "proned" whit that water.

I suggest you to play more Americas Army and see how the training areas are: very wide open spaces, with a lot of trees (most of them pines). And you will notice that moving training area is far from the shooting areas and other places.


Take screenshots from the game and leave it opened in a window while mapping, it will help you see what is good, what is bad.
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chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Training Grounds [WIP]

Post by chuckduck »

Thx for the pro advice, :D . I've made the Lawson Airforce Base next to Fort Benning, there will be sniper ranges and normal small arms ranges soon. You can train for just about anything on this map. Running down the center there will be a combat zone between the US Army and USMC. I also need those statics for the shoot house.
https://www.realitymod.com/forum/f66-pr-community-modding/56936-request-mout-shoothouse-statics.html
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DanishPride
Posts: 174
Joined: 2009-03-21 21:04

Re: [Map] Training Grounds [WIP]

Post by DanishPride »

This probably sound a bit weird :D but some places where they crawl under the wire there is a 50. cal shooting over them to put pressure on them so they dont stick their asses up^^
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chuckduck
Posts: 227
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Re: [Map] Training Grounds [WIP]

Post by chuckduck »

Yeah ive done that, apart from the barbed wire isnt flat, but the razor wire rolls you get ontop of the HESCO normally. Still i dint forget the MG to keep the recruits heads down, oh and the wall of sand on the other side to stop the bullets going another 1000meter and killing another trainee. :P
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Ethnic
Posts: 7
Joined: 2009-05-02 08:43

Re: [Map] Training Grounds [WIP]

Post by Ethnic »

DanishPride wrote:This probably sound a bit weird :D but some places where they crawl under the wire there is a 50. cal shooting over them to put pressure on them so they dont stick their asses up^^
Call of duty 1 the first mission! :m1helmet:

OT: Cool Barett .50 cal sniper ;) And a real nice training map, keep going!
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Training Grounds [WIP]

Post by Maxfragg »

love it, and please make it usa vs usmc, and perhaps ask OPK for their statics from their trainingsmap, because they are already having training targets ingame
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Training Grounds [WIP]

Post by chuckduck »

OPK?
Im gonna have a look or my self, ive already downloaded AiX and PoE to see what they are like,
i would love to see the AiX vehicles and weapons in PR, to bad they probably wont share them.
i would also love to see the PoE statics models and some of thier vehicles in PR since, PR is missing a european style. Sadly they probably wont share ethier...

Ill have a look at OPK now
Does OPK have a cargo plane? It looks sweet.
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Skovy
Posts: 19
Joined: 2008-11-19 10:22

Re: [Map] Training Grounds [WIP]

Post by Skovy »

The cargo plane in OPK is just a static spawnpoint to the other faction, it's controlled by python so there goes 2 cargo planes in certain amount of time over the map, kinda cool. Oh and btw i have 2 type of pop-up targets modelled one is exactly that what you have sketch and the other is a little different. Haven't yet got time to render them, but i can post some images tomorrow if your interested.
Last edited by Skovy on 2009-05-03 20:36, edited 2 times in total.
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Training Grounds [WIP]

Post by chuckduck »

the cargo plane python trick makes me want to make a para map...
As for the targets, yeah of course im intrested, right now there are only on set of PR targets. Which are not to great. Do your popup targets fall over when shot and rise up again.
And is it possible to make one destroyable(1 shot destroy) version of these targets and one non destroyable?

Anyways could you post some pics, i really need targets right now since im getting bored on making the airbase.
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Skovy
Posts: 19
Joined: 2008-11-19 10:22

Re: [Map] Training Grounds [WIP]

Post by Skovy »

Well i haven't exported the models, haven't got time to learn that yet. But i take some pics of them tomorrow when i get to the better pc.
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