[Map] Operation Hailstorm (4km) [WIP]

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HangMan_
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Joined: 2009-06-07 00:58

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by HangMan_ »

Looking good Vapo, send me some screens when you can ;)
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TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

Honestly can the Devs ever stop mentioning a barracuda replica on every single map that happens to be an island map???
You guys didn't say the same thing to Jabal 4km around so why do it here?
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HangMan_
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by HangMan_ »

Jabal 2 is meant to be an upscaled version of Jabal 1, as far as i know the mapper intended for it to replace Jabal 1 all together. Therefore its a different kettle of fish to this map :)
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BloodBane611
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by BloodBane611 »

TH3_BL4CK wrote:Honestly can the Devs ever stop mentioning a barracuda replica on every single map that happens to be an island map???
You guys didn't say the same thing to Jabal 4km around so why do it here?
Every map that happens to be an island map, set in the south pacific, upon which a large airstrip will be placed? Sounds like barracuda :p


My point was simply to offer advice that would allow the same gameplay factors (open flat area, easily assaulted by air/amphibious vehicles) that wouldn't immediately make the map look like a very popular map already in the PR stable. However, if you'd rather be insulted feel free
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by ChiefRyza »

Well I'm working on an ADF Island Map based off a real location, that has a large airfield in RL and it's completely to scale, so I know I'll get flamed for making a "Barra Clone" but hey, there are other islands on good old planet Earth so who cares if people give you **** for it. As long as it isn't identical in flag layouts or play style then it's fine.

Keep it up Vapo, I'm looking forward to seeing it all come together :-)


Current project: Operation Tempest
Rudd
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rudd »

guys....don't ever be worried about being flamed, we all follow the same rules on this forum. If there is something that will not work, we will tell you, we will give our personal opinions, but its your map, so just make it :D

if this indeed was barracuda 4k...I wouldn't mind cuz its 4k lol.
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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

TH3_BL4CK wrote:Honestly can the Devs ever stop mentioning a barracuda replica on every single map that happens to be an island map???
You guys didn't say the same thing to Jabal 4km around so why do it here?
First of all, BloodBane isn't a dev, 2nd of all, there was no need to say "Jabal 2" was going to be like or looked like Jabal because that is the whole point of that map, its meant to be a bigger, better version of the old one to replace the old one, much like Muttrah City v2 was a bigger and better version to replace the old one. This map on the other hand, isn't meant to be a "bigger and better" version of Op Barra, its meant to be a unique map and as such, trying to make it as unique as possible is pretty important in not having it become a clone of something else that is ingame. If on the other hand it wants to try and replace Op Barra, that's anouther matter but I dont see Vapo looking to do that.
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TH3_BL4CK
Posts: 73
Joined: 2009-03-18 14:54

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by TH3_BL4CK »

[R-DEV]Rhino wrote:First of all, BloodBane isn't a dev, 2nd of all, there was no need to say "Jabal 2" was going to be like or looked like Jabal because that is the whole point of that map, its meant to be a bigger, better version of the old one to replace the old one, much like Muttrah City v2 was a bigger and better version to replace the old one. This map on the other hand, isn't meant to be a "bigger and better" version of Op Barra, its meant to be a unique map and as such, trying to make it as unique as possible is pretty important in not having it become a clone of something else that is ingame. If on the other hand it wants to try and replace Op Barra, that's anouther matter but I dont see Vapo looking to do that.
My bad i didnt read that he was a Mod but i have seen Devs mention 'op barra clones'
I don't see Vapoman trying to replace it either or has he ever mentioned replacing it anywhere.
I don't even see a similarity between barracuda and hailstorm apart from of course the carrier so it is beyond me why it is mentioned in the first place..

Now lets get back on topic and oohh and ahhh at vapo's screenies ai?
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

New Flag plan (open for change), numbers show the order of cap for the Blufor team.

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Red flags are those already owned by PLA at the start of the round, white flags are neutral.
The PLA main is cappable, but is going to be heavily fortified so it will be hard for the blufor to get in there (but it is possible).

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Imchicken1
Posts: 512
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Imchicken1 »

I sense epicness in our futures

Any tunnels? Me likes a good tunnel :-P
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

There will be lots of old ww2 bunkers and wrecks.

Maybe one of the bunkers will look like this:
Picasa Web Albums - Sunkmail - Dublon Island...

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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by VapoMan »

Flag idea by [R-COM]HangMan:
'[R-COM wrote:HangMan']CP layout, imo should be random, and use a layout like i've shown in the pic below.
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Please ignore that all the cp's are red, i was in a hurry group 1 would be 2 beach landings only 1 would be spawned. Then group 2 would be made up of 3 cp's of which only 2, or perhaps 1 would spawn. Then group 3 would be 3 cp's of which 2 or 1 should spawn. group 4 is just the PLA outpost, im not sure whether this should even be a supply group or if it should just be a rally point with a vehicle depot.

PLA attack cp's in order of highest to lowest, and the US attack upward from 0. Hope you consider my proposal

HangMan

Best idea ATM, and Im going to use it :)

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Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Tomking »

Imchicken1 wrote:I sense epicness in our futures

Any tunnels? Me likes a good tunnel :-P
Be Careful mentioning tunnels...

But I agree. As mentioned in this thread by vapo himself - old WW2 wrecks and bunkers would be great. An overrun trench system or small collapsed tunnel might add a lot of emersion to the map.

It's ultimately up to the creator.

=)
Last edited by Tomking on 2010-09-15 15:59, edited 1 time in total.
dtacs
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

[R-MOD]BloodBane611 wrote:My point was that there are plenty of reasonable alternatives to keep things interesting which wouldn't effect gameplay negatively.
Why is an airfield going to negatively effect gameplay?

Honestly I can't think of a better alternative than an airfield. Perhaps a big oil facility but that's unrealistic on an island with this population. It is a WIP afterall, and hopefully Vapo is going to add more to the airfield including fuel tanks, crew quarters and the like.
Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

dtacs wrote:Why is an airfield going to negatively effect gameplay?

Honestly I can't think of a better alternative than an airfield. Perhaps a big oil facility but that's unrealistic on an island with this population. It is a WIP afterall, and hopefully Vapo is going to add more to the airfield including fuel tanks, crew quarters and the like.
An airfield is unrealistic on an island that's ~700m long from its two furthest points.
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Rudd
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rudd »

[R-DEV]Rhino wrote:An airfield is unrealistic on an island that's ~700m long from its two furthest points.
on a 4k map its not like he's gonna have a 2k runway....
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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

[R-DEV]Rudd wrote:on a 4k map its not like he's gonna have a 2k runway....
We are talking of putting a airfield on the very small "PLA Main" island, that island is around ~700m long.


There is also no point in a runway being built on this island if its not going to be used for military purposes, and if it is, then the PLA need to have there main on the big island, then yes, you could most likley put a runway down somewhere on there, providing you have a flat enough area.
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dtacs
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by dtacs »

What about, for 'realism', the runway a couple of hundred meters, in addition to lengthening the island.

Then again having a short runway is something only a handful of people will notice as being unrealistic
Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by Rhino »

An 800m runway is unrealistic on its own, its just the minimum we allow for gameplay reasons as that's the minimum you can safely land on. r/l CTOL runways are on average around 2km.

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Here is RNAS Yeovilton, airbase I live not very far away from which mainly operates Harriers which is keep in mind, a STOVL aircraft and its smallest runway is 1.5kms, its largest is 2.3kms.

So put it this way, a realistic airbase in PR would be the entire 2km map, with the runway stretching from the bottom left corner to the top left.

We make a small exception in PR since we can't have 1/4 of a 4km map being taken up by a runway so we make our aircraft so they can land and take off in under realistic distances, sad but true and the very minimum a plane can easily land in PR is 800m, which is the length of Qinling's runways.
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DenvH
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Re: [Map] Operation Hailstorm (4km) [WIP]

Post by DenvH »

He should build it more like a big Outpost with helipads, which would make it more realistic in my opinion.
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