[Map] Gaza Strip (4KM) [WIP]

Maps created by PR community members.
FrostZeroOne
Posts: 132
Joined: 2012-04-05 18:32

Re: [Map] Gaza Strip (4KM) [WIP]

Post by FrostZeroOne »

Robert95 wrote:Haha I can imagine that, although I've never been to Israel. :razz: How much bigger do you think it should be? I could scrap the farming place, you see..
its pretty much covers the entire shore-line...but its too much for a PR map...people will have too low of FPS...so try to connect both of the towns into 1 big city. try to expand to it to the PR limits.
baltimore wrote:Well you might know , hmm and see thousands of dead civilians but hmm :roll:
As well as coming back to PR I said the same to the guy , it must be bigger the city approximately to the strip. :!:
brainwashed idiot. this isnt the place.

Edit : User was infracted for "Insulting Other Member - Flaming ". You report objectionable posters you don't insult them.
Last edited by Saobh on 2012-11-25 23:28, edited 2 times in total.
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Mongolian_dude »

Leave the politics out of it, no slander and no name-calling. This thread is about a map, teamwork and realism. Talk no more of that. First and Final warning.

-thread cleaned-


...mongol...
Military lawyers engaged in fierce legal action.

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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: [Map] Gaza Strip (4KM) [WIP]

Post by 40mmrain »

if the IDF have a single namer or merkava on this map, it will utterly dominate the entire HAMAS team and cause the map to be terribly imbalanced. This, assuming there are lots of caches outside of the inner city, like karbala, marlin or basrah! If you look to how armour just sit outside the city on those kinds of maps, the same thing will happen here. I would make the city span a very large portion of the map, or make it so that most caches are within the cities, if you want to have IDF heavy armour, however, a small city and lots of caches out in more open areas, makes for fine infantry and light vehicles if thats what youre going for

A 4KM where a big dense city spans the entire shoreline is ambitious, but would be a new level set by PR mappers, and would lead to some excellent gameplay. This would let you make a map with transport, heavy armour, and maybe CAS (with proper coutner assets) against insurgents but still be balanced.

Make the city big and dense, give the hamas a bunch of ZPU-2/ZPU-4 techis and an apache wouldnt be so bad.

Other than my little suggestions, the map looks great, the current gaza is just too small.
Last edited by 40mmrain on 2012-11-25 22:43, edited 1 time in total.
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: [Map] Gaza Strip (4KM) [WIP]

Post by LITOralis.nMd »

This looks very very nice, quiet a surprise to have a mapper post a first post of a map that is about 40% complete.

I agree with the others, the open area between the two urban clusters, it needs cover for infantry, it doesn't have to be dense buildings, but it should give very good cover for Hamas infantry to move in a North-South direction on foot and in civvie cars, by making sure the Merkava/Namer/APCs do not have a clear line of sight on any East-West boulevards or open fields.

I suggest Turning the buildings at 45 degree angles to increase their North-South length, to maximize the cover and minimize the number of objects needed to build a wall of cover in a north south direction.

Looking good!
Rudd
Retired PR Developer
Posts: 21225
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Re: [Map] Gaza Strip (4KM) [WIP]

Post by Rudd »

The style of building placement he has chosen is good, 4km city maps run the risk of covering the place with objects. This is a problem because when the map is lightmapped each object gets an extra texture, if there are too many of these then the map just crashes due to running out of memory. Burning Sands for example is about as good as it gets imo lightmap optimisation wise since the city is about 1k in diameter, with other objects too outside the city.
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Swaggzor
Posts: 115
Joined: 2011-02-10 20:47

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Swaggzor »

Maybe you could make some sort of tunnel system between the 2 villages, so the Hamas can move unspotted for idf forces? This would simulate the tunneling the palestines are doing between gaza strip and egypt and could also help with the lightmapping issue since you can reduce the amount of buildings that way
*NwA* SwaggerNL
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Rudd »

Swaggzor wrote:Maybe you could make some sort of tunnel system between the 2 villages, so the Hamas can move unspotted for idf forces? This would simulate the tunneling the palestines are doing between gaza strip and egypt and could also help with the lightmapping issue since you can reduce the amount of buildings that way
unfortunately, doing tunnels is also effective at creating more lightmaps

I'm not saying he can't do it, I'm just saying he's gotta keep in mind the memory limits of the game :)
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Gaza Strip (4KM) [WIP]

Post by BroCop »

Besides isnt doing tunnels relatively hard as hell due to the way terrain works. The tunnel system in Kozelsk works because its using a hill and the same story in Beirut and Barra, but an underground tunnel system would be really difficult to pull of on an relatively flat area.

Not saying its impossible tho :p
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Gaza Strip (4KM) [WIP]

Post by sylent/shooter »

He would have to make a custom texture for a static object plane to cover the tunnel. Since, unlike BFV which allows you to place tunnels outside of the map, the only way to make a tunnel in BF2 is to actually lower the land and just cover the top..

Killing the enemy sylently
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Arc_Shielder »

As the map I'm making involves a lot of underground movement, after a lot of trial and error, I find that doing tunnels in a flat surface is fairly easy. Some retextures will be needed though.
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Gaza Strip (4KM) [WIP]

Post by BroCop »

Arcturus_Shielder wrote:As the map I'm making involves a lot of underground movement, after a lot of trial and error, I find that doing tunnels in a flat surface is fairly easy. Some retextures will be needed though.
As a person who never used any custom shiz, I confess retexturing has slipped my mind :p

And I am going to note that for some reason I forgot to state that its difficult without looking like ****. Kinda moot since I didnt take the obvious thing to consideration
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gipakok
Posts: 269
Joined: 2012-11-19 20:31

Re: [Map] Gaza Strip (4KM) [WIP]

Post by gipakok »

A few suggestions: Its an Arab city, considering the size of the city/village that you made it needs more mosques (I'd say 1-2 more).Another thing is that gaza in reality is much closer to the beach, and it could be nice if the caches could actually be hidden in boats (and tunnels by the way) inside the harbour (and an actual one unlike the wierd version in current gaza beach).
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Rabbit »

gipakok wrote: could actually be hidden in boats
The cargo ship static with a cache on it out in the bay maybe 400 meters off the coast would be epic.
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AfSoccer "I just don't see the natural talent."
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Gaza Strip (4KM) [WIP]

Post by sylent/shooter »

gipakok wrote:A few suggestions: Its an Arab city, considering the size of the city/village that you made it needs more mosques (I'd say 1-2 more).Another thing is that gaza in reality is much closer to the beach, and it could be nice if the caches could actually be hidden in boats (and tunnels by the way) inside the harbour (and an actual one unlike the wierd version in current gaza beach).

If you are going to be adding a Mosque. Make sure that it is geographically facing the correct way. That is towards the city of Mecca.. That is something that's always bothered me. Be religiously correct here :)

Killing the enemy sylently
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Pvt.LHeureux »

Like mentionned before, you really want to avoid giving the IDF tanks the ability to circle one city while being protected by open grounds where they can see any targets 200m away :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
FrostZeroOne
Posts: 132
Joined: 2012-04-05 18:32

Re: [Map] Gaza Strip (4KM) [WIP]

Post by FrostZeroOne »

Pvt.LHeureux wrote:Like mentionned before, you really want to avoid giving the IDF tanks the ability to circle one city while being protected by open grounds where they can see any targets 200m away :razz:
it can be balanced, imagine if the hamas is going to be equiped with MILAN tows all over the city...not only it will balance the whole game, armor will have a serious challenge because they are going to become the main target. and hamas DOES have MILAN rockets in there..
also alot of RPG's...not only on caches but just random spawns of RPG's all over the city...would be actually fun to play a map where the IDF doesnt have all the advantages...dont u think?
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Robert95
Posts: 20
Joined: 2011-09-13 08:19

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Robert95 »

Haha the gameplayobjects are actually a long way ahead guys :P I'm busy with a quite large IDF base right now, with a lot of target practice :)
I am easily satisfied with the very best.
Winston Churchill
gipakok
Posts: 269
Joined: 2012-11-19 20:31

Re: [Map] Gaza Strip (4KM) [WIP]

Post by gipakok »

gx wrote:The cargo ship static with a cache on it out in the bay maybe 400 meters off the coast would be epic.
It could be even better if it was an iranian 'cargo' ship that the IDF has to board it with black hawks and boats.
FrostZeroOne
Posts: 132
Joined: 2012-04-05 18:32

Re: [Map] Gaza Strip (4KM) [WIP]

Post by FrostZeroOne »

gipakok wrote:It could be even better if it was an iranian 'cargo' ship that the IDF has to board it with black hawks and boats.
yeah, why dont we just all go and play call of duty instead? you want fastropes with that aswell? you want the devs to make a new faction called Shayetet 13 maybe? what else you want kid? matkal? yahalom? get real...
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Finrar
Posts: 174
Joined: 2010-11-24 16:03

Re: [Map] Gaza Strip (4KM) [WIP]

Post by Finrar »

gipakok wrote:It could be even better if it was an iranian 'cargo' ship that the IDF has to board it with black hawks and boats.
You forgot the fast ropes.

Anyway i might remember wrong but was there rdev working 2km gaza beach.v2 map?
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