[MAP] South Iran (4km) [WIP]

Maps created by PR community members.
Rhino
Retired PR Developer
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Re: [MAP] South Iran (4km) [WIP]

Post by Rhino »

The_Turkish_Moose wrote:Although it wasn't my initial idea. I've grown fond of the idea of turning into an Asian based map! It looks really good with the Chinese textures. One question with the Chinese textures is about the specular brightness. It seems a lot brighter than the normal textures. Is that why Shija Valley is overcast?
Might be a buggy texture, got a screenshot?
The_Turkish_Moose wrote:All the DEVs I've talked to so for have told me using the BF2142 assets is a no-go.
Technically in the EULA, it specifically states that "your not allowed to port content from one battlefield title to another". However they have granted the BF2 modding community to use BFP4F assets in BF2: BFP4F Overgrowth (For use in BF2) - Battlefield SinglePlayer Forum
And since BF2 is so old etc, I very much doubt they will give a dam any more. I've only ever seen DICE enforce this rule once, and that is basically when all of Karkand and its statics where ported over to BF2142 for one of its mods, and DICE did bring the hammer down on them, forcing them to remove it from their mod and old downloads links, or face legal action: Conflict 2142 mod pushing the EA boundaries - Battlefield SinglePlayer Forum

So ye, bottom line is, if you did use them it is unlikely that DICE would give a dam, but if they did, you would either need to scrap your map, or rework it again without the statics.
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

What I understand from Rhino is that the use of BF2142 model will be tolerated by the PR Devs, until dice open its mouth.

??

Cuz these new buildings give a really fresh look, we could use of new statics!

I would like to help but it seems so complicated to export, texturize, and everything.

It require alot of knowledge to give a hand in the PR community..


Also, Moose, Thanks for considering the idea!
If you send me your map I can probably open it and try to make the '' Pain in the *** '' work :D Although, maybe just the big river canal that divide into branch could be good enough
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Mineral
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Re: [MAP] South Iran (4km) [WIP]

Post by Mineral »

Those statics are only fillers. They aren't that important tbh. Use them or don't, it won't change much :) I think you should leave the city part alone for a while, it's alright atm. Dedicate your time to figuring out what to do with the rest of the map first. Gameplay first, then you can start filling it .
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Rhino
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Re: [MAP] South Iran (4km) [WIP]

Post by Rhino »

W.Darwin wrote:What I understand from Rhino is that the use of BF2142 model will be tolerated by the PR Devs, until dice open its mouth.??
Somewhat yes, we would need to take a team vote to be sure and if the map gets into core PR will depend on if its up to standard etc too but at the very least, could be released with the PRX map pack or on its own :)
W.Darwin wrote:I would like to help but it seems so complicated to export, texturize, and everything.

It require alot of knowledge to give a hand in the PR community..
This tutorial teaches you most of what you need to know: https://www.realitymod.com/forum/f189-m ... cture.html
[R-DEV]Mineral wrote:Those statics are only fillers. They aren't that important tbh. Use them or don't, it won't change much :) I think you should leave the city part alone for a while, it's alright atm. Dedicate your time to figuring out what to do with the rest of the map first. Gameplay first, then you can start filling it .
Indeed. Should really plan out the full map layout before even starting putting down statics. If your also going to make an Asian city, might be worth finding a r/l city to base it on ;)
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derg
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Post by derg »

nice Start!


iPhone
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Might be a buggy texture, got a screenshot?
So in these screenshots you can see the T-Building are drastically different just by changing the "Object Custom Texture Mode" from Default (Arab) to Woodland (Chinese). It could just be an issue with the editor. I would like to know if someone had any insight!

Default
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Woodland
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Those statics are only fillers. They aren't that important tbh. Use them or don't, it won't change much I think you should leave the city part alone for a while, it's alright atm. Dedicate your time to figuring out what to do with the rest of the map first. Gameplay first, then you can start filling it .
OK, cool - I'll start working on main bases! Before I do, I would like some opinions about the terrain. If this were to become a Chinese based city, the surrounding terrain would must likely be grasslands, right?
Somewhat yes, we would need to take a team vote to be sure and if the map gets into core PR will depend on if its up to standard etc too but at the very least, could be released with the PRX map pack or on its own
So there's a spec of hope!
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Raklodder
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Re: [MAP] South Iran (4km) [WIP]

Post by Raklodder »

This is why I prefer indie games and mods over AAA-titles.
Rhino
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Re: [MAP] South Iran (4km) [WIP]

Post by Rhino »

The_Turkish_Moose wrote:So in these screenshots you can see the T-Building are drastically different just by changing the "Object Custom Texture Mode" from Default (Arab) to Woodland (Chinese). It could just be an issue with the editor. I would like to know if someone had any insight!
na that's just a buggy spec map and has been fixed in the next version :)
The_Turkish_Moose wrote:OK, cool - I'll start working on main bases! Before I do, I would like some opinions about the terrain. If this were to become a Chinese based city, the surrounding terrain would must likely be grasslands, right?
Well before you start working on main bases, as I said I would draw up a basic plan for the map, showing the main points of interest etc, and get some feedback on it here, then can more easily tweak the design then if need be. And ye, I can't think of any Chinese coastal cities that are on a desert, afaik the Chinese desert is in the NE of china, well inland? Again, IMO it would be worth looking at some real Chinese cities, ideally basing the map fully on one rather than just making a fictional one as the end result will be far better :)
Ingame one doesn't have to be exact to real life, just going with the basic plan/layout makes things look and feel far more realistic. Look at Muttrah for example, its pretty different from what it is in r/l, but its basic layout is the same and it feels authentic because of that :)
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The_Turkish_Moose
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Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Well before you start working on main bases, as I said I would draw up a basic plan for the map, showing the main points of interest etc, and get some feedback on it here, then can more easily tweak the design then if need be.
All right, I'll whip something up soon!

Yeh, I'll have to repaint all the terrain (which is a huge bummer because I spent a couple of hours painting all the surrounding terrain already) haha! I'll also have to switch around the overgrowth from palms to oaks and remove some of the statics which have 3D Arab signs like Hotel Jala!
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PatrickLA_CA
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Re: [MAP] South Iran (4km) [WIP]

Post by PatrickLA_CA »

Maybe for the area around the city you could create a water plant with pipelines all the way to the city and a large airport. That should fill a lot of space.
In-game: Cobra-PR
The_Turkish_Moose
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Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

OK, before you look at the image bellow, please be merciful! I've never really done anything like this on a mini-map. It may be a bit too detailed but this is 1 possibility!

The Brown is mountains
The yellow is Fields
The Green is Woods (Light woods for the golf course
The light Grey lines show the city wall which elevates the city (Like on the outer edges of Muttrah)
The Dark Grey lines show the estimated city limits
The Black lines show possible roads
The Dark Grey blocks show towns and docks

P.S! Just image all the sand is grass!

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Rabbit
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Re: [MAP] South Iran (4km) [WIP]

Post by Rabbit »

Sticking with US/ MEC it seems?
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AfSoccer "I just don't see the natural talent."
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W.Darwin
Posts: 310
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Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

No rabbit, He just didnt edited the Factions I believe. ;)



A golf course!! Love it! :D

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Ok, first, sorry for the enthusiasm, but this map looks very good!

This is only my idea of your map, I would be glad to be considered, yet I do not mind if you disagree!


Let me explain the changes, first the water area. PatrickLA_CA brought a good point to make a water facility. Far from the city, it doesn't bother urban life, and it make a passage for the armors to get inside the city without attracting too much attention. (Also, all the water canal and the ''lake'' at the bottom of the water facility should be inside a concrete infrastructure , so impossible to cross with vehicule, like in half-life 2 maybe??? you understand? )

Then the other water canal the cuts the main city into an island, is to give a fair tactical balance for armors nautic movements. I think it would'nt take too much time to adjust.. :/

Then, at last for the water, I expanded the main canal that you built to make it go all the way up to the montain, this way you could place a nice waterfall that would pop out of the mountain and this would give a really nice aesthetic look to the golf course (*hehe)

..

Then I modified the golf course. Stretched it so it would reach the coast. Why? because it would be beautiful to play golf nearby the ocean :D :D :D .

After that,
The Golf club should be a good looking installation that is set up at the bottom of the mountain (even on the mountain), it could be a steep mountain, giving the golf club a secure and warm feeling to it.


After that I thought a big city like this might attract richeous people, so I called the northern town the '' Luxuerous subburn '' Wich would be a zone where you have house with big backyard and... you know... luxuous looking neighborhood :)
..





Annnnnd, this is a topography map I also made,

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_____________________________________
GREEN is the low ground
_____________________________________
YELLOW is the medium ground
_____________________________________
RED is the high ground

...



And thats about it I think.

Thanks for reading, sorry if I do too much :lol:
The only purpose is to be inspirationnal :D







About the water canals, this is what i meant,

Either this,

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Or that,

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Last edited by W.Darwin on 2016-03-07 04:43, edited 11 times in total.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [MAP] South Iran (4km) [WIP]

Post by Rabbit »

Well I foresee some future problems with the location of the city with how you will run routes. Such a large focus point of the map belongs closer to the center and while its a PAIN in the *** to do now, its easier to move it now rather than later.

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^ how I would do it. Industrial on the right. This would mean any other points of interest are close to the main point of interest and one side doesn't feel heavy in quality interest and the other just as filler.
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AfSoccer "I just don't see the natural talent."
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solidfire93
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Re: [MAP] South Iran (4km) [WIP]

Post by solidfire93 »

this map reminds of Port Abbas which located south of Iran !
its looks similar...
The_Turkish_Moose
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Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Sticking with US/ MEC it seems?
No rabbit, He just didnt edited the Factions I believe.
Yeh, my mistake!

Wow, Darwin! You've done so much I'm really surprised haha
I like the golf course idea a lot! Also, the luxurious town sounds cool!
I think the OPFOR main will be a domestic airport taken over by the military.
Some of the rivers on the west side of the map would be a big pain in the *** to cut through all that built up city. I know it doesn't show up on the minimap but there are some buildings around there.

What would everyone think of a river/ lake/ canal that stretches from the west coast all the way to the east coast? And we can have the waterfall in the golf course too!

Rabbit
Cool ideas, makes complete sense but that river cuts through a lot of already built up places. It actually runs through the intersection I put together!

I'll come up with another map compiling all ideas. Thanks for all the ideas!

EXTRA STUFF:
My main focus in on the rivers. As this map would have a lot of armour, rivers would be detrimental to the game play. Rabbits design would be awesome as it seems very balanced. Here's what I've just drawn up again! I haven't expanded too much so we can do it bit by bit, area by area!

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I'm thinking there should be a big airport like in Burning Sands!
Last edited by The_Turkish_Moose on 2016-03-07 14:26, edited 2 times in total.
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W.Darwin
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Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

I see you worked mainly to adjust the time opfor would take to reach the city, adding the gold course will slow them and probably make a balance.


Since you enjoyed my suggestion, I made a new one with your latest update!! :D

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ok, so let's do it from top to bottom.

I thought the Opfor could stand on top of a mountain. why? Because since there is a big mountain formation in the middle of the map, it would probably give them disadvantage if the Blufor make FOB on top of it, or if any Snipers, or hat try to camp the top of the mountain. So by making the Opfor base on a hill, it creates a balance for the other mountain formation.

The reason why I made some road ''zig-zag'' is because it would be steep terrain and require snake road to climb the hill. (althought i just realise such road should be made on the Opfor mountain roads.)

The golf course again is create in a ''going-down the ocean'' style. Having a little lake on the top with a waterfall coming out of the mountain, then an other waterfall the drop in a lower level of water that then lead into the ocean.

The Golf course could be an alternative road to get into the city. Accessible through the Golf club entrance. It would be a long road since you would have to follow the gold course road. I made an other seperation with water in the golf course so the Drivers will not be able to do shortcuts to drive faster.



Then, the luxurious suburbs wich would be on a higher platform... Idk what else to say.. Its a nice looking place.. hehe


After that. The touristic beach would be the only entry point for the land in this area, Would also look cool and aesthetic..


I brought back the idea of Water facility because the road for the Opsfor would be too long in comparison of the Blufor road to reach the city.

So they would have to slow down, navigate inside a facility, then keep going up into the city.

I thought the idea of having ALREADY broken bridge could be interesting.

This would make a strategic decision for the players to take. Between investing time to take logi's and build up new road to take, or just use the standard road.

Obviously, the deployable bridge would make their way faster. But at the cost of reloading multiple time their logi.

Also, the big broken bridge right side of industrial could take multiple deployable bridge, since its a road that leads straight into the city.

..
..
..
.

I think thats it.. You can imagine how it would look like
The_Turkish_Moose
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Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Wow, still going out of your way Darwin. Thanks for the in-depth suggestions. For the beach are you created, I intended to do a row a hotel/ holiday complexes which lead down to the beach!

One thing about the woodlands/ forests would be that I'm intending to keep the far away from the city as it would be a hefty performance cost!

I'll make a map of possible routes for the BLUFOR and OPFOR, trying to estimate where the flags would be!

10/10 Darwin!
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W.Darwin
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Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

When I saw an urban map, designed with such talent, I could'nt resist 8)
Althought I would've liked other people opinions.

I am glad you like it!!! :mrgreen:



(Edit: In this map I see such a big insurgency potential, Hamas most likely.. Or classic insurgent. The bad point is, if the map is Asian, there could be no insurgent force to blend in well.. )

(Edit2: fictive scenario possibility?, Russian ''b.r.i.c.k'' alliance go offensive, China invade middle east. PLA vs MEC
Scenario no:2, Insurgents take over a city and the military needs to clear it out. Insurgency layer, MEC vs Insurgent )
Last edited by W.Darwin on 2016-03-07 18:09, edited 2 times in total.
Jacksonez__
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Joined: 2013-07-28 13:19

Re: [MAP] South Iran (4km) [WIP]

Post by Jacksonez__ »

FSA vs. MEC amphibious assault?

FSA vs. Russian amphibious assault?
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