[Map] Brecourt Assault (2km) [WIP] (PR:N)

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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

[Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

Name: Brecourt Assault
Location: Sainte Marie du Mont and sorroundings
Size: (2km)
Factions : US, Germany
Game Play Type : Infantry with some vehicle combat (maybe tanks if i can get them)
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Minimap WIP (26-07-2012) LIGHTMAPS!! :D :
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Overview on the flags:
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Screen Shots :
Brecourt gun emplacements:
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Mg emplacements done:
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Hamlet done:
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German Main:
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Brecourt manor:
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Cemetery:
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Bunker hill:
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Map ive been making for PR Normandy, some people wanted to make questions about it so I made a thread.
Shoot away :-P
Criticism and advice is always apreciated
Last edited by rodrigoma on 2012-07-26 13:06, edited 27 times in total.
sharpie
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Re: [Map] Brecourt Assault (2km) [WIP]

Post by sharpie »

Dang brother, lookin good :D
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Ratface
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Re: [Map] Brecourt Assault (2km) [WIP]

Post by Ratface »

Looks great!

are you planning on adding in the artillery the germans had?
LITOralis.nMd
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Re: [Map] Brecourt Assault (2km) [WIP]

Post by LITOralis.nMd »

There is aerial photography of that area from pre-DDay recon flights available for download on the internet, you might see very different field separations, and the DDay layout of the towns. It's not critical, but might be worth your time.
CTRifle
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Re: [Map] Brecourt Assault (2km) [WIP]

Post by CTRifle »

wow that looks great!! Cant wait to see it further
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rodrigoma
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Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP]

Post by rodrigoma »

[R-COM]LITOralis.nMd wrote:There is aerial photography of that area from pre-DDay recon flights available for download on the internet, you might see very different field separations, and the DDay layout of the towns. It's not critical, but might be worth your time.
hey thanks for the feedback
ive been using myself google earth for the more general area but i will be using aerial photos of the areas like the brecourt manour , ithe national collection of aerial photography doesnt seem to have anything on the sainte marie du mont area which is weird as it is near utah and omaha beach, if you or anyone find or know something about references please pm me or post them here
are you planning on adding in the artillery the germans had?
I dont think it is modeled so ill be using pak 40 as a place holder
I will be thinking on adding 2 tanks on the US side as they came to assistance to clear the german forces around the area after the attack, i will have to get a good balancing between the 2 sides though
Last edited by rodrigoma on 2012-04-28 08:25, edited 2 times in total.
Pvt.LHeureux
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

HOLY SH*T this looks GOOD. Damn, nice use of the roads too.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Yeah, looks amazing! :)
Give us moar :D
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Arc_Shielder
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Arc_Shielder »

Niiice, you got this rolling pretty fast. Impressive work so far.
Winters' team attacked Brecourt Manor, located three miles southwest of Utah Beach and north of the village of Sainte-Marie-du-Mont. There he discovered No. 6 Battery of the 90th Artillery Regiment,[2] consisting of four 105 mm howitzers connected by trenches and defended by a platoon of soldiers.[3]

Winters held that the unit was part of the 6th Fallschirmj?gerregiment (6th Parachute Regiment) with emplaced MG42 machine guns.
A system of trenches + Paks + HMGs would be sweet.
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AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

rodrigoma wrote:Game Play Type : Infantry with some vehicle combat (maybe tanks if i can get them)
Sure can. We have a bunch of tanks available, perhaps not all are realistic in a Normandy setting, but I'm sure there's something you like.

US has:
- Sherman M4A1
- M26 Pershing (but I think I'll remove that one since we have a Sherman now)

Germany has:
- Panzer III-J
- Panzer IV-D
- Panzer IV-F2
- Stug III-B
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:Sure can. We have a bunch of tanks available, perhaps not all are realistic in a Normandy setting, but I'm sure there's something you like.

US has:
- Sherman M4A1
- M26 Pershing (but I think I'll remove that one since we have a Sherman now)

Germany has:
- Panzer III-J
- Panzer IV-D
- Panzer IV-F2
- Stug III-B
the first 2 tanks out of the ships in utah came to brecourt, i couldnt get any info on the type but im presuming sherman?s
it would be epic to have the little stuart tanks around, :mrgreen: if anyone would model them i would love them forever :grin:
other things that would be great for normandy maps would be a french Manor type static and some detail goodies :wink:
anyways thanks for the support

PS: if someone could tell me how to can i make appear the PR:N vehicles in the spawner list
i just cant make it happen ;(

Also updated the first post with 2 more screens
Last edited by rodrigoma on 2012-04-28 22:32, edited 2 times in total.
lucky.BOY
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by lucky.BOY »

For the last screen, you need proper intersections. Just painting one road on top of another doesnt cut it, imo. I dont know about those vehicles, but i think you have to extract them from oparation overlords object zips into the apropriate folder, i think.

I would be interested in making that manor, but cant promise when i will start it and when i will complete it. If I recall correctly, there was one guy making the brecourt manor already, he had a thread on it in community modding...

-lucky

EDIT: Found it
https://www.realitymod.com/forum/f388-p ... manor.html

However, its only a request, seems like nobody really started on it, but theres a bunch of refs in that thread.
AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

rodrigoma wrote: PS: if someone could tell me how to can i make appear the PR:N vehicles in the spawner list
i just cant make it happen ;(
Find objects_client.zip and objects_server.zip in "pr/levels/project_normandy/objects/". Extract both these zipfiles into your "objects" folder of your "pr_edit".

That should do the trick :) .



Regarding your undergrowth grass, I think it's prettier to use hexagon grass. Give it a try, see if you like it.
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

lucky.BOY wrote:For the last screen, you need proper intersections. Just painting one road on top of another doesnt cut it, imo. I dont know about those vehicles, but i think you have to extract them from oparation overlords object zips into the apropriate folder, i think.

I would be interested in making that manor, but cant promise when i will start it and when i will complete it. If I recall correctly, there was one guy making the brecourt manor already, he had a thread on it in community modding...

-lucky

EDIT: Found it
https://www.realitymod.com/forum/f388-p ... manor.html

However, its only a request, seems like nobody really started on it, but theres a bunch of refs in that thread.
yeah i dont think there is a need for an exactly reproduced brecourt manor but more of general one that can be used multiple times, as just in the area of my map there are at least 3 large manors
on the road intersections i ont think its a huge deal but ill see what i can do
Find objects_client.zip and objects_server.zip in "pr/levels/project_normandy/objects/". Extract both these zipfiles into your "objects" folder of your "pr_edit".

That should do the trick .
tried that already 3 times still didnt work
the objects just dont appear in the list :-(
AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

You start the editor and select "pr_edit", right? Good.

Now, through Windows Explorer, go to your BF2-directory, then mods/pr_edit/objects/vehicles/land/.
Once there, there should be folders like "ger_tnk_p4d" and the likes.

If not, the files have not been extracted there.
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Arnoldio
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Arnoldio »

Stuart would be good for more INF oriented stuff, but a sherman does fine aswell.
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rodrigoma
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Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

ok i think i found a way to fix the objectspawner problem,
one more thing if anyone wants to do an object that is like this
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it would be great
Pvt.LHeureux
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

I think there's a wire fence somewhere in the static objects.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
lucky.BOY
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by lucky.BOY »

I went through the files and didnt find anything like that in there, and would do it, i just need dimensions, because from that picture its really hard to see. I need heigh and interval between two posts, rodrigoma, please.
Also i would make it with 4-sided posts, not these tree branches like on the picture, but i think it wont matter :)

-lucky
Rudd
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Rudd »

If I were you I'd just stick with the wooden fences, they are good, have their cols set for vehicles etc.
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