[Map] Suez (4km) [Scrapped]

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UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

[Map] Suez (4km) [Scrapped]

Post by UKrealplayER666 »

Name: Suez
Location: Southern tip of the Suez canal
Size: 4km
Factions : IDF vs MEC, posiblity of Ins layer
Game Play Type : Layer for each play type, focused on good infantry combat with vehicle support.

Just to give you some perspective on why i chose this area of the world to make a map of ill explain my decision making process, it looked cool and the suez canal is of such tactical importance to any naval movement in the red sea i thought it would be nice to fight over it in PR.

My basic concept for this map is to create a large scale, infantry centric city map that is focused on primarily good infantry combat, however to factilitate the use of combined operations i am designing the combat areas to also be vulnerable to well placed attacks from both ground and air vehicles.

First of all i must draw attention to a monumental c*** up on my part, after a substantial amount of development work (im talking terrain made and the completion of pretty much everything ive done up to the 15th of june) i realised that my colour map was up the wrong way, this means north now equals south, this wont affect game play but it does draw from its realism a smidge.

Latest minimap as of 31st December 2012

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And some screenshots of whats already there

Sample block layout

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This shows the concept of having good opurtunitys for firefights while still allowing armour and air to get involved if need be

Suburbs

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Apartments

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docks

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Other image links

yfrog Photo : http://yfrog.com/c9suez15061202j Shared by
yfrog Photo : http://yfrog.com/mgsuez15061205j Shared by
yfrog Photo : http://yfrog.com/0ksuez15061207j Shared by

So thats it for now, i would say its in about 5% complete state thus far, this is my first proper mapping experience so i will be learning all the time, ill revisit the areas ive already made and so on, chances are ill re paint the ground to make it more detailed and realistic.

Any opinions, objections, rants or insults are greatly welcomed, i want to build this map to the preferences of you guys out there so it is great fun to play, even if that makes it look a little less pretty than it should be :)
Last edited by UKrealplayER666 on 2012-12-31 10:29, edited 7 times in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Suez (4km) [WIP]

Post by Rhino »

Cool, but personally I would rotate the terrain at this point if I where you, as it isn't that hard to do as you haven't done that much static work yet and the statics you can also rotate, if you place a dummy object in the very centre of your map (0,0,0), then select all your objects with this dummy object being your gizmo, then rotate around it 180, all done other than deleting the dummy object afterwards :)

Is also to rotate your colourmaps and detail maps but that's a little more complicated and tbh, your probably better off redoing them.

If you don't, it will bug you for ever :p


As for factions, IDF vs MEC might be some better factions for this? Israeli isn't that far away and they have thought over this land before, will, not quite this land since its on the other side of the Canal but still close enough to justify the IDF fighting here :)
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UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: [Map] Suez (4km) [WIP]

Post by UKrealplayER666 »

What would i need to do to do that? If it requires anything other than paint.net then im screwed :L
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Suez (4km) [WIP]

Post by Rhino »

heightmap you need to open up, anything that opens up a 16bit, IBM PC .raw file (only thing I know that can is Photoshop), then rotate the image 180degs, then save in IBM PC format, done.

For rotating the statics, just need the editor, to rotate 90degs clockwise you just right click on the axis when you have the rotate gizmo enabled, so just do that twice for 180degs.

To do the colour/detail map stuff, you need anything that can open .dds files, then you piece all the bits together and can rotate it all 180, save as a 24bit .tga and then you need bf2_tsplit.ext to split up the big image after you've rotated it all (which comes with bf2_tpaint).

I also wouldn't use thous russian apartment blocks, not good on performance and don't fit the ME very well.
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Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: [Map] Suez (4km) [WIP]

Post by Rudd »

http://img215.imageshack.us/img215/9241 ... 061203.jpg

Imo this area is a waste of performance tbh, I know IRL these kind of buildings are orientated like so; but try and space out your enterables, it'll cover more ground, help performance and also create epic firefights between buildings :)

As Rhino says, best to drop them really and use the muttrah buildings in a spaced out fashion.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Map] Suez (4km) [WIP]

Post by Arnoldio »

Why spacing out, apart from the performance issue? There is not really a tight urban map in PR. Look out of your window, houses are are crammed. For a change, such positioning would be good.
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Orgies beat masturbation hands down. - Staker
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Suez (4km) [WIP]

Post by Rhino »

Arnoldio wrote:Look out of your window, houses are are crammed.
I only see cherry trees out of my window... :p
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Rudd
Retired PR Developer
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Re: [Map] Suez (4km) [WIP]

Post by Rudd »

Arnoldio wrote:Why spacing out, apart from the performance issue? There is not really a tight urban map in PR. Look out of your window, houses are are crammed. For a change, such positioning would be good.
you can pack non-enterables together to an extent, but enterables are much more performance intensive atm.
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UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: [Map] Suez (4km) [WIP]

Post by UKrealplayER666 »

I will build certain areas like that, most will be non enterables, i just think that a map that is only tight urban areas would get boring as no real firefights could take place, from my experience of close quaters combat in PR it often leads to 20 secconds of intense fire and 5 minutes of waiting to get revived, i think a well thought out combination of the two could add a good dynamic to the map more than sticking to one convention
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: [Map] Suez (4km) [WIP]

Post by UKrealplayER666 »

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Quick update, Reworked the apartment area (see above), deleted all my detail and color maps in order to redo them, flipped it all to make south south and north north, rebuilt my roads to make them duals and will now start building more of the city up, more updates will come soon.

Question: The popping of the houses ive used in my suburbs, does that disapear ingame or is there somthing im gonna have to do to prevent it?
Last edited by UKrealplayER666 on 2012-06-28 17:46, edited 2 times in total.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Suez (4km) [WIP]

Post by lucky.BOY »

That looks good, can imagine some great firefights in there.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Suez (4km) [WIP]

Post by Pvt.LHeureux »

UKrealplayER666 wrote: Question: The popping of the houses ive used in my suburbs, does that disapear ingame or is there somthing im gonna have to do to prevent it?
You mean that when you get closer they fade in and out?

If yes, then no, that won't be like that in-game :)


Also to avoid it in the Editor, while you have your map loaded in it, in the bottom right there's 3 boxes. In the first one enter :

Renderer

In the second boxes enter :

minCulldistance

In the third enter :

9001

Then press enter. You can change the final value but as long as you're satisfied wiht it. You can enter 1000, but I would suggest staying above 1000.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Suez (4km) [WIP]

Post by BroCop »

I believe the max render distance is 3000
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Suez (4km) [WIP]

Post by Pvt.LHeureux »

Well I guess so, I just enter 9001 to be sure and for the internet.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: [Map] Suez (4km) [WIP]

Post by UKrealplayER666 »

As long as its over 9000 im sure it'll be okay, thanks for the help guys :)
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: [Map] Suez (4km) [WIP]

Post by UKrealplayER666 »

Quick update on this, I've just started working on the project again after a hiatus to sort out the first semester of uni, new mini map on first page.

Road layout for main bulk of city finished, more screenshots later, random buildings are my palette for the city.
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: [Map] Suez (4km) [WIP]

Post by UKrealplayER666 »

Development on this map will now move over to CryEngine, I lost my BF2 version in the great HDD Formatting incident of 2012, remember children, always make backups...

This thread can be locked/set to scrapped if you wish, ill remake a thread when the time comes

Thanks to those who helped me in this thread, it was of great use and i apologise for scrapping it like this, i hope my work in CryEngine will be swifter, bolder and better than ever, it also allows me do dive into the world of making new statics so expect some bespoke buildings to come from this
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