The Falklands
Posted: 2012-09-28 23:27
Hey all,
In this highlight I hope to cover all of The Falklands map / mini-mod and its features so this may be quite a long post
This map / mini-mod is based as much as possible on the 1982 conflict between Britain and Argentina over the Falkland (Malvina) Islands. We're taking into account historic factors and trying to replicate them in a way which gives fun and balanced gameplay environment, whilst also working within the limitations of the BF2 engine and assets we have to hand. I believe we have archived this and hopefully we can build on this solid foundation in the future
The Falklands Map
First of all the map itself. As I mentioned in its announcement post I've been wanting to experiment with large scale, mesh terrains in BF2 for some time in order to break the 4km x 4km map size barrier we've had for some time. With this map I've finally had the opportunity to do that, and while I wasn't able to get the terrain to work as well as normal terrain in terms of detail and looks with it mainly missing undergrowth, I still feel it works and plays well enough to be released with the positives still outweighing the negatives.
The layers I've made are all based on the 1982 Falklands War in one way or another. Some are not based on the entire war like the AAS layers, but part of it like the Skirmish layers, where Skirmish 16 is based on the SAS Raid of Pebble Island and Skirmish 32 is based on the initial Argentine invasion of the Falklands Islands. I've tried to keep both historical accuracy and gameplay in these layers and I think I've got them both working well together hand in hand.
Of course fine tweaking will be needed in time as the map is played more to show any imbalances etc but I do believe the foundations are solid.
Megamaps:
Screenshots:
AAS 128 (Day)
Setting: Day
Tickets Team 1: 1500
Tickets Team 2: 1500
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/c ... en.svg.png


AAS 64 (Day) & AAS 32 (Night)
Setting: 64 Day, 32 Night.
Tickets Team 1: 1000
Tickets Team 2: 1000
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/c ... en.svg.png

32: https://media.realitymod.com/highlights ... _cq_32.jpg

AAS 16 (Night)
Setting: Night
Tickets Team 1: 600
Tickets Team 2: 600
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/c ... en.svg.png


Vehicle Warfare 64 (Day)
Setting: Day
Tickets Team 1: 200 (Python Set)
Tickets Team 2: 200 (Python Set)
Info:
Evolving around CAP to put the enemy into a ticket bleed and bombing objectives that cost tickets (bombing ground targets doesn't cost the enemy tickets yet but hopefully will in a future release).


Skirmish 32 - Operation Rosario (Day)
Setting: Day
Tickets Team 1: 125
Tickets Team 2: 100
Info:
Based on the initial Argentine invasion of the islands: 1982 invasion of the Falkland Islands - Wikipedia, the free encyclopedia


Skirmish 16 - Pebble Island Raid (Night)
Setting: Night
Tickets Team 1: 100
Tickets Team 2: 40
Info:
Based on the SAS Raid on Pebble Island: Raid on Pebble Island - Wikipedia, the free encyclopedia
GBs objective is to destroy the aircraft on the airfield, while Argentina tries to fight off the attackers.
Note that shooting the engine of the aircraft causes more damage than shooting the fuselage, and you can quite effectively destroy these with bullets, simulating damaging the aircraft vital systems so it cant be flown.


Aircraft Supply Points
Zones showing where you can resupply your jet or chopper on the map.
Soldiers
British Soldiers
The British are currently using the Solider models/textures and Kit Geoms of the Modern British Forces in Project Reality. Hopefully in time we will be able to update them to be more in line with what the British uniforms/kit of 1982 but for now they are a pretty close match, with the odd bit of modern equipment on them and slightly the wrong camo
Argentine Soldiers
The Argentinian player models are reskinned MEC Player models, using the US Vietnam kit geoms, both re-textured by [R-DEV]Spush as per this blog here: The Argies are coming! - Project Reality Forums
Weapons
Many new weapons have been added into this mod for PR:F based on the weapons used in the war back in 1982. One big difference between the weapons in PR:F and the weapons in normal PR is that their are very few scopes in PR:F, unlike in normal PR. This is due to scopes being very rare back then, with only really being issued to Marksman and Snipers. As such most of the weapons have standard iron sights and you will need to try and get up close to your enemy in order to get a sure kill. One of the very interesting things about this war is both sides had very common hand-held weapons. They both used versions of the FN FAL for their main rifle, they both used versions of the FN MAG GPMG, both used versions of the Browning Hi-Power 9mm pistol and so on.
Deviation Tweaks
Rudd and [R-CON]K_Rivers have been both working very hard on sorting out some new deviation code for v1.0 and the latest code currently has been included into the PR:F v0.18 release which we hope will significantly improve infantry gameplay and also server as a good testing bed to fine tweak our deviation for the v1.0 release
British Weapons
Argentine Weapons
Vehicles
Land vehicles didn't play a major role in the Falklands conflict for either side, due to the hostile terrain and the logistics involved in shipping them to the Islands. However, the air campaign over the Falklands during the war was intense, so a lot of planes and helicopters should make up for the lack of ground vehicles.
British Land Vehicles
Argentine Land Vehicles
British Helicopters
Argentine Helicopters
British Jets
Argentine Jets & Turboprops
Misc Credits:
The Falklands Map: [R-DEV]Rhino & [R-DEV]Dr Rank
Python Coding: [R-DEV]BloodyDeed & AnimalMother
Kit Coding: AnimalMother & [R-DEV]Rhino
HUD Icons (Minimap flags etc): CTRifle
Flag Textures: CTRifle
Argentine Win/Loose Music: [RMLa]faccion
Jet Physics Coding: [R-DEV]Jafar_Ironclad
Matra R.530 Missile Texture: [R-CON]K_Rivers
AM-39 Exocet Anti-Ship Missile Texture: nater
A-1H Objective Marker Code: [R-DEV]AncientMan
Dumb Bomb Physics Code: dkleader
- Last Updated: 15-12-12
In this highlight I hope to cover all of The Falklands map / mini-mod and its features so this may be quite a long post
This map / mini-mod is based as much as possible on the 1982 conflict between Britain and Argentina over the Falkland (Malvina) Islands. We're taking into account historic factors and trying to replicate them in a way which gives fun and balanced gameplay environment, whilst also working within the limitations of the BF2 engine and assets we have to hand. I believe we have archived this and hopefully we can build on this solid foundation in the future
The Falklands Map
First of all the map itself. As I mentioned in its announcement post I've been wanting to experiment with large scale, mesh terrains in BF2 for some time in order to break the 4km x 4km map size barrier we've had for some time. With this map I've finally had the opportunity to do that, and while I wasn't able to get the terrain to work as well as normal terrain in terms of detail and looks with it mainly missing undergrowth, I still feel it works and plays well enough to be released with the positives still outweighing the negatives.
The layers I've made are all based on the 1982 Falklands War in one way or another. Some are not based on the entire war like the AAS layers, but part of it like the Skirmish layers, where Skirmish 16 is based on the SAS Raid of Pebble Island and Skirmish 32 is based on the initial Argentine invasion of the Falklands Islands. I've tried to keep both historical accuracy and gameplay in these layers and I think I've got them both working well together hand in hand.
Of course fine tweaking will be needed in time as the map is played more to show any imbalances etc but I do believe the foundations are solid.
Megamaps:
Screenshots:
Spoiler for Screenshots:
AAS 128 (Day)
Setting: Day
Tickets Team 1: 1500
Tickets Team 2: 1500
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/c ... en.svg.png


Spoiler for Assets:
Setting: 64 Day, 32 Night.
Tickets Team 1: 1000
Tickets Team 2: 1000
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/c ... en.svg.png

32: https://media.realitymod.com/highlights ... _cq_32.jpg

Spoiler for Assets:
Setting: Night
Tickets Team 1: 600
Tickets Team 2: 600
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/c ... en.svg.png


Spoiler for Assets:
Setting: Day
Tickets Team 1: 200 (Python Set)
Tickets Team 2: 200 (Python Set)
Info:
Evolving around CAP to put the enemy into a ticket bleed and bombing objectives that cost tickets (bombing ground targets doesn't cost the enemy tickets yet but hopefully will in a future release).


Spoiler for Assets:
Setting: Day
Tickets Team 1: 125
Tickets Team 2: 100
Info:
Based on the initial Argentine invasion of the islands: 1982 invasion of the Falkland Islands - Wikipedia, the free encyclopedia


Spoiler for Assets:
Setting: Night
Tickets Team 1: 100
Tickets Team 2: 40
Info:
Based on the SAS Raid on Pebble Island: Raid on Pebble Island - Wikipedia, the free encyclopedia
GBs objective is to destroy the aircraft on the airfield, while Argentina tries to fight off the attackers.
Note that shooting the engine of the aircraft causes more damage than shooting the fuselage, and you can quite effectively destroy these with bullets, simulating damaging the aircraft vital systems so it cant be flown.


Spoiler for Assets:
Aircraft Supply Points
Zones showing where you can resupply your jet or chopper on the map.
Spoiler for Aircraft Supply Points:
Soldiers
British Soldiers
The British are currently using the Solider models/textures and Kit Geoms of the Modern British Forces in Project Reality. Hopefully in time we will be able to update them to be more in line with what the British uniforms/kit of 1982 but for now they are a pretty close match, with the odd bit of modern equipment on them and slightly the wrong camo

Argentine Soldiers
The Argentinian player models are reskinned MEC Player models, using the US Vietnam kit geoms, both re-textured by [R-DEV]Spush as per this blog here: The Argies are coming! - Project Reality Forums

Weapons
Many new weapons have been added into this mod for PR:F based on the weapons used in the war back in 1982. One big difference between the weapons in PR:F and the weapons in normal PR is that their are very few scopes in PR:F, unlike in normal PR. This is due to scopes being very rare back then, with only really being issued to Marksman and Snipers. As such most of the weapons have standard iron sights and you will need to try and get up close to your enemy in order to get a sure kill. One of the very interesting things about this war is both sides had very common hand-held weapons. They both used versions of the FN FAL for their main rifle, they both used versions of the FN MAG GPMG, both used versions of the Browning Hi-Power 9mm pistol and so on.
Deviation Tweaks
Rudd and [R-CON]K_Rivers have been both working very hard on sorting out some new deviation code for v1.0 and the latest code currently has been included into the PR:F v0.18 release which we hope will significantly improve infantry gameplay and also server as a good testing bed to fine tweak our deviation for the v1.0 release
British Weapons
Spoiler for British Weapons:
Argentine Weapons
Spoiler for Argentine Weapons:
Vehicles
Land vehicles didn't play a major role in the Falklands conflict for either side, due to the hostile terrain and the logistics involved in shipping them to the Islands. However, the air campaign over the Falklands during the war was intense, so a lot of planes and helicopters should make up for the lack of ground vehicles.
British Land Vehicles
Spoiler for British Land Vehicles:
Argentine Land Vehicles
Spoiler for Argentine Land Vehicles:
British Helicopters
Spoiler for British Helicopters:
Argentine Helicopters
Spoiler for Argentine Helicopters:
British Jets
Spoiler for British Jets:
Argentine Jets & Turboprops
Spoiler for Argentine Jets & Turboprops:
Misc Credits:
The Falklands Map: [R-DEV]Rhino & [R-DEV]Dr Rank
Python Coding: [R-DEV]BloodyDeed & AnimalMother
Kit Coding: AnimalMother & [R-DEV]Rhino
HUD Icons (Minimap flags etc): CTRifle
Flag Textures: CTRifle
Argentine Win/Loose Music: [RMLa]faccion
Jet Physics Coding: [R-DEV]Jafar_Ironclad
Matra R.530 Missile Texture: [R-CON]K_Rivers
AM-39 Exocet Anti-Ship Missile Texture: nater
A-1H Objective Marker Code: [R-DEV]AncientMan
Dumb Bomb Physics Code: dkleader
- Last Updated: 15-12-12













































































































































