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[Map] Sharqi Peninsula 2 (4km) [Scrapped]

Posted: 2013-05-21 03:04
by Rabbit
To start off, I love Sharqi, I have always found it to be the best level that came in bf2, as the height map is very detailed, and the detail the creator put into the level was outstanding (the golf courses). The problem it suffered from was it just wasn't large enough, the city was small, and the terrain didn't help the feel and only made it feel more cramped.

This is simply me trying to bring what I found an outstanding level to its true potential.

Minimap

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AAS STD

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French V MEC

MEC will start in the North, North/West at the airfrield, and will attack down, through the golf course, into the city and then south.

France will start at the carrier and attack South to North.

AAS ALT

North>South
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South>North
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Canada V INS

2 routes one South up to the city the second North down the the city. Both have quite a different layout terrain wise, so should keep things fresh.

Screenshots

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Peninsula

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Waterfront hotels

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Embassy, City and golf course.

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Docks and market area

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Suburb on the outskirts

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Golf Course again. Texture tiling known issue.

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Farms lining the road in the north

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Picture from part of the south to north route to give you an idea of how they will differ, so gameplay will be even more different depending on the route.

OG count is around 7000
Static count 2530
Destructible 93

Thanks all for now.

Rabbit

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 03:22
by CTRifle
Nice work once again!

Posted: 2013-05-21 03:25
by ubermensche
Really cool! Hopefully we can see it in the main build some day!

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 05:24
by Pvt.LHeureux
Rabbit's busy with like 3 maps now lol.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 12:26
by Rabbit
Actually Shikotan just needs 3dsa lightnaps and optimized, The other project is at alpha and needs a test so I wont even touch it till the end of june.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 12:33
by Mineral
how about the fourth map ? :(

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 12:40
by ElPube
Cool ! Keep going !

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 12:42
by Rudd
Nice start!

not a fan of the OG distribution outside the city areas, just looks kinda wierd having olive and palm trees evenly spaced so sparsely in that terrain. Use an OG bush with a high distance to others to push them together a bit.

Don't forget to space out your enterables, like the TV station bit has a Russian apt, asylum and TV station all together. Don't group your T buildings together either :)

Be careful with teh Russian apartments, they are hoggers for resources and they load a different texture pallet afaik too.

I like the position you're putting the palace in, I've wanted that static to be used for a while now.

I see you used the blockwall on the suburbs area, I recommend using something else, It'll perform better using teh common high walls or brickwalls.

You seem to be avoiding vbf2 buildings, but I think the house double 1 and house high 1 are just begging to be added, especially if you give them roofwalls.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 12:48
by Rabbit
unsure how fesable it is do to number of objects. still working on it on ocassion.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 16:42
by Pvt.LHeureux
I wouldn't use the militia walls either, using the same ones that on muttrah would seem more appropriate, also it will reduce texture load if I'm not mistaken.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-21 21:48
by Rabbit
[R-DEV]Rudd wrote:Nice start!

not a fan of the OG distribution outside the city areas, just looks kinda wierd having olive and palm trees evenly spaced so sparsely in that terrain. Use an OG bush with a high distance to others to push them together a bit.
Same here, I tried to blend it, but is just so thick near the coast it still doesn't look the best. I do want to keep the OG number a bit low, but I'm pretty sure even just a bump to 10 or 14 thousand should do the trick.
[R-DEV]Rudd wrote: Don't forget to space out your enterables, like the TV station bit has a Russian apt, asylum and TV station all together. Don't group your T buildings together either :)
9 Days in, so I'm REALLY far from complete, I'm expecting 1.0 to come out before this is done and hopefully replace some of the less desirable statics. Will move the T so they are not so close though.
[R-DEV]Rudd wrote: Be careful with teh Russian apartments, they are hoggers for resources and they load a different texture pallet afaik too.
Same as above
[R-DEV]Rudd wrote: I see you used the blockwall on the suburbs area, I recommend using something else, It'll perform better using teh common high walls or brickwalls.
Brick walls it is
[R-DEV]Rudd wrote: You seem to be avoiding vbf2 buildings, but I think the house double 1 and house high 1 are just begging to be added, especially if you give them roofwalls.
Yeah, I was trying to keep them mostly for the slums as they don't feel like very nice buildings, and I was going for a clean, rich feeling city, though I'm sure there are still some that I can use.

Thanks for the feedback.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 13:49
by sweedensniiperr
I like the idea and the maps looks good. But I really think it needs some polish. Especially with ground textures and as said, OG.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 16:04
by Rabbit
sweedensniiperr wrote:I like the idea and the maps looks good. But I really think it needs some polish. Especially with ground textures and as said, OG.
don't forget this is only 9 days of work.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 18:14
by Frontliner
For 9 days of work, this is really impressive, the only thing I don't really like is how the insurgent layout, once they are pushed into the city their options to push back are quite limited seeing how the caps are organised in a near straight line.
There's also the road heading towards the airfield stopping in the middle of nowhere, so if you don't mind I would suggest to either put the airfield a bit to the west and have the road follow the coast line OR have the road split up outside of the northern village, one heading towards the airfield, the other heading towards a MEC main located in the north eastern corner which you would have to make. I personally would prefer the latter option, because it makes the MEC ground assests a lot safer from the French airbourne assets. Well, that is if there ARE some (air) assests, any word on them? :P

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 18:35
by Amok@ndy
dunno if someone else has mentioned it already but your golfcourt is pretty big compared to your city

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 19:00
by sylent/shooter
^Amok@ndy you.... also only have 6 holes... for Sharqi Penninsula which is a tourist spot it'd be an 18 hole course. You may want to put a landrover to figure out a good size for the holes.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 19:16
by Frontliner
[R-DEV]Amok@ndy wrote:dunno if someone else has mentioned it already but your golfcourt is pretty big compared to your city
The DGV(German golfing organisation) categorizes between the 3 for Par holes beginning with 230 meter(260y), and going to 5 for Par at and beyond 430m(470y). Looking at the overview I'm guessing they're 4 for Par at highest.

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 19:29
by sylent/shooter
they are way to wide... and long... 1000 m =km... one can say that the city is about 500 m long in itself... (in bf2 scale) I'd go by PGA standards anyways. It'll make sense since this is a normal tourist spot they'd use PGA standards

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 20:25
by Rabbit
Right, well this golf course discussion seems to be getting out of hand, soooo, one at a time.
Frontliner wrote:For 9 days of work, this is really impressive, the only thing I don't really like is how the insurgent layout, once they are pushed into the city their options to push back are quite limited seeing how the caps are organised in a near straight line.
There's also the road heading towards the airfield stopping in the middle of nowhere, so if you don't mind I would suggest to either put the airfield a bit to the west and have the road follow the coast line OR have the road split up outside of the northern village, one heading towards the airfield, the other heading towards a MEC main located in the north eastern corner which you would have to make. I personally would prefer the latter option, because it makes the MEC ground assests a lot safer from the French airbourne assets. Well, that is if there ARE some (air) assests, any word on them? :P
The road will lead to the airport, which is not yet complete. The road will have houses, farms and trees lining it, which should help.

[quote=""'[R-DEV"]Amok@ndy;1895242']dunno if someone else has mentioned it already but your golfcourt is pretty big compared to your city[/quote]
[R-CON]sylent/shooter wrote:^Amok@ndy you.... also only have 6 holes... for Sharqi Penninsula which is a tourist spot it'd be an 18 hole course. You may want to put a landrover to figure out a good size for the holes.
No one has, but you are correct, current dimensions average is 200 long by 60 wide. I did have 9 on that side originally, but they were to small, my intention is to make one field large enough as a staging area were as in just one field you can set up fobs, mortars, land chinooks and or osprays and wide enough that its a big risk crossing each course.

As for the 18, I do intend on 9, with 3 being across the road.

[quote="Frontliner""]The DGV(German golfing organisation) categorizes between the 3 for Par holes beginning with 230 meter(260y), and going to 5 for Par at and beyond 430m(470y). Looking at the overview I'm guessing they're 4 for Par at highest.[/quote]
Most would be a par 3 in real life, in pr more like par 4.
[R-CON]sylent/shooter wrote:they are way to wide... and long... 1000 m =km... one can say that the city is about 500 m long in itself... (in bf2 scale) I'd go by PGA standards anyways. It'll make sense since this is a normal tourist spot they'd use PGA standards
600 North to south, 1100 east to west

Re: [Map] Sharqi Peninsula 2 (4km) [WIP]

Posted: 2013-05-22 21:09
by Wakain
Nice, was a favorite of mine as well!

Frankly, I wouldn't go for an industrial port in the south, with the original map in mind and seeing how small the city is. Instead I would opt for a scenic corniche or boulevard, perhaps with small beach. In my opinion more befitting for a sleepy (yet touristic judging the hotels and gold courses) waterfront city.

Just my couple of piasters