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[Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-10 23:30
by Rabbit
Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-10 23:56
by 3===SPECTER===3
Rabbit you are a mapping MACHINE!

realistic Omaha ftw. The right statics will really make this map great, hope you guys found some good static modelers. Can't wait to see some screen with the lighting and atmosphere
Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-11 00:18
by camo
I agree rabbit you are a machine, this map looks awesome. Have you sorted out what assets you plan on having for each team? i.e tanks and half-tracks. Also will it have a night time para drop layer like op overlord did?
Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-11 00:23
by Pvt.LHeureux
Night time paradrop map might be Brecourt Manor instead, as it offers more land and places

Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-11 00:39
by camo
Pvt.LHeureux wrote:Night time paradrop map might be Brecourt Manor instead, as it offers more land and places
Not sure how that would work, Brecourt has a nice feel to it because you push the Germans back and back with each flag kinda like (dare i say it) rush from modern BF games. I hope you keep the daytime layer as well night time paradrop layer.
Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-11 00:41
by Rabbit
camo_jnr_jnr wrote:I agree rabbit you are a machine, this map looks awesome. Have you sorted out what assets you plan on having for each team? i.e tanks and half-tracks. Also will it have a night time para drop layer like op overlord did?
Yes I have, however it will probably change after the playtest to better balance it. The US spawn on "docks" with landing craft and navel guns, there is also room to build mortars.
Coming into the beach there are 3 shermans (out of view for the germans) that the US can assault with.
Germans have several direct gun positions, (3 or 4) and several mortars (3). Direct line of sight guns have no respawn, mortars have 10min.
After the US capture the beach, their bleed will stop, and will also be given 2 support and 1 logi. After they begin taking the german defenses, more thing like half tracks, supply trucks etc will begin spawning on the beach.
Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-11 01:05
by camo
Rabbit wrote:Yes I have, however it will probably change after the playtest to better balance it. The US spawn on "docks" with landing craft and navel guns, there is also room to build mortars.
Coming into the beach there are 3 shermans (out of view for the germans) that the US can assault with.
Germans have several direct gun positions, (3 or 4) and several mortars (3). Direct line of sight guns have no respawn, mortars have 10min.
After the US capture the beach, their bleed will stop, and will also be given 2 support and 1 logi. After they begin taking the german defenses, more thing like half tracks, supply trucks etc will begin spawning on the beach.
When you say "docks" do you mean like a floating dock that was in Op overlord way out to sea? Also i noticed the deep wading gear for the Sherman went up in priority
https://www.realitymod.com/forum/f388-p ... tasks.html so are you hoping to get that into this map?
Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-11 01:10
by Rabbit
Yeah, like the ones in OP Overlord, but not those exact ones. I would like it get it into this level, but its not one of the statics that is needed. The two that are needed are the tobruk bunker which is almost complete.
https://www.realitymod.com/forum/f388-p ... r-wip.html
and the German antitank wall static located the in request thread.
Re: [Map] Omaha Beach (2km) [WIP](PR:N)
Posted: 2013-10-11 09:42
by Amok@ndy
renamed thread ..............
its that simple to read, i dont get it ..
https://www.realitymod.com/forum/f354-c ... w-map.html
Re: [Map] Omaha Beach (2km) [WIP](PR:N)
Posted: 2013-10-11 11:34
by Rabbit
Pr:ww2 grumpy, no longer pn.
Re: [Map] Omaha Beach (2km) [WIP](PR:WW2)
Posted: 2013-10-11 12:23
by Amok@ndy
as im not gonna rename all threads its still (PR:N)
Re: [Map][PR:WW2] Omaha Beach (2km)
Posted: 2013-10-11 15:13
by Pvt.LHeureux
camo_jnr_jnr wrote:Not sure how that would work, Brecourt has a nice feel to it because you push the Germans back and back with each flag kinda like (dare i say it) rush from modern BF games. I hope you keep the daytime layer as well night time paradrop layer.
Brecourt can have multiple layers, one night and the others day.
Re: [Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-16 20:17
by Rabbit
Will release with AAS64 and AAS128 Any CPs with a line through it are AAS128 only
US start on docks with 2 navel guns,commander arty from the start and obviously landing craft.
first set
Once D-1 is taken, Sherman and 2 supply trucks spawn.
Once Charlie is taken, 1 supply truck and 1 logi.
Once Dog green is taken 1 sherman, 1 logi.
second set
Once WN 73 is taken, 1 support and half track
Once WN 72 is taken, 1 logi
Once WN 71 is taken, 1 support and half track.
This will be all the vehicles in the level, Germans will have none with the exception of emplaced guns.
Re: [Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-16 20:51
by Microwaife
They won't even have logies or transport vehicles?
Re: [Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-16 20:59
by Rabbit
Microwaife wrote:They won't even have logies or transport vehicles?
As of this point right now, no. They have several supply crates at each flag, usually in a cluster of 2, plus several ammo points around.
Re: [Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-17 00:57
by Tapolad
Looks amazing....
Re: [Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-21 15:55
by Rabbit
Updated with WIP pictures.
Re: [Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-21 19:05
by Arc_Shielder
It's missing lightmaps, but it looks really good.
Re: [Map] Omaha Beach (2km) [WIP]
Posted: 2013-10-23 14:01
by Mongolian_dude
Thats very impressive, Rabbit. Very.
...mongol...