Moose's Map Pack [WIP]

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The_Turkish_Moose
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Joined: 2013-03-16 14:40

Moose's Map Pack [WIP]

Post by The_Turkish_Moose »

The awesome three...

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...Coming soon!
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WhiteRhino
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Re: Moose's Map Pack [WIP]

Post by WhiteRhino »

WTF? Is it really new maps?
SIDEKILL3R
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Re: Moose's Map Pack [WIP]

Post by SIDEKILL3R »

i fell outta my chair HOLY COWWW!!!
The_Turkish_Moose
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Re: Moose's Map Pack [WIP]

Post by The_Turkish_Moose »

Working on all three consecutively! Hopefully the PR devs will like what they see and will make them official in an upcoming patch

Madain Invasion is a map I started last year and have posted about before. Based in the east of Iraq

Farah was the first map I ever worked on and I decided to carry on working on it as I saw potential in the design. This map will probably be completed and tested first!

Brick and Mortar will be my best and most professional map. It's the latest project I started but also the most unique and stylish. The main battle will be based on a small peninsula in the centre of the map

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Mineral
Retired PR Developer
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Re: Moose's Map Pack [WIP]

Post by Mineral »

The_Turkish_Moose wrote:Working on all three consecutively! Hopefully the PR devs will like what they see and will make them official in an upcoming patch
If you make seperate threads , with more pictures, minimaps, and flag layouts then we can actually look at them.

I have not seen any completed maps from you so I think it's best if you show more WIP so we can provide you with feedback just like we did that with that first map of yours you posted. Just posting the end result won't be of much help I'm afraid.

But never the less, keep up the good work! Always nice to see new maps!
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Rabbit
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Re: Moose's Map Pack [WIP]

Post by Rabbit »

Right, well no offense but what I saw in Madain Invasion needed A LOT of work and changes.

Also the main battle being on such a small peninsula is a horrible idea, it should be much larger, and you static placement looks completely random with no rhyme nor reason.
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AfSoccer "I just don't see the natural talent."
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Moose's Map Pack [WIP]

Post by sylent/shooter »

I shall echo Rabbit's post and while I don't want to deter you from mapping by any means... he is correct in saying they need a lot of work to be up to PR standards. If you want them to get noticed by the mapping team you need to give a rethink to Brick and Mortar especially....

The static placements, location, and everything just looks extremely gamey and something like P.o.E or something along those lines. It just frankly isn't up to par yet.

Again I don't want to be harsh but you need to rethink things from a realistic standpoint vs a "what would be cool" standpoint :)

Killing the enemy sylently
The_Turkish_Moose
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Re: Moose's Map Pack [WIP]

Post by The_Turkish_Moose »

From a distance there is no detail or roads seen. The buildings are not placed randomly I assure you. I will make separate pages for each map soon, but this post was just a reveal! And don't worry about the standard of level design, I would never publish a map bellow the standards of other PR maps.

The peninsula I believe will bring a unique type of game play where people will begin to build fortified fobs either on the peninsula or on the mountain watching over it. Brick and mortar is the map I'm most excited about to be honest!
sylent/shooter
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Re: Moose's Map Pack [WIP]

Post by sylent/shooter »

Well I'm glad that you have motivation and I know what you're trying to do here. Bringing new aspects of gameplay into a map is fundamental in designing a map for use. However I just want you to consider this: There are two sides to designing a map, gameplay and realism. It's quite easy to get carried away by either (I've personally done it, I'm pretty sure every mapper has.)

But since this is PR, in terms of creating an interesting and exciting map you can take a little from the gameplay and make it more "realistic". Again I don't want to come across as a know it all and I don't want you to get offended by the remarks I make about your maps. But I see an issue with Brick and Mortar which mainly is that you've been so caught up in creating an interesting map with different gameplay aspects you have forgot about the realism aspects of it.
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(Just going by the original photo) For example, the parking garage... would never actually be placed there. People know it's a parking garage. Why is half of it in the water?

A Peninsula that size wouldn't have any sizeable buildings on it like the hotel or high apartment building. Most of the buildings are too close to the water, they have no protection from sea tidal movement, waves, erosion etc. From a realistic engineering standpoint there has to be a rethink about the choice of buildings and placement.

I know from experience that creating a small peninsula is quite difficult to make it look just right. But I highly suggest going for a more "rural" setting if you want to keep that under developed feel to it.

As for the walls. I just don't get it. They are just kind of "there" and while I understand it breaks the peninsula fighting area up and stops long lines of sight there are many different and better ways of doing it than relying purely on statics.

Again this is mostly conjecture since I'm looking at one aerial photo. But you're intermingling too many different aspects together. Residential, industrial, religious. In an area that small there wouldn't be that many things and if there were they would be much more inconspicuous.

I suggest just making the peninsula bigger if you want to keep with the small urban centre idea. Raise it from the sea level more, but something with that shallow of a bank would not have that much development on it.

Or even try and do something like the Miami South Beach shoreline. Where there is built up area yes, but there is enough beach area between the built up buildings to provide that nice separation between water and engineering.

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Another good example of peninsula design would honestly be BF3 rendition of Sharqi Peninsula. Here we can see the distance from the water that the building have. The sea wall that is in place against tidal movement and the raised elevation.

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Also consider how peninsula's are naturally formed.
A peninsula is formed because water levels gradually rise due to a raise in temperatures. This occurs where the land is of low elevation.The rise in the water level leads to the land to be surrounded by water on only three sides, creating the peninsula.
This means that it's going to be much higher elevation than the water level. Because the peninsula at one point "was" a hill or top of a mountain. In the case of South Beach as mentioned above, it's an island which formed from silt deposit as opposed to erosion. Keep these things in mind while making something like this. While it doesn't necessarily go through the mind of the player, it will look gamey to them. Our eyes are extremely good at picking out things that just aren't "right".

Again I don't want to be "that guy" but I want you to try and rethink some of your plans for the area. From multiple viewing angles. It's not that I think what you're doing is bad, but I do want to stop you from pursuing your current direction. Pause. Take a break and just think about it. I don't want you to get too far into it and then realize that it isn't working out the way you envisioned it and then lose all resolve to continue it.

Just my two cents on the matter.

I'm really looking forward to seeing more photos of it though. So please do keep us updated :)
Last edited by sylent/shooter on 2014-05-05 05:59, edited 1 time in total.

Killing the enemy sylently
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: Moose's Map Pack [WIP]

Post by The_Turkish_Moose »

Don't think I've stopped working on this... just a lot to do!

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This bit needs a lot of cleaning up

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Last edited by The_Turkish_Moose on 2014-05-29 12:10, edited 3 times in total.
RazoR41
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Joined: 2012-04-01 11:41

Re: Moose's Map Pack [WIP]

Post by RazoR41 »

Nice work, are the screenshots of the first map Fu She Pass?
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: Moose's Map Pack [WIP]

Post by The_Turkish_Moose »

Nice work, are the screenshots of the first map Fu She Pass?
No haha
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: Moose's Map Pack [WIP]

Post by The_Turkish_Moose »

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Still making gradual progress...
Last edited by The_Turkish_Moose on 2014-06-14 18:01, edited 2 times in total.
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