[Map] Phu Nguoi (2km) [WIP] (PR:V)
Posted: 2014-09-21 12:21
This map is no longer in development. It's 2015 now and I would rather work on making stuff for SQUAD in UE4 than playing with this weird engine. Sorry, guys!
Name: Phu Nguoi (placeholder; will change if I can get input from a Vietnamese speaker)
Location: Vietnam
Size: 2km
Factions: NVA vs USMC / NVA vs US Army
Game Play Type: Infantry and Light Vehicles
Concept Mini-map:

Screenshots:


link to small album of screenshots
Download: (not available yet)
Hi guys, I really enjoy PR's Vietnam mode and I decided to try making a map for it. It's still in very early development.
This is my first time using the BF2 editor. And unfortunately I decided to start in 2014, a time when basically all documentation for this engine is full of dead links and dead images, so I will be trying to scrape together all the info I can from incomplete tutorials on the net and also from the PR community.
This map is not based on any particular battle in the Vietnam War. If I had to give a vague scenario, then it would be during the early years of actual US deployment into Vietnam, when the Americans were not yet accustomed to the NVA's hit-and-run tactics. This map would be depicting a case where the Americans have caught the bait of the NVA and followed them rather far into the jungle and away from the support of their aircraft and armour.
The map takes place along the side of a river, during the beginning of a rainy season in Vietnam. The water level is rising, and there are very many shallow pools of mud dispersed all across the map. Ideally, I want the entire map to be wet and muddy so that vehicles have a very difficult time moving around unless they are on the dirt roads. I'm trying to go for a similar feel to Hill 488 and Charlie's Point. It's very important to me that the foliage is extremely dense. And for this reason, I have decided that there should be no aircraft on this map, so that the infantry are able to effectively hide in the foliage.
Arc_Shielder has already given me a lot of tips on designing the map to PR standards. He pointed out that my concept lakes POIs, which is true, so I'm trying to think of map features that are appropriate for a very "backwoods" kind of map.
Currently, I have a dockside village and also a rice farming village. I think I will add a giant smoking wreckage of some sort. And maybe a few bunkers and trenches in the jungle, though I'm not sure how realistic it would be to have trenches built so close to groundwater...
Thanks for reading!
Name: Phu Nguoi (placeholder; will change if I can get input from a Vietnamese speaker)
Location: Vietnam
Size: 2km
Factions: NVA vs USMC / NVA vs US Army
Game Play Type: Infantry and Light Vehicles
Concept Mini-map:

Screenshots:


link to small album of screenshots
Download: (not available yet)
Hi guys, I really enjoy PR's Vietnam mode and I decided to try making a map for it. It's still in very early development.
This is my first time using the BF2 editor. And unfortunately I decided to start in 2014, a time when basically all documentation for this engine is full of dead links and dead images, so I will be trying to scrape together all the info I can from incomplete tutorials on the net and also from the PR community.
This map is not based on any particular battle in the Vietnam War. If I had to give a vague scenario, then it would be during the early years of actual US deployment into Vietnam, when the Americans were not yet accustomed to the NVA's hit-and-run tactics. This map would be depicting a case where the Americans have caught the bait of the NVA and followed them rather far into the jungle and away from the support of their aircraft and armour.
The map takes place along the side of a river, during the beginning of a rainy season in Vietnam. The water level is rising, and there are very many shallow pools of mud dispersed all across the map. Ideally, I want the entire map to be wet and muddy so that vehicles have a very difficult time moving around unless they are on the dirt roads. I'm trying to go for a similar feel to Hill 488 and Charlie's Point. It's very important to me that the foliage is extremely dense. And for this reason, I have decided that there should be no aircraft on this map, so that the infantry are able to effectively hide in the foliage.
Arc_Shielder has already given me a lot of tips on designing the map to PR standards. He pointed out that my concept lakes POIs, which is true, so I'm trying to think of map features that are appropriate for a very "backwoods" kind of map.
Currently, I have a dockside village and also a rice farming village. I think I will add a giant smoking wreckage of some sort. And maybe a few bunkers and trenches in the jungle, though I'm not sure how realistic it would be to have trenches built so close to groundwater...
Thanks for reading!


