Beirut Map Update
Posted: 2016-02-28 11:32
As you may have gathered from the recent blog, something has happened to Beirut. No, it isn't being removed as some feared, rather we've given it a makeover.
It began three months ago while discussing Beirut in the team forums. "I'd like to change the sky settings", "Could we edit the factory" and "Could you update the map with your new statics" and gears started turning.
First, the factory area has been changed. A key difference is that it now has two additional exits in form of two broken spots in the fence. This should make it harder to camp the factory. The industrial warehouse building that had slightly awkward window heights (and lacked LODs) was removed and replaced with similar assets across the map leading to some object placement changes, significantly at factory and railway depot. A few other areas were also changed. Additionally, as part of "your new statics" the Muttrah waterfront statics used in the south-west part of the city were redone, including turning one of them enterable. Almond trees were redone, fixing a few small issues and populate a portion of the map now. As we lack(ed) source files for this map, which included original files for the roads, these had to be redone. The roofwalls in the second picture are also part of the statics that were redone, PR's mappers may be aware that the original suffered from bugged lightmap UVs. Lastly, a few of the objects used on this map had their draw distances increased as they ceased rendering somewhat quickly, for example the gatehouse at the factory entrance. The sky settings were tweaked and the map was relightmapped in 3ds Max and BF2 editor while also reducing the total amount of lightmaps loaded. There will be some tweaks to gameplay, but otherwise the current layouts will remain the same.
Beirut was made by Deer.
Map was updated by [R-DEV]Outlawz7.
Updated and new static objects also by [R-DEV]Outlawz7.
It began three months ago while discussing Beirut in the team forums. "I'd like to change the sky settings", "Could we edit the factory" and "Could you update the map with your new statics" and gears started turning.
First, the factory area has been changed. A key difference is that it now has two additional exits in form of two broken spots in the fence. This should make it harder to camp the factory. The industrial warehouse building that had slightly awkward window heights (and lacked LODs) was removed and replaced with similar assets across the map leading to some object placement changes, significantly at factory and railway depot. A few other areas were also changed. Additionally, as part of "your new statics" the Muttrah waterfront statics used in the south-west part of the city were redone, including turning one of them enterable. Almond trees were redone, fixing a few small issues and populate a portion of the map now. As we lack(ed) source files for this map, which included original files for the roads, these had to be redone. The roofwalls in the second picture are also part of the statics that were redone, PR's mappers may be aware that the original suffered from bugged lightmap UVs. Lastly, a few of the objects used on this map had their draw distances increased as they ceased rendering somewhat quickly, for example the gatehouse at the factory entrance. The sky settings were tweaked and the map was relightmapped in 3ds Max and BF2 editor while also reducing the total amount of lightmaps loaded. There will be some tweaks to gameplay, but otherwise the current layouts will remain the same.
Beirut was made by Deer.
Map was updated by [R-DEV]Outlawz7.
Updated and new static objects also by [R-DEV]Outlawz7.


















