[Map] Operation Archer [released]

Maps created by PR community members.
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

[Map] Operation Archer [released]

Post by PARAMEDIC.CA »

Hey all:
Though I would introduce something that I have been working on for a few months now. It started out as my "break from schoolwork" thing and is near completion. In saying this, I figure I would present it to the PR community as a WIP. IMO, the PR community has the most critical mapping pundits per capita in all of gamming (lol, jk -kinda :roll: )... Nonetheless, we will be testing alot in the near future and would appreciate feedback.

OPERATION ARCHER: Winter 2009, North Eastern Afghanistan

TEAMS: USMC vs. MEC
MAP SIZE: 1024X1024
CP's: 14
SG's: 10

INFO: The American led Operation Archer is a push to remove the MEC forces out of a northwest province of Afghanistan. The 2 objectives of the US coalition forces is to push through the City and retake the nuculear plant east of the city. British intel suggests that the plant has been creating WMD's under the cover of a domestic engery generation plant. The Coalition's secondary objective is to destroy the opium plantations that generate funding for the MEC. The MEC have responded to the American advance with a objective to regain control of the oil production facility in the south and to abolish western influences within the region.
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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

looks very nice

I like the terrain, a break from the normal flatness that we have in most maps.
Maistros
Posts: 743
Joined: 2006-11-30 11:18

Post by Maistros »

Looks pretty cool, but the main thing that urks me about it so far is that the terrain seems to steep and sharp. Doesn't look like realistic cliff sides or shapes. Especially the spear pointed mountain tops.. there's one that looks like a triangle. Seems like you need to take the smoothing tool to the tops a bit.

Also, try going in and doing some hand-painting on the textures to give it a more realistic feel. Do some very slight color variations in the color/texture mode and it will add more to it.

As well, seems like the oil platform area could use a lot more industrial objects to be a more fully functional oil facility. There should be a ton more pipes, and tanks, and really feel like the most industrial part of the map.. since oil facilities are incredibly industrial.

Also, the terrain at the top of that cliff side base or wherever the littlebird is.. it looks like the size of a skyscraper but a cliff.. which isn't natural. Plateaus like that would be very large, and not have such a steep incline.. it needs more of a support base at the bottom.

Nice concept though.. really like the "beauty" of the opium fields.
Wasn't me.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

I did like it a lot, the minimap looks cool. So does parts of the terrain, just make sure you consider what maistros said too.

http://forums.dvbsquad.com/imagehosting ... ef036f.jpg
Take a look there. These houses seen to be all facing the same direction, wich doesn't look that good given the fact it's a village.

http://forums.dvbsquad.com/imagehosting ... 2e1ca0.jpg
You're using the wrong heli pad. This one may be used, but I personnaly think it looks weird...
mAybe you should try the objects\roads\staticsnoblend\concretehelipad


http://forums.dvbsquad.com/imagehosting ... 9de8d5.jpg
There's a misplaced brickwall there - maybe I'm just being frisky, it won't change the game at all, but maybe there's a simple fix for it.

Also, you should add more walls and industrial objects to the power plant too...it looks too empty, I'm not sure if there are any of those reactors towers in Afeghanistan. That's not really a stopper if you look at it, so doesn't mean you'll have to get rid of them.

Pretty sure this map really took some of your time, and well, IMO it's looking good :)
Maybe you should try fixing stuff above and maybe releasing a beta.
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luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

be-heautiful map, use as much custom statics as you can!! =)

and make it as big or bigger than jabal

and keep it flatless
Last edited by luizinhuu on 2007-03-04 20:16, edited 1 time in total.
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

Its real nice.

couple thingies though.

1) the Cliffs are a little....steep. They are only REALLY like that in the cartoons lol.

2)Construction site is a little too clean :)

3) Laggy?

...mongol...
Military lawyers engaged in fierce legal action.

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Happy-n00b
Posts: 83
Joined: 2006-12-25 00:20

Post by Happy-n00b »

The opium shots look really good... looks like a very promising map. Just some less pointy mountains, and it'll look hella good. The waterfall looks really cool, btw.
This quote was removed due to a sole complaint by
oS2007! :o

My philosiphy: Why listen to authority when you have to?
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

Are you going to use destructable buildings? Designing the maps so that there are strategic chokepoints or flags would be an opportunity to implement them
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

'[R-MOD wrote:Mongolian_dude'] Laggy?
The view distance is 600 with fog @ 550. These are pretty demanding numbers. However, I was fairly stingy with undersgrowth and overgrowth and kept the statics to a minimum. So in saying this, with my Nvidia6600 gt i got a frame rate of 60ish with everything on medium and shadows and dynamic lights turned off -pretty good IMO. Havent had the chance to really stress test it, we had 12 squaddies and friends on it the other night and it worked well.

Anyways, tyvm everyone for the advice.
PMED
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Looking good! Without reiterating what has already been said (all of which you should take on board) here are a few other points/suggestions:
  • As Maistros said, your texturing needs some work, at the moment it just looks like you T painted it and left it at that. Thats not a bad thing, but giving that some work could really help lift the overall look. At the moment it looks too 'perfect' to be natural. You could also rough up some of the terain, particularly in the rocky areas. Have a look at some similar areas in real life i.e. http://www.painetworks.com/photos/hn/hn1127.JPG - just google 'desert mountains' and have a look at some of the images.
  • Your helipad on the mountain - looks good, but it would be great if you could walk to get up there, even if its fairy steep. Its great to have steep slopes, but I would advise making sure there are a number of different approaches so the assaulting force has options when attacking the area.
  • Again, as has already been said, watch the spiking of mountains etc, refer to some reference pictures to help.
  • One major consideration you must make with regards to your undergrowth (i.e. the poppy fields) is impact density has on performance. The higher the density the more performance intensive it gets (which really hits your RAM hard.) At the moment they look very dense, you might want to turn it down a notch (the last thing you want is laggggg! :p ). While I'm on the fields, which do look great btw, you might also want to consider the texture of the land they are planted it. Helmand Province is a really good reference for crop textures. You can also use an FPS tool like fraps and move around your map to make sure you get a good average framerate and consider lower spec pcs (i.e. ones with only 1GB RAM). This will let you see what, if any, areas are sucking up the FPS (for me its my damn glows! :-? ).
  • Again, have a look at reference photos for your industrial area too. A lot of improvement can be made just by adding more texture detail.
  • It would be nice to see some more undergrowth/overgrowth (i.e. grass and bushes!) if you look at the reference photo I linked you to you'll see quite a lot of undergrowth. Some brown and green grass could again really add to it (remember to keep the density down! :mrgreen :)
There's a lot of pointers here, but don't let that put you off! What you've done looks great and has lots of potential! Building a great map takes a LONG time. Stick at it, don't be afraid to make major changes just to see what they look like (just have a backup copy saved! :p ).

Keep it up! :cool:

Dr Rank
Last edited by Dr Rank on 2007-03-04 21:03, edited 1 time in total.
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PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

Dr. Rank, great feedback. T-paint has been my friend :-P . I am not much of an artist and texturing mountainsides kinda spook me,, lol! I'll give 'er a whirl!

The outposts have several ways to get to the top. The MEC outpost has paths on either side and a rockface that is scalible with grappling hooks.

The American outpost needs work (I agree wholeheartedly with the gang) and will provide the opportuniy to create walking paths to the top... There are 2 scalible faces on each side however (but, still not enough)


take a peek! .... it works pretty well, IMO

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The terrain for this map was a afghan terragen render (thats is a render of afghanistan, not a render done by a afghani, lol, jk!) that I found on the internet. When I imported it into BF2 it lost alot of its "ruggedness" but I will be sure to take a hard look for improvements.

We did a small video of the map to demonstrate the "vastness"........
http://hosting.dvbsquad.com/paramedic/A ... 0Movie.wmv

Thanks again, top notch stuff!

PMED
Last edited by PARAMEDIC.CA on 2007-03-07 00:12, edited 1 time in total.
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

http://www.greeks.net/gifs/meteora.gif

James bond had to sneak up there in a movie. lets PRify that scene!
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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

You get a serious feel for height in this map :O

oooh and info on the actual operation archer.

Operation Archer is the Canadian Forces contribution to Operation Enduring Freedom in Afghanistan from February 2006 in the region of Khandahar with around 2,300 personnel. It was preceded by Operation Athena.

The purpose of Operation Archer is the reconstruction of Afghanistan through the establishment of infrastructure, providing security, and assisting in training the Afghan National Army.
Last edited by Desertfox on 2007-03-05 07:19, edited 1 time in total.
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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Post by Dr Rank »

Looks good Paramedic.ca the city area looks ace! :cool: I did notice in the video you had a few issues with your surrounding terrain. Looks bugged to me, I'd look for an older version of the map before the terrain got bugged and copy and past the surrounding terrain files into yours. If you don't have an older version to hand create a new map the same size and copy the surrounding terrain from that into your map folder. Then use a heightmap generator, adjust the terrain by hand to get it exactly how you want it, and redo the T-Paint (just copying accross the files for your surrounding terrain).

Not too sure about having an afghan village, might be a little odd having some building you can destroy and some you can't, but if it was perhaps a poorer area (which you could reflect in the objects you use around it) perhaps those buildings wouldn't be as tough as others.

Looking forward to seeing a revised edtion :razz:

Dr Rank
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PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

ya, that video is 2 mos. old now... It is better now.

I had started this map in October'ish and none of the 0.5 stuff was avialible then I have slowly begun to import some of the statics (as well reskinning some of the old to make a better fit). See here Image
I changed the colours of the building to have a more military look...

The MEC outpost does have a distinct purpose and I considered balnce betweeen the COalition vs. MEC outposts (As the match begins with having to defend each point).
THe MEC, although easier to get to, has a tunnel system which demands strategic agility to overtake (IMO) Image
Image
Image...

As to teh city, it has 4 CP's all of which are in the same supply group. They are not far apart and there are no spawns at any of them. We trialed this out for gameplay and it led to an hour long battle in teh city alone. Image

Anywys, keep the good information coming (critiques as well)...

Um...er... revised edition...lol..... betwen completing my graduate degree, work, and being a dad... it will be many months to come.... But its fun. Every change on the map is a challenge, from reading hundreds of forums, pestering Rhino or Duckhunt (they have been REALLY patient with me, tyvm), when I look at how mapping is done in BF2 it is definately an evidence-based approach (best practices, controlled experiements, and SMEO).


Cheers,
PMED
Last edited by PARAMEDIC.CA on 2007-03-05 15:46, edited 1 time in total.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

http://forums.dvbsquad.com/imagehosting ... 162ddd.jpg
Liked this spot, although you really should smooth the terrain. Take a look on that spike to the right...
And maybe, just maybe, you should try doing a bunker that would fit this place better - this one does, but just seens "too bright" compared to the surroundings. Try replacing it with some of those chinese stonewalls on the lower part, and rocks above. (this way you could still put a stationary mg there). Or maybe just using deadlogs.

The mosque view seens beautifull...
Maybe you would want to add some other stuff behind it too, like another garden or such, I personnaly think it would be good.
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PARAMEDIC.CA
Retired PR Developer
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Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

good ideas......tyvm
'[R-CON wrote:V3N0N_br']http://forums.dvbsquad.com/imagehosting ... 162ddd.jpg
Liked this spot, although you really should smooth the terrain. Take a look on that spike to the right...
And maybe, just maybe, you should try doing a bunker that would fit this place better - this one does, but just seens "too bright" compared to the surroundings. Try replacing it with some of those chinese stonewalls on the lower part, and rocks above. (this way you could still put a stationary mg there). Or maybe just using deadlogs.

The mosque view seens beautifull...
Maybe you would want to add some other stuff behind it too, like another garden or such, I personnaly think it would be good.
Sealights
Posts: 215
Joined: 2006-05-13 18:46

Post by Sealights »

Teek wrote:http://www.greeks.net/gifs/meteora.gif

James bond had to sneak up there in a movie. lets PRify that scene!

Check out this one too :p

http://www.youtube.com/watch?v=go56fxcclwY
Last edited by Sealights on 2007-03-06 12:40, edited 1 time in total.
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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

Your video does not work for me, and yes I removed the space.
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PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

Teek wrote:http://www.greeks.net/gifs/meteora.gif

James bond had to sneak up there in a movie. lets PRify that scene!
lol... i think that is "For Your Eye's Only" not sure though....
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