Mapper Needs Direction
Posted: 2005-12-28 03:57
Hello everyone. Although I am a rookie at mapping in the BF2 editor, I still wish to contribute to the PRM by adding a map to our servers. At present, I have a few ideas and would like to hear what you think the best suggestion is.
1. A US/China map in hilly jungles crisscrossed by a stream and a road. The only vehicles featured would be RIBs and four-man trucks, limiting vehicular traffic and encouraging infantry combat in the jungles. The terrain will be rough, heavily wooded and possibly with a dense fog. Fixed defenses will include well-positioned machine guns, concealed and even sunken bunkers (I learned how to effectively hide a pillbox inside a terrain pit and mask it with vegetation) a cave system for Chinese forces (old Tribes 1 trick) and Nam-esque firebase for the Americans. The focus will be controling either the river or the road as a means of maneuver and controling the outlying jungles as both a means of ambushing the road or river and also to destroy enemy ambushes and secure more terrain. I should hope this is a very team-oriented map. For added thrill, this map may be made as a night mission, where careless gunfire gives away your squad's position.
2. A US/MEC map designed to simulate American armored forces assaulting extensive fixed fortifications in the desert akin to the opening of the first Gulf War. The Americans will have more tanks and APCs than the enemy but will be forced to cross a great distance of desert and then attack fixed enemy forces, capture sections of the trench line and deflect counterattacks until infantry can spawn. MEC weapons and positions will be blended into the terrain or under effective cover as much as possible, with "underground" bunkers to avoid tank fire. Teamwork will be absolutely critical, as an uncoordinated attacking team will be unable to bring their weight to bear all at once, and a defending team which doesn't stick to their guns may be easily supressed and overwhelmed. The "attack corridor" model will be used to simulate being part of a massed offensive without tactical flanks. This map will not be compatible with AAS.
3. A US/MEC battle for an individual city block, focusing on street fighting with limited vehicle support. As many enterable buildings will be used as I may find, and tall buildings will be connected by planks and walkways to create a multi-level battlefield, possibly to the extent of including tunnels below buildings. The focus will be to control the four street corners; however, emplaced machine guns will make attacking down the street a risky venture. Instead troops will be forced to take side alleys, tunnels and roof-monkey approaches to the CP's instead of barreling head-on. Most important will be the central buildings and the firing vantage points they offer against others CPs. Vehicle support will include heavy trucks. This map will not be compatible with AAS.
In addition, some good tutorials or guides to the details of mapping would be rather nice to be referred to.
1. A US/China map in hilly jungles crisscrossed by a stream and a road. The only vehicles featured would be RIBs and four-man trucks, limiting vehicular traffic and encouraging infantry combat in the jungles. The terrain will be rough, heavily wooded and possibly with a dense fog. Fixed defenses will include well-positioned machine guns, concealed and even sunken bunkers (I learned how to effectively hide a pillbox inside a terrain pit and mask it with vegetation) a cave system for Chinese forces (old Tribes 1 trick) and Nam-esque firebase for the Americans. The focus will be controling either the river or the road as a means of maneuver and controling the outlying jungles as both a means of ambushing the road or river and also to destroy enemy ambushes and secure more terrain. I should hope this is a very team-oriented map. For added thrill, this map may be made as a night mission, where careless gunfire gives away your squad's position.
2. A US/MEC map designed to simulate American armored forces assaulting extensive fixed fortifications in the desert akin to the opening of the first Gulf War. The Americans will have more tanks and APCs than the enemy but will be forced to cross a great distance of desert and then attack fixed enemy forces, capture sections of the trench line and deflect counterattacks until infantry can spawn. MEC weapons and positions will be blended into the terrain or under effective cover as much as possible, with "underground" bunkers to avoid tank fire. Teamwork will be absolutely critical, as an uncoordinated attacking team will be unable to bring their weight to bear all at once, and a defending team which doesn't stick to their guns may be easily supressed and overwhelmed. The "attack corridor" model will be used to simulate being part of a massed offensive without tactical flanks. This map will not be compatible with AAS.
3. A US/MEC battle for an individual city block, focusing on street fighting with limited vehicle support. As many enterable buildings will be used as I may find, and tall buildings will be connected by planks and walkways to create a multi-level battlefield, possibly to the extent of including tunnels below buildings. The focus will be to control the four street corners; however, emplaced machine guns will make attacking down the street a risky venture. Instead troops will be forced to take side alleys, tunnels and roof-monkey approaches to the CP's instead of barreling head-on. Most important will be the central buildings and the firing vantage points they offer against others CPs. Vehicle support will include heavy trucks. This map will not be compatible with AAS.
In addition, some good tutorials or guides to the details of mapping would be rather nice to be referred to.