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[Map] Fox Trap (2km) [scrapped]

Posted: 2009-03-08 20:24
by Agent Parker
Hi there. After being a long time lurker I decided to give in my craving to make a map for this fine mod.
My plan was to create very european looking map that should resemble a rural french or english landscape. For this I used satellite images to give me a basic arrangement of shapes. However I do not plan to use a premade heightmap. The satellite images are used as a guide.

Image


Fox Trap
Size: 2km
Factions /Gametype: Not determined yet

Explanation of the map

The Yellow lines are supposed to be roads. Dirtroads to be more exact. Also they will be paralled by large hedges/bushes (depending on what the Bf2 vegetations offer).
The Small grey boxes are settlements. For that I plan to use the european looking shacks from that Fools Road map.
The large Grey areas are patches of fields, encircled by hedges. They will be densely popluated by grass. If all goes well I can artificially limit the drawdistance of the grass and at the same time hide the grass fading out by using well sized hedges.
The Forests are large and thick Woodlands, with very thick bushlines blocking the view INTO it. They are supposed to be off limits for vehicles and difficult to spot things in it. Trucks may be able to drive in and setup well protected FBs.
The swamps will be, well... swampy. This means shallow bodies of water that are deep enough to prevent any passage for vehicles. Dotted with small islands, making this terrain very dangerous to pass.

A am a big fan of the old close combat games and I wanted to create some chokepoints by making certain areas very high risk for Vehicles. This would give infantry in some areas good protection. While more open areas would give tanks more of an advantage.

I have not yet decided which Factions are going to be used. One Idea is Russia vs US Army. With 1-2 Tanks, 2 APCs and the usual support trucks. The amount of armor should be limited to still have enough infantry players running around :roll:
Insurgency would play out nice, however I might have to check if Talibans would be too far out for this. Anyway I am open for any suggestions concerning the factions used. I do not have any problem on my side with exotic combinations. The only combination I would like to avoid is Russia vs Chechen because they have a lot of similar gear. Which in my eyes, decreases some of the gameplay value.

Re: [New map/Terrain] [WIP] Fox Trap Ever use undergrowth as overgrowth!

Posted: 2009-03-08 20:47
by J.F.Leusch69
Agent Parker wrote: The large Grey areas are patches of fields, encircled by hedges. They will be densely popluated by grass. If all goes well I can artificially limit the drawdistance of the grass and at the same time hide the grass fading out by using well sized hedges.
[
Big no-go!

do not use undergrowth as cover or any things else!

use the overgrowth undergrowth aka the overgrowthfields!

anyway good luck!

have you already tried making a vbf2 or pr map at all?
or for another game?

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-08 20:56
by Agent Parker
The fields I want to create are just grassfields with a very low height. These are no Korengal-type fields that can hide entire players. I want the players to still be able to see things when the go prone in the grass. the hedges will be overgrowth obviously.
To answer the other question, yes I created some BF2 maps, but I never released anything. And I am quite experienced with heightmaps. I created stuff for Crysis and even C&C Generals.

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-08 21:33
by J.F.Leusch69
show some screens, everybody love screens :)

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-08 22:30
by IronTaxi
Jonny wrote:That looks nothing like any countryside I've ever seen. Far too much is forested IMO.
hehe...

and how many countries have you been through? and of those countries what percentage of the terrain have you personally seen?

fairly weak comment Johnny. no offence intended but I dont see anything even slight abnormal about the layout..and the density of forest.

Looks like a great potential layout..but its all in the execution right?

1. statics should be placed with purpose

2. Create scenes within the locations to make them feel lived in and used

3. Ignore 50 percent of the comments from both pubbies and Devs..hehe
(except me of course)

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-08 22:35
by Z-trooper
[R-DEV]IronTaxi wrote: 3. Ignore 50 percent of the comments from both pubbies and Devs..hehe
(except me of course)
Listen to this man, he speaks the truth.

Now you have to judge if I'm one of the 50% you have to listen to or not ;)

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-08 22:38
by Agent Parker
3. Ignore 50 percent of the comments from both pubbies and Devs..hehe
(except me of course)
You made that fools road map? In that case, HAIL TO THE PIMP!
1. statics should be placed with purpose
Yes here in the hood they say: Form follows function.

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 00:57
by Agent Parker
I have a question that the DEVs can hopefully answer quickly. I am currently determining the main settlement types. How the starting bases of each team looks is dependant on what map type it is going to be.
If it is going to be Insurgency I do not need a fortified main base for one team.

1. Would it be too far out to use Taliban on a map that from the selection of static objects is similar to Fools Road? I would not care much about it because there is surely forested areas in this part of the world. And taliban attacking a neighboring post-soviet country would pose as a backstory. Not that I do care about backstories either. The map is at a critical point because I have to plan out some basic layouts depending on the game type.

2. Is it possible to use Chechen rebels on a cache hunt map? Does the game code support that?

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 01:42
by Tannhauser
Not a DEV but ...

1- Talibans in forested area? Pakistan maybe, but I don't recall lush and swampy lands in A-stan.

2- Chechens can fit in ''insurgency'' gamemode, any faction can. It's wheter it's realitic or not. Remember they can build firebases and fortifications of the kind, but at the same time they're are not a conventional fighting force. I do not know what the Devs think, but from what I know, it's not impossible at all.

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 01:55
by Agent Parker
This mod has british forces in China in a few maps. And that is politically unlikely and militarily absolutely not possible. China would trample right over british forces long before they could get on chinese mainland.

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 05:45
by Agent Parker
Image
Completed the basic Roads and elevations.
After some thinking I narrowed the factions to US Army vs Chechen. The main reason is that I want one faction to start dispersed in the forest, and while still having a main base, giving them the advantage of many spawn possibilites scattered in the forsts. Russia was my other favorite but after the obscene amounts of Teamkills I commited by not being able to tell friends and enemies apart on Fools Road I decided to use US Army insead. :? ??:

Projected Gear:

US Army

1x Blackhawk
2x Supply Trucks
2x Humvees
1x APC
1x Tank



Chechen

2x Supply Trucks
3x Technicals
1x APC
1x Tank
Mortar Attack



I am still trying to figure out how to artificially make certain parts of the terrain impassable to tanks while making it look natural at the same time. How about a defensive line of tank traps? It could force vehicles to drive through villages at some spots, creating dangerous bottlenecks. What does everyone think of this?

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 05:52
by Agent Parker
Image

A quick drawing expanding on the idea. Red jagged lines mean tank traps, red buondaries mean naturally impassable terrain for vehicles.

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 06:18
by sakils2
US Army v. Chechens... realistic!

The idea about tank traps and impassable terrain is interesting, though.
Russia was my other favorite but after the obscene amounts of Teamkills I commited by not being able to tell friends and enemies apart on Fools Road I decided to use US Army insead.
I have no problems with this, don't be so trigger happy :D If they shoot, shoot back! :P

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 16:54
by Agent Parker
I am still not sure if I should rather go for US Army vs Russia instead. An epic standoff between super powers. I think I will go for that instead of Chechen.
The planned cap order:

US Main - 1 - 2 - 1 - Russian Main

Losing the last flag before the Main would cause ticket bleed. Like this I can avoid having to create oversized Main bases just to support last base rapes.



Projected Gear:

US Army

1x Blackhawk
2x Supply Trucks
3x Humvees
1x APC
1x Tank
Mortar Attack

Russia

2x Supply Trucks
3x Jeeps
1x APC
1x Tank
Mortar Attack

Re: [New map/Terrain] [WIP] Fox Trap

Posted: 2009-03-09 17:28
by supahpingi
Agent Parker wrote:This mod has british forces in China in a few maps. And that is politically unlikely and militarily absolutely not possible. China would trample right over british forces long before they could get on chinese mainland.
Note the brits have US and more nato support,its not like they are alon in thier war

Re: [New map/Terrain] Fox Trap [WIP]

Posted: 2009-03-09 18:49
by Agent Parker
China has 2 million soldiers and more strategic weapons. And I do not think that everyone in Nato would risk a war with china.

Re: [New map/Terrain] Fox Trap [WIP]

Posted: 2009-03-09 18:50
by fuzzhead
Avoid fixed flags. Strongly advise thinking in terms of random AAS - fixed flags will mean even the best designed map gets boring and tedious very quickly.

Create the map before making the gpo.

just some advice...

Re: [New map/Terrain] Fox Trap [WIP]

Posted: 2009-03-09 18:55
by Agent Parker
Where can I find documentation on how this random flag mode works? The PR guide appears to be offline.

Re: [New map/Terrain] Fox Trap [WIP]

Posted: 2009-03-09 20:08
by Tannhauser
Agent Parker wrote:Where can I find documentation on how this random flag mode works? The PR guide appears to be offline.
+1, I'm also looking forward for some info on how to set up AASv3 randomized flag orders.