[Map] Bamyan Province (2km) [WIP]

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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

[Map] Bamyan Province (2km) [WIP]

Post by HangMan_ »

This map is based on Bamyan Province, Afghanistan. This is the New Zealand Defense Forces (NZDF) province. A BLUFOR will be used until the NZDF faction is in Project Reality. You can see the NZDF Faction progress here.

The situation (background story) is that the BLUFOR start at Kiwibase in the North-East and have to either Hunt for caches or establish FB's (game mode dependent) whilst also holding on to their FOB situated a little south of Bamyan Town. Taliban forces will have to set up ambushes on the trails and treacherous roads while also assaulting the FOB to keep BLUFOR at bay.
[CENTER]

Name: Bamyan Province
Size: 2km
Region: Afghanistan
Factions: BLUFOR (Placeholder for NZDF) vs Taliban
Focus: Small arms and light vehicle skirmishes.

Minimap as of 18/03/2010
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Images:
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The blue lines are combat area. Map should be around 2km x 2km. Am considering expanding the original plan to make it a 4km.

Not familiar with Afghanistan or the province personally but i believe kiwibase to be in the top corner (marked by red 1) If any one knows the actual location (if im wrng) then please tell me

Red 2-4 are possible Taliban strongholds.

MORE IMAGES CAN BE FOUND HERE IN THE HIGHLIGHT


General:
This map would be like Operation Archer in the north (terrain wise) and then more like Korengal in the south. I think this would be a great combination allowing for different types of fighting depending on where the player is.

A FOB and an ANPF police station will be placed into the map. They may/may not start off under BLUFOR control. depending on game-mode and final placement i may have the Taliban hold the ANPF police station and the BLUFOR controling a capturable FOB. Still at very beginning stages tho. The famous bombed budha's would be just outside of the combat area to the north of Kiwibase.

BLUFOR mobility will be far superior to that of the taliban. However, this comes at a price because the Heli require a skilled pilot to land in some of the tight spots if they want to stay safe.

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INSURGENCY:

The map would follow an alternative layout.The type of gameplay i am going for with this would be sporadic ground fighting in the clusters of houses whilst searching for the caches. Very little fighting will take place near Kiwibase, BLUFOR will hav to go out and "find" the Taliban. I wish to use the cache system that Dr Rank is putting into Sangin to try and slow down the BLUFOR (due to small map size if more than 1 cache is available Taliban will be too disadvantaged by being out manuevred).

[center]
[center]Assets will be similar or as follows:
BLUFOR
- 1x Heli
- 2x Landrover Support
- 1x APC (NZLAV [WIP] placeholder)
- 2x Logistics trucks (Unimog Logistics [WIP] placeholder)
Taliban
- 2-3 Pickup technicals
- 2-5 Civilian cars
- Small supply of RPG's and Maybe SA-7's
[/quote][/center]

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COMMAND AND CONTROL:
Again the map would be alternative layout. This game mode would be far more realistic seeing as the "fight" in Bamyan isn't about exterminating the enemy but rather about maintaing a presence in the area. This would allow for heavy fighting over small areas of territory. To spice up the game a little bit there will be "defender friendly" terrain in quite a few places. BLUFOR will still maintain their high mobility except this time ALL their vehicles will be on spawn timers at the beginning to let the taliban gain a foothold in the main town. BLUFOR will hold the FOB and so this will allow them to mount attacks from a closer position than Kiwibase. For this mode i would like to incorporate a Chinook (to encourage resupply of cut off FB's) even though the NZDF don't have any chinooks they frequent the base and FOB's in Bamyan. If possible i would prefer to use an NH90 though.
[center]Assets will be similar or as follows:
BLUFOR
- 1x Heli
- 1x Supply Heli (NH90 or Chinook [WIP] placeholder)
- 2x Landrover Support
- 2x WIMIKS
- 2x APC (NZLAV [WIP] placeholder)
- 1x Logistics Trucks (Unimog Logistics [WIP] placeholder)
note: some of the vehicles will spawn at the FOB
Taliban
- 2-3 Pickup technicals
- 4-6 Civilian cars
- Large supply of RPG's
[/quote][/center]

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OLD IMAGES ARCHIVE:
Images from original HighlightImage
Some stuff from various places within Kiwibase
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Kiwibase
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Crash Site Alpha
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Hillside
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Crash Site Bravo
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Radio Relay Marlboro
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Scars of the Russian War
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SouthWest Hills
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Taliban Position
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Taliban view of Crash Site Alpha
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Executed Prisoners
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Taliban Valley
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WIP Screenshots: (as of 26/08/09):

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[Center]WIP Screenshots: (as of 03/09/09)

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[/CENTER]
WIP MiniMap (as of 05/11/09):
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[/CENTER][/CENTER]
Last edited by HangMan_ on 2010-03-18 08:25, edited 20 times in total.
Reason: Edited to remove old content
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: [Map] Bamyan Province [WIP]

Post by supahpingi »

I dont think CnC versus insurgents will work,unless you do the additional coding
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

supahpingi wrote:I dont think CnC versus insurgents will work,unless you do the additional coding
There are quite a few issues with it atm but it should work out fine. The only thing they would not have is the ability to place defensive assets (wire/foxholes/mg's etc). If the Hideout if used the same way a FB would be used then it should be fine.
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: [Map] Bamyan Province [WIP]

Post by supahpingi »

XxX_HangMan_XxX wrote:There are quite a few issues with it atm but it should work out fine. The only thing they would not have is the ability to place defensive assets (wire/foxholes/mg's etc). If the Hideout if used the same way a FB would be used then it should be fine.
Tough that might be fundamental issues for cnc,cuz building defences can be quite important
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

supahpingi wrote:Tough that might be fundamental issues for cnc,cuz building defences can be quite important
Atm im working on it. With the type of defensive terrain in the area the taliban will be defending it may work out quite well balanced. NZDF will undoubtably have to place at least one FB outside the town in only mediocre cover.
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: [Map] Bamyan Province [WIP]

Post by supahpingi »

XxX_HangMan_XxX wrote:Atm im working on it. With the type of defensive terrain in the area the taliban will be defending it may work out quite well balanced. NZDF will undoubtably have to place at least one FB outside the town in only mediocre cover.
Sounds good,good luck then :D

Also,the NZDF uses alot of the stuff thats already being creted by community factions,so i suggest using a placeholder faction (america/brits/usmc,or when its done the ADF because its closer to NZ),and then once most of the community factions are done you can ask em if they want to donate some of your stuff.
*APG* <=130192=>
Posts: 57
Joined: 2009-02-18 15:16

Re: [Map] Bamyan Province [WIP]

Post by *APG* <=130192=> »

Nice idea! 2kmx2km might be funny to fly with Chinook round there ;)
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

supahpingi wrote:Sounds good,good luck then :D

Also,the NZDF uses alot of the stuff thats already being creted by community factions,so i suggest using a placeholder faction (america/brits/usmc,or when its done the ADF because its closer to NZ),and then once most of the community factions are done you can ask em if they want to donate some of your stuff.
I am using the USMC as my placeholder currently. Dno wt's happening with the NZDF mod. Tht thread kind of fell to bits so i may end up offering this to the ADF if they want it.
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

Here are the first WIP screens from BF2 editor.

Please remember that this is very very WIP. The green is a default texture im using at the moment. As is the brown on the mountains. i will retexture mountains to be like the ones in Korengal and ground will be similar to Archer.

[WIP] North Side Mountains:

Starting to make these mountains. taking a while tho as i keep running into the max height the mountain can be :( therefore it is looking a lil flat on top. This will hopefully be solved by the tym i release new screens.

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Still alot of minor details that are critical in gameplay to be added (small grooves, gnoles, cracks etc). basic shape is almost complete tho. Keep in mind that little play should occur at the top of this mountain as it is prety much ryt on the edge of map. It is steep so players will choose the flatter center of map to travel through rather than the Mountain.

[WIP] KiwiBase:

I stuck this base in just for all the ppl who want to spam asking "wheres the BLUFOR base gna b". Base is pretty much just Op. Archer US main with a few minor changes. This is just a placeholder for the moment until i figure out my plan for Kiwibase. Layout is pretty much as it will be in the final release. Airstrip for Hueys and Chinook/NH-90.

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Feel free to suggest things. All help makes the map better and therefore more enjoyable when it gets out to the PR community.
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: [Map] Bamyan Province [WIP]

Post by Cheditor »

Maybe take out that runway, is ridiculiusly small for any plane to take off from that (i know there arent planes but just saying for a background atmosphere) maybe move the rear hesco barriers dividing the runway with the rest of the base more in towards the base and then places a heli pad?
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

[R-COM]Cheditor wrote:Maybe take out that runway, is ridiculiusly small for any plane to take off from that (i know there arent planes but just saying for a background atmosphere) maybe move the rear hesco barriers dividing the runway with the rest of the base more in towards the base and then places a heli pad?
Bamyan in R/L actually has an airstrip. Im gna remove the concrete style thts there atm nd put in one like in the reference image (with the soldier watching chinook). As i said in the post the Base is just a temp place holder so ppl hav sumthn to look at. Actual base will be far better.

The reason for the concrete destructible airstrip being there is mainly so wen im testing i can taxi an apache up and down it. It won't b in the final release though.

Thanks fr the feedback tho :) its all appreciated.
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HangMan_
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Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

Updates WIP screens of mountains.

WIP North Side Moutains:

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WIP SouthWest Mountains:

4 Is where the small taliban ville will be. See the map in original post for location.

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Please post any feedback :)
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HangMan_
Posts: 1753
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Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

A few shots of FOB Moana. It is situated in the south of Bamyan township. This Outpost is fictional :)

WIP FOB Moana:

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Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Map] Bamyan Province [WIP]

Post by Tonnie »

looking pretty promising its getting there

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

[R-DEV]tonnie15 wrote:looking pretty promising its getting there
Its still realy early stages. I havent done the overgrowth or undergrowth yet. Still assembling Bamyan town which is daunting. All main land features are in. The surface around the towns etc will need to be roughed up and "realisticasized". Have yet to do ENVmaps. So lots of work to do....

PS i'll send u sum screens of Khodaydad Kalay. Im juggling to maps atm :P so its gna take a while.
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cyberzomby
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Joined: 2007-04-03 07:12

Re: [Map] Bamyan Province [WIP]

Post by cyberzomby »

Looks nice just like Tonnie said :)
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

Here are sum updates for the map. I have pretty much completed FOB Moana, and am now finishing off Bamyan Township. Currently doing a re-vamp of Kiwibase; including a new airstrip, medical and supply buildings and firing range. After that i will move on to the Taliban stronghold/s.

WIP FOB Moana:

FOB Moana is the forward NZDF outpost in Bamyan province. It is well defended by 6 perimiter Sangars and a thick hesco L wall. The bunker with the flag is the main defence bunker. The Bunker with the stairs leading up to it is the TOC Bunker. The other two small bunkers are; 1 is a medical station, and the other a supply bunker. The helipad was constructed using planks and will be rough to land on. Only the most skilled of pilots will be able to land here to deliver vital resupply and troops. The roads leading to FOB Moana are treacherous and will required a veteran logistics driver to overcome. Reaching the outpost is a mission on its own... let alone defending it.

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WIP Bamyan Township:

Bamyan township is the CBD for Bamyan province. It is very small... Soldiers find it to be difficult to maneuver due to the fact that the locals are extra tight on their home security. The breaching shotgun will be a lifesaver in this town.

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HangMan_
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Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

Currently setting up random AAS and finishing overgrowth in the town. A lot of small vegetation has been added since the photos above where taken. Ground is not so bare any more.

Does ne 1 know why my editor would suddenly start lagging up after adding overgrowth? No error has popped up in the debug so is it just that my computer sucks?
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$pyker
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Re: [Map] Bamyan Province [WIP]

Post by $pyker »

wow the VBD looks nice
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"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: [Map] Bamyan Province [WIP]

Post by HangMan_ »

$pyker wrote:wow the VBD looks nice
Thanks mate. I'm hoping for sum pretty brutal fighting in there. Im setting up the random AAS so there are gonna b like 7 possible CP's for the random to select just 2 of thm. Should allow for sum really good gameplay. Also i have quite a few compounds on the city limits and near the wheat fields which will let players establish FB's and stage FSG's outside the town for support.
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