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[Map] Tumen River (4km) [WIP]

Posted: 2009-08-25 19:07
by d1sp0sabl3H3r0
Map Name: Tumen River
Map Size: 4km (16km sq)
Game Mode(s): AAS v3
Region: Asia
Factions: Tentatively - Russia vs. PLA
Focus: Mechanized Infantry*


Me:

This is my first real map. I've played around with the editor before and started a few maps to try to learn the editor. My motivation for this map is the fact that I'd simply like to see more variety in maps in PR, both in terrain and factions, especially Sino-Russian conflicts. Whether this map ever sees the light of day as a completed map or even so far as being included officially into PR is not my main concern nor motivation. I'm approaching this simply as a learning tool and something fun to do. Sure, I'd love for it to actually reach the level of quality that it would be considered for inclusion, but I'm keeping my expectations in check.


Story of the Map:

This map is based on real-life geography and the terrain is based on actualy satellite data from the region. The area of the map is quite interesting, as it is the intersection of the borders of 3 nations: North Korea, China and Russia. I also find this area interesting because there is a train that crosses from Russia (the town of Khasan) into North Korea. Additionally, there was a battle in the area during World War II between Japan and China (The Battle of Lake Khasan). I'll be modeling much of the area on these real-life areas and have some ideas for taking creative liberties based on some of the history of the area and incorporating those into the map.

As I've mentioned in the vitals of the map above, my intent of this map is to make the factions Russia vs. PLA. Again, artistic liberties are being taken and the area that is in reality North Korea (south of the Tumen River) will now be all of PLA. Actually, I'm considering making the entire area PLA due to the lack of quality Russia statics to use. However, the map represents an incursion by Russian forces into PLA territory and the PLA defense of it's homeland.


Gameplay:


I intend this map to be AAS version 3 with random control points. With this in mind, I am going to include as many little areas of detail as I can on this map to make the terrain as believable as possible and provide as many options as I can for cp placement later. For now, I am solely focused on bringing the map "to life". As a perfect example of what I'm describing, just look at Kozelsk. This map is incredible in it's detail and richness - my favorite PR map by far. I will be using this map as my inspiration and guide for what can be done on PR maps.


* I understand completely why a mapper should not focus on assets and factions (although the use of statics pretty much dictates at least one of your factions in the map ;) ). With that said, to make this map somewhat original in terms of factions and therefore making it a little more of interest than perhaps yet another Afghanistan map or a US vs. MEC map, I am intent on making Russia work here. However, because of this, the availability of some assets are rather limited. In particular, air assets are extremely limited on the Russian side. Because of this, you will not find any airfields on this map. At most, I will include transport helicopters, but you will not find attack helicopters nor jets on this map at all. As of now, I'm focusing on mechanized infantry with liberal usage of apcs, tanks and trucks. However, there won't be an overwhelming number of these as I want players to focus on gameplay and teamwork and not on asset-whoring.



Thanks:

I'm sure I'll be adding more names to this list, but I want to send a big THANK YOU to Spacemanc for all of his help and advice. I pm'd Space out of the blue asking for some pointers with Terragen and he was incredibly generous with his time, especially considering that he had never spoken with me before, yet he gave freely of his time as though I were an old friend. A true gentleman and a great resource in our community!



Mini-map:

Image

Real-Life Imagery:

Google Earth image of the overall area. The map is based on this and includes many of the features but is obviously not to scale.
Image

A view from China, looking east toward the Sea of Japan. On the left is Russia and on the right is North Korea. The railroad bridge in the picture is also featured in the map.
Image


Basically same view as above, but in this you can see the Russian city of Khasan (featured in map although scaled down) on the left. Image


Russian city of Khasan
Image


Areas of Interest:

These are areas on the map that I feel have enough detail to give an idea of what it will look like on the completed map. Please note that no area on the map is completed as of yet and all areas are subject to change at any moment.


Temple Complex

Image

The temple complex will most definitely be a control point on the map. It does not exist in reality, but I thought it would be cool to make a series of temples on top of the hills. I've since added a stream that flows out from under the topmost temple with corresponding waterfalls...

Yes, those are flaming pots in front of the lower temple. For now, each temple has a "theme", with the pictured one being "fire", "dragons" or "water" are the topmost (because of the stream running out from underneath) and, well, I'm struggling for the third. I'm considering making it "air" so I don't have to put anything special on it :) . Maybe I'll put an ambient howling wind in the area...


Image

This area still needs a ton of work. Foremost is working on adding water above the sea-level plane. Additionally, adding more detail to the temples and possibly tweaking the terrain to require ascent of lots of stairs to reach the topmost temple level (although there will be other areas of access as well).


City of Khasan

Sounds eerily like Khashan, right? :)

This is the Russian city along the rail tracks that lead to North Korea. This will be a very industrialized city and I will be utilizing the russian apartment statics prominent currently in Fallujah West (and you'll notice how closely those statics mirror their real-life counterparts in the imagery above). I've placed several apartments to begin work on the area, but it is nowhere near being complete. I'll update with screens when I am not embarrassed with the area on the map.


Rail bridge

The feature that drew my eye in the first place.

Image

I've removed the fog for this image. I need to add more tracks (lining them up is a pain in the ***) and work on the overgrowth in this area. I'm trying to mirror the Tumen as much as possible, as it is obvious from the images of the area that it is a wide, shallow river that seems prone to flooding during the spring as the bed widens considerably from the actual flow shown in the images and the considerable amount of wash-out. I will try to add as much cover as I realistically can, but crossing this river could be hazardous to your health ;)


Farm

Certainly not the only farm on the map, but is nearing completion in detail from statics.

Image

Possibly of some importance due to it's location near the temples and also a terrain choke point. We'll see how it develops in terms of game play. I've taken a wide shot of the farm to leave out some detail but also to show it's location in relation to the temples. I'm anxiously awaiting Rhino's tutorials on the new overgrowth so I can add the crops.



Cement Plant

Struggling with industry in North Korea...so what is more basic than a cement factory? Feeds nicely into my "story" for the map, at least the story of why things are where they are. I will have a gravel pit that feeds the cement factory and in turn the cement factory ships it's output to the rail station and gets those bags of concrete loaded onto the trains to ship elsewhere. Now I've got 3 possible cps that need fleshing out and add some "life" to my map. I realize there is a a coal mine on QinLing, but I've got a reason for my gravel pit and they will be sufficiently different in appearance that I see no reason for comparisons.

Here's the start of the cement plant (on an island in the river for access to water supply and also for environmental pollution :) - this IS North Korea we're talking about!).

Image



Left to do:

Waaaaaayyyyy to much to list. However, I will update this thread with progress and screen shots as I feel they are worthy of posting. I have no idea when this map will be done, if ever. I'm of the mind to wait for more statics to become available for the both China and Russia before even considering this map "complete". For now I will use those available as best I can and at the least include some as placeholders (while avoiding obvious middle-east statics - I don't see the need for arabic graffiti in Russia or China).

I'm not sure if I'm sold on the trees I've used in the overgrowth, and honestly they're really just placeholders until I find the right combination of trees and shrubbery (NIT!). I want it to look like the region but I also don't want it to look like every other PLA map. Also, I want to find out exactly how much the engine can handle until the dreaded "L" word starts creeping in. We'll see, it's a constant balancing act and learning process.

In the meantime, feedback/suggestions are welcomed, and I will do my best to monitor this thread daily to answer any questions.

Thanks for your time reviewing this post!

Re: [MAP] Tumen River (4km) [WIP]

Posted: 2009-08-25 19:48
by hx.bjoffe
Wow, dispo. Sounds exciting!
I got faith

Re: [MAP] Tumen River (4km) [WIP]

Posted: 2009-08-25 20:15
by Portable.Cougar
when you create more Chinese building statics we can start removing them from the maps.


fishing boats

Re: [MAP] Tumen River (4km) [WIP]

Posted: 2009-08-25 20:22
by d1sp0sabl3H3r0
Jonny wrote:Well it looks liek a good start, but is another chinese map with a temple really needed?

6 out of 9 current PLA maps have a temple, with the removal of kyongan-ni that might be 6 out of 8 having a temple. Are ancient temples really such a strategically important thing for a modern army?
True, very true.

However:

1) Technically, these are Korean temples, so with that in mind they are original :)
2) It isn't the temple that is of importance but the high ground they occupy that makes this area of strategic importance, as it offers a commanding view of the surrounding terrain and provides over watch on a choke point on the map.
3) Other than the same old Chinese houses and farms, static options are extremely limited for any PLA-themed map, so currently there are few options available.

Re: [MAP] Tumen River (4km) [WIP]

Posted: 2009-08-25 20:24
by smart_boy00
looks awsome! when can we play it :)

Re: [MAP] Tumen River (4km) [WIP]

Posted: 2009-08-25 21:12
by d1sp0sabl3H3r0
Jonny wrote:1&2) I dont buy that for a second, the temple is old, boring and overused. If you want to make the high ground there a believable flag, do something good with it. Surround it with open ground and make the top an entrenched position. Put some flat areas around it where helis can land and unload troops in safety. Cover all of the mountain peak with static rocks so you can shoot from behind them and always be close to some cover. I dont really care so long as its an important area for a good reason. An old temple being there is not a good reason.

3) Then dont use the chinese statics. PR has brand new wooden huts, reskin the afghan buildings that rhino made, use the ones in the house_dest folder that are finished, use the russian appartment buildings in the militia folder for the main town, etc. Thats just what we have at the moment, never mind what will be added on to the chinese building set by the DEVs later.

Dont try to make it 'chinese looking' though, try to make it realistic. Not all places in china look like the town on the qwai river map, just like america isn't all a third world country with a basic level of health care involving a redneck stealing you some paracetamol, and england isn't covered entirely in villages and fields.

As far as the temples go, I will look into that advice. Good feedback now that you've expanded on your original post.

For the farm, the fields themselves are behind the view of the camera. If you look at the real-world imagery, the farms have large fields separated from the living areas. I intend on making this the same.

Understood about the cement factory. Actually, it should be in close proximity to the quarry itself and I may make this the case on the map. If nothing else, moving the statics is a simple process, and as I've stated already, things are subject to change in short order.

Re: [MAP] Tumen River (4km) [WIP]

Posted: 2009-08-25 21:23
by badmojo420
I really like this picture....

Image

All the colors of vegetation, mixed with the river and are those roads or fences/walls near the bottom? It looks like a very unique area. I also like how that train bridge continues to be elevated over the terrain on the right side. Good luck with the map.

Re: [MAP] Tumen River (4km) [WIP]

Posted: 2009-08-25 21:48
by HangMan_
you should use the new ancient city that is coming out soon. It was made by irontaxi i believe. Check out the dev blogs fr more info.

HangMan

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-08-26 07:50
by fuzzhead
Looking nice there dispo.

There is definitely some new enterable chinese statics in the the making, but I wont mention more on those until the guys making them feel they want to talk about them, but just keep it in mind we will see more of these available over the next release.

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-08-27 14:09
by d1sp0sabl3H3r0
August 27th Update

First, new mini-map (just from the editor, it looks like **** but it gives you a basic idea of the map). You'll notice a change....

http://farm4.static.flickr.com/3620/3862220400_82086529b9_o.gif


Gravel Pit/Quarry

Added the gravel pit. Only thing left to do is possibly add more detail and touch up the terrain a little bit, but I'm happy with the overall layout of the area:

http://farm3.static.flickr.com/2488/3861437531_b87b9e26fa_b.jpg

http://farm3.static.flickr.com/2668/3861437463_31b9af052f_b.jpg

A view inside the pit:

http://farm3.static.flickr.com/2516/3861437355_0898d1e53a_b.jpg


Temple Complex

Listened to Johny's advice and the more I thought about it the more I had to agree. Here is the changes (well, just one) made to the former temple complex. Not as sexy, but actually much more sexy because of it's simplicity.

http://farm4.static.flickr.com/3137/3861437297_0e2e5893c3_b.jpg


Cement Plant

Again, listened to some advice and agreed. I am moving the cement plant, but that isn't done yet and is on my to-do list next, so expect to see the results of that change in my next update.


Stay tuned....Rhino released his tut on placing overgrowth fields and so I will be fleshing out the farms soon as well.

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-08-27 14:46
by MaxBooZe
Since were talking about N Korea here, why don't you make it into a listening post or so? The former Temple complex..

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-08-27 15:50
by 05grottim
is ther any chance of showing on the minimap where all the flags will be placed?

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-08-27 16:01
by d1sp0sabl3H3r0
05grottim wrote:is ther any chance of showing on the minimap where all the flags will be placed?
Yes, but my approach on this is to fill up the map first with areas/objects that make sense, then figure out where the flags should be. I think this approach will let me build the map in a more realistic manner by letting the real world dictate where the flags are instead of letting the flags dictate where the real world is.

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-10-09 21:51
by d1sp0sabl3H3r0
Time for an update:

Since my last post I did some serious re-thinking on this map and eventually came to the conclusion that the map in it's current state wasn't going to work. I had taken an area that was about 16kmx16km and tried to cram it into a 4kmx4km area. Yes, I managed to get some really cool terrain features, but the problem was the villages and cities would need to be scaled down to fit that it wouldn't be worth adding them. The scale didn't work.

I went back to the drawing board and grabbed a 6kmx6km area that would give me the features I wanted in the map and, thanks to Google Earth, grabbed the lat and long boundaries that allowed me to grab that exact territory in real-life terrain data.

Here is the new mini-map (please note that this is the Google Earth shot I'm using as my color map for now to place objects on the map - real color map and subsequent painting to follow):

Image

It is essentially the same main area, only smaller region than originally selected.


Areas of interest:


Russian Main:

The Russian main, which actually just a staging area for their forces.

Image
Image

The story here is that the Russian forces have hastily created this staging area near the swamps in the north on the map. They have used the rail system to quickly move their forces and assets into the theater and to avoid detection via camouflage.

Game play: I am going to have the assets (trucks, apcs, tanks) spawn near the rail cars, with statics on the flatbed cars, to simulate unloading of those assets to take into combat. This area will be safe from attack by enemy forces via dome of death and terrain cover.


Train Depot:

An ignored and run-down train depot is located south of the Russian main.

Image

Game Play: Not sure if this would serve as the last flag for the Russian forces or not - I haven't really decided on too many flags yet. It really doesn't have any strategic value other than to possibly be used to cut off Russian reinforcements from the north, but it brings the area a little bit of "life".


City of Khasan:

This city is a run-down, dirty little town with a population of 750 in real-life. It is on the Tumen River and is the closest Russian community to North Korea (again, in real-life). The town is dominated by the rail yard and surrounded by little quarries. I've added a factory and a strip mine for coal that is loaded onto the trains.

Image

I'm not sold on the trees, and the town itself looks a little too much like suburbia for me. I'll be making changes, but the layout is basically there. A picture of the apartments in the real-life Khasan can be seen in the first post of this thread.


Tumagen Rail Yards:

Located in North Korea (RL) directly across from Khasan is the city of Tumagen. Again, a majority of the area is a large rail station that I've tried to model without going overboard.

Image

View from the large fuel tanks in the hills to the south of the rail yard:

Image

Game Play: This should be a fun area to fight over. It obviously has strategic importance because of the railways and the fuel located there. My main concern is to break up lines of fire and provide some terrain cover for units as they try to advance on enemy positions. Lots of work left to do there.


East Tumagen:

The community to the west of the rail yards. I've broken this up into an East and a West to provide large areas of urban combat. This community, mixed with the large storage/industrial buildings in the area should prove to be a nice mix for combat. I've still got some work to do here to bring the area to life.

Image


Battle of Lake Khasan:

A site for a fierce battle between Russian and Japanese forces during WWII, Lake Khasan provides me an opportunity to put in military positions that make sense in the real world (albeit they haven't been used for fighting in 70 years). This old fortress provides a commanding view of the river valley.

Image

Last picture is a view from the river looking up at the fortress complex. A cookie to the first person who can find my tribute to the battle fought there during WWII.

Image


Lots of work left to do, but the map is going well. I will post more updates as they make sense. As always, feedback is appreciated and welcomed.

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-10-09 22:07
by HughJass
not to bad man, looks pretty solid. get them textures done.

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-10-09 22:11
by Element66
d1sp0sabl3H3r0 wrote:
Image

Last picture is a view from the river looking up at the fortress complex. A cookie to the first person who can find my tribute to the battle fought there during WWII.
that crazy looking orange tree/statue of the guy with the flag? (right in the middle of the background)

Re: [Map] Tumen River (4km) [WIP]

Posted: 2009-10-09 22:35
by Portable.Cougar
Dig it.