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[Map] Provideniya (4km) [WIP]

Posted: 2010-09-26 14:30
by pfhatoa
Name: Provideniya
Size: 4x4km
Location: Northern eastern Russia on the border to Alaska
Focus: Amphibious assault on the small town Provideniya. (May change)

Provideniya is a small port in the most eastern part of Russia and has 2700 inhabitants. During the soviet era it was a military port for the Pacific fleet, now it's a sleeping town with a massive emigration. The scenario is that a yet to be decided force will attack this port from the sea while the Russian military will rush towards the coast to defend it.

Here is a satellite image from the area (thanks google earth):
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And a close up on Provideniya:
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The town of Provideniya will be replicated as far as possible in a 1:1 scale. The surroundings areas will however be shrunk, moved and in some cases be removed in order to fit the 4km square. This is the general layout idea taken from the editor:
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Here are some more screens from the editor. As you can see the map is still in a very early stadium. I've mostly been working on the coastline. The added statics are just for comparison.
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Also, there are a lot of great reference photos for this area. Some of those are uploaded here. I will add more but me internet is jumpy. Can't upload at the moment...

If you have any tips on statics, roadtypes or whatever please tell me. I'm more than open to ideas (though, asset ideas are not encouraged, there is a long road left to that day). Also any tips regarding the mountains would be nice. Is it possible (or a good idea) to generate them in some kind of terrain generating program and then "merge" the generated height map with the current used? Any tips appreciated!

Edit: The old thread in the "PR:BF2 Community Modding"-sub forum can be locked as I've started up the editor. Hence this thread.

Re: [MAP] Provideniya (4km) [WIP]

Posted: 2010-09-26 14:40
by Rudd
The town of Provideniya will be replicated as far as possible in a 1:1 scale. The surroundings areas will however be shrunk, moved and in some cases be removed in order to fit the 4km square. This is the general layout idea taken from the editor:
seems like good thinking, and its good that you are thinking ahead.
If you have any tips on statics, roadtypes or whatever please tell me. I'm more than open to ideas (though, asset ideas are not encouraged, there is a long road left to that day). Also any tips regarding the mountains would be nice. Is it possible (or a good idea) to generate them in some kind of terrain generating program and then "merge" the generated height map with the current used? Any tips appreciated!
Geocontrol is the best thing to use imo, though afaik its not such a great idea to try and graft new terrain variatinos on to a map, best to modify the terrain in geocontrol or other program, then fix what you didn't want to be modified by hand.

the area you've chosen might be good to use DEM data

https://www.realitymod.com/forum/f189-m ... heavy.html

looks like you've chosen a really interesting area mate, I'm looking forward to updates

be aware we've put some effort in to updating the tut links today if theres anything you need, this is your first stop.
https://www.realitymod.com/forum/f189-m ... rs-up.html

Re: [MAP] Provideniya (4km) [WIP]

Posted: 2010-09-26 14:54
by pfhatoa
Thanks for the kind words. Sadly it seems like my area lacks of DEM-data. I will dig a bit further though! I will also read through the tutorials you linked (I've read some already though), it's so irritating when you a couple of months later finds out there was a damn easier way to do something!

Re: [MAP] Provideniya (4km) [WIP]

Posted: 2010-09-28 13:12
by pfhatoa
Update!

Today I've been working inside Geocontrol. After watching some tutorials, tried some, watched them again, tried some more I've succeeded to produce some kind of terrain. There are still some things to do though. Some low areas are below the waterline at the moment and I'm not sure if the town will fit! I also need to filter the terrain and remove some strange very steep cliffs. If someone has any tips on Geocontrol-filters for this kind of area, please tell me! Anyway, enough talking. Here are some pictures:

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Edt: Damn, forgot to save -.- well, I at least got some pretty picture to work towards ^^

Re: [MAP] Provideniya (4km) [WIP]

Posted: 2010-09-28 14:27
by Dougalachi
Looks interesting, and while you don't know yet what factions will be playing, US forces seem to be a common sense choice, especially since Silent Eagle will be given to the German forces, and I haven't heard any rumblings of a future RUS v USA map.

Do you have any idea where the fighting will occur outside of the port? Will you have any other villages/military installations that the fighting will revolve around, or will it mostly be focused in the center?

Re: [MAP] Provideniya (4km) [WIP]

Posted: 2010-09-28 14:30
by RedAlertSF
I've been planning to make a map based on Siberia or Far-Eastern region too. Great to see somebody making one! (since I have no mapping skills, at least not yet)

It looks very promising. You might want to consider PLA as the attacker too. US is a wise choice but maybe too common.

Re: [MAP] Provideniya (4km) [WIP]

Posted: 2010-09-28 15:00
by pfhatoa
I've been considering both Canada, USA and China as an attacking force. However I have really no preference for any of them so I guess it will be whichever is "needed" for the mod.

About other areas of interest there are some:

1) The settlement of Ureliki which is situated across the bay. It is mostly deserted. Picture

2) The Airport. I'm not sure whether this should be a centre of fighting or just a base for the BLUFOR/OPFOR. I'm not too sure about how the flag structure should look.

3) The radio station. On one of the mountains, I have to decide which, there should be a radio/radar station. Picture

4) The delta leading out to the bay will hopefully be an interesting area for fighting. Big open areas with only a few small houses for cover. The rivers and small lakes will however hinder armoured vehicles to roar freely.

5) This is a possible number five. If I'm lucky the bay itself will be an area of fighting. Controlling the water (with say amphibious vehicles) will allow the team to transport troops around more safely. However battle over water seems like something missing in PR.

On military installation, at the moment no (except for the radio station). Even though Provideniya has been a military port I can't find any signs of military structures left. There is however an unexplained tunnel entrance in the mountain wall as seen in this picture.

Thanks for the feedback :)

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 15:11
by Startrekern
Nice start - definitely a nice area to fight over. You might want to blur the line between what it actually looks like and the gameplay of the map, though. I like your design, and can certainly see it working well with AASv3, but I would have to say you need a few more points of interest for a four kilometer map. Maybe a nice coal mine where that entrance is? ;)

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 15:19
by pfhatoa
Heh, Kashan has about two points of interest ^^ Also, remember that the town Provideniya is about 2km long so there'll be some interesting areas to move around in. By the way, in a map with close to none overgrowth (can't see a single tree on those mountains) what view distance can I aim at. It would be optimal to be able to see over the bay :)

I will start thinking about some more interesting areas. Got one minor idea to share though, on the satellite pictures you can see quite many fuel silos (for local use I presume). Might add those to have something more to look at.

About, the coal mine, we'll see. It's such a hassle to work with tunnels -.- nah, now it's lazy me talking!

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 15:27
by Amok@ndy
pfhatoa try some painted layers and apply the mountains ridged filter to your hills and some sediments to the flat stuff

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 15:30
by pfhatoa
Thanks, I'm still a newbie when it comes to geocontrol :)

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 15:35
by Amok@ndy
me neither i just experimented a lot ;)

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 17:37
by pfhatoa
Been working with filter some. Can't really get a good result. Does mountains are tricky. Anyway, some evening pictures! The blue plane is the waterline and the red lines are the two towns and the airport.


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Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 17:44
by Amok@ndy
lookin good i think you can work the rest of your terrain out in the editor

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 17:48
by pfhatoa
thanks :)

Is there anyway in geocontrol to make a selector by encircle an area with the mouse. Would like to have another manipulation on the town then the rest of the lowlands, if not I'll do it in the editor?

Also, how should the heightmap be inserted into the map, for some reason I think it should be mirrored... maybe I dreamt that?

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-28 18:30
by Amok@ndy
check this out for tutorials for GeoControl Tutorials - GeoControl Forum

the south side of your map should be on the top of the PrimaryHeightmap.raw, if not flip it vertical

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-30 12:10
by bravo-fab
Make a map of Vladivostok city or smth places of this city.
For example: military navy base in city or center with main plaz and goverments far eastern white house, but so simple made the trade port.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-30 12:14
by ChiefRyza
You really have to go with a strong filter in GC2 for a 4km map, you won't get really intricate details that you see in the Geocontrol 2 view.

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-09-30 13:41
by pfhatoa
bravo-fab wrote:Make a map of Vladivostok city or smth places of this city.
For example: military navy base in city or center with main plaz and goverments far eastern white house, but so simple made the trade port.
Sorry, but I'm quite occupied with one map project at the moment.
You really have to go with a strong filter in GC2 for a 4km map, you won't get really intricate details that you see in the Geocontrol 2 view.
I will try that and see were I end up. Bad side, I have to redo the port ^^ but I guess it's worth it. Thanks for the tip!

Re: [Map] Provideniya (4km) [WIP]

Posted: 2010-10-08 08:33
by pfhatoa
Not much progress of late but I've started with the level editor. Got some screenshots too. Most of the time is used to find the right object in the list "Was it under the /staticobjects/pr/militia or under /russia?"

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