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[Map] Al Basrah [released]

Posted: 2006-08-26 16:58
by duckhunt
The coalition main base is basrah airport, and it goes from there to villages and then city.


Please give feedback to help make the map better!

Thanks to [R-Dev]matt.b for the custom PR statics

new screens 25th oct. Getting there.......

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Posted: 2006-08-26 18:08
by Guerra norte
WOW!!! That looks SUPER! It's so anti vanilla, i love it.

Posted: 2006-08-26 18:15
by Griffon2-6
Looks like some of the BHD maps for DFBHD

Posted: 2006-08-26 18:51
by matt.b
Lovely work, gonna see about sending you some PR goodies that might work in the map ;)

About the overgrowth- I've had some trouble with the editor crashing when lots of differnt types of under/overgrowth were used (so did a few other people), so the best thing is to initially paint say just 2 types (maybe a trees/bushes one, & another for just bushes), & for each type just have 2 or 3 objects.

Don't go placing single static overgrowth unless it's vital- keep things easily editable, & you can use the overgrowth shadow map on the overgrowth system objects.

I like the way you're clustering the veg, very authentic, try to be economical with the density though.

Only comments about these screenshots are the big highway bridge seems a bit redundant leading up to a few small houses, & the huge city walls surrounding the mosque look too big, although it does give it a Mecca look.

Posted: 2006-08-26 19:04
by V3N0N_br
Yeah, seens pretty damn good.
I always wanted some bahsra maps for bf2 :D

And Matt, I believe the big walls are part of bashra, if i'm not mistaken.

Posted: 2006-08-26 20:05
by Cerberus
Hot damn, that's some good mapping, duckhunt

Posted: 2006-08-26 21:00
by Sealights
it's a chopper map!!!! I love it : ))) very realistic layout. can wait to try it out

Posted: 2006-08-26 21:58
by luizinhuu
i loved the high walls circumventing the mosque
very nice
it seems like it has very few cover, though

Posted: 2006-08-27 00:22
by 00SoldierofFortune00
Needs to be in .4 for sure.

Posted: 2006-08-27 00:34
by 00SoldierofFortune00
Also, you mind putting some little hilly areas in that second screen on the way to the city so you will at least have some cover?

Posted: 2006-08-27 15:07
by 00SoldierofFortune00
Another reply. Is this the same map with the blackhawk down in the center with a flag on it? If it is, hope that that part is still in the game.

Posted: 2006-08-27 16:31
by duckhunt
Its not but theres always the possobility, you mean like a big open square? surrounded by buildings you can enter? Il see if it will fit in right

Posted: 2006-08-27 19:18
by Thomazz
great idea with the giant wall around the Mosk..
looking good..

Posted: 2006-08-27 23:57
by 00SoldierofFortune00
Nevermind, that was a totally different map which I saw here.

http://realitymod.com/forum/showthread.php?t=8783

Keep this map the way it is except that some hills do need to be added in the second screen between the first and second US flags.

Also, in the second screen, is the US going to be assaulting the MEC from a base which is the first US flag all the way in the back across the plains, or are they going to already have the second flag in the second screenshot?

IMO, it would make it an epic beginning and similar to the opening stages of OIF if they would attack from that far US base and then come to the part where the trees are to the right and buildings which the MEC already control and have to battle the US and their armor which would be in the sand dunes and plains with others coming up from the wooded side. Kind of like a frontline thing at first to get into the city.




This is basically what I mean.



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The US would attack from their main base in the desert, while the MEC are at their flag and set up a line of defense. Then the US bring their armor and infantry and meet the MEC in the middle. Those dunes I was talking about would give the US infantry cover along with the forest as they attack the MEC flag right where the US flag is now.

Posted: 2006-08-28 00:20
by duckhunt
cheers for that, of course the surrounding areas of terrain will be worked on with subtle dunes and ridges. I was thinking about giving the US a spawn in the city already, on the edge, because even with cover, the long view distances would get them taken out from afar. I still have a whole village section to do yet, which was gonna be roughly where the outer us flag is now. And the US base was probably gonna be a sort of taken-over airport. So it could go

Airport(US)>>>Village(neutral)>>>Bridgearea(neutral)>>>then the MEC would start with a few bases in the city but not right on the edge.

So like "USMC mechanised infantry are launching an offensive on the city of ****** to clear out the MEC stronghold. MEC scouts have spotted the incoming US troops.The MEC based in the center must rush to the city perimiter to defend it."

Posted: 2006-08-28 00:36
by 00SoldierofFortune00
Yea, I was also thinking about making that second flag neutral and when the MEC get there, the US will be rolling right up. And if the MEC don't get any armor, then the US will have a slight advantage with their armor covering their infantry. Just putting some ideas out there though because I thought that would be a good place for an intial battle.

Posted: 2006-08-28 00:53
by duckhunt
It all helps, more screens showing the development coming soon. If the MEC dont get armour, I gotta put some stat TOWs down atleast. But MEC will probably get atleast APCs because we gotta remember we aint got the insurgent faction yet!

http://realitymod.com/forum/t9236-shoul ... ction.html

Posted: 2006-08-28 14:35
by duckhunt
More Screens added in #1 post. Still loads of stuff to do but had a bit of 'fun' adding lamposts and bits. Lightmaps are medium in these screens.

Posted: 2006-08-28 14:54
by Downtown_two
Really liking the look of this map. Looks like it could be the home of some very diverse firefights.

Posted: 2006-08-28 17:04
by =sealz=StOBeR
AWSOME WORK!!!

=sealz=StOBeR