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[Map] Benghazi (2km) [Concept]

Posted: 2011-05-20 06:04
by Reddeath
Name: Benghazi (WIP).
Location: Benghazi, Libya.
Size: 2KM
Factions: Mec(OPFor) vs ____(Rebels)(BLUFor)(ARF?)
Gameplay Type: Mech Infantry, Armor

Image

Higher Resolution Map:
http://imageshack.us/m/695/3715/benghaziconcept.jpg
Satellite Image of the City:
http://imageshack.us/m/221/9540/benghazisatelite.jpg

Re: [Map] Liberation (2km) [WIP]

Posted: 2011-05-20 06:18
by badmojo420
Your pic is too big.

Looks like it could be a good map. I suggest MEC vs Insurgents. No aircraft, but insurgents get jdam(s) :)

Any idea what the white parts are on the satellite photo?

Re: [Map] Liberation (2km) [WIP]

Posted: 2011-05-20 06:42
by Reddeath
It should scale down if I am correct? It is big because its the same thing I use as a color map to base my roads/hills/water off of.

I originally intended on MEC vs Insurgents, however I wanted MEC to have 2 Main Battle Tanks, and the Rebels/Insurgents to have 1. This to represent the defective Libyan soldiers in the current day Libya. Insurgents obviously do not have Tanks. ARF would be the same thing as Insurgents weaponry wise, but with the organization and firepower of a more conventional force. I suppose I can make 2 versions of this, one AAS and the second Insurgency using insurgents of course, maybe representing the Gaddafi remaining in power and disposing of the rest of the rebels and their supplies.

I want MEC to have a JDAM because in reality they have been bombing the rebels, but rebels will not have a JDAM as they don't coordinate any of the UN's air strikes.

By satellite photo I assume you mean the the Google map's one and not my concept map, but I don't see any white spots on it =\ if you are talking about my map the docks are white.

Re: [Map] Liberation (2km) [WIP]

Posted: 2011-05-20 06:55
by Amok@ndy
excelent map title :)

also it wouldnt be possible to have ARF for AAS and Insurgents for INS because this is somekind of bugged, you can have different teams but you cant change the voices

simply go with ARF would fit the best if you ask me

Re: [Map] Liberation (2km) [WIP]

Posted: 2011-05-20 07:00
by pfhatoa
The decision of which forces against which is far away anyway. It looks good anyway :)

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 08:05
by Silly_Savage
Awesome concept. Looking forward to any updates you may present.

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 16:53
by Rhino
Looking good.

Personally I would have "Benghazi" as the map title as while "Liberation" is somewhat cool, 90% of players will never realize the map is based on Benghazi which if they know that will make the map far more immersive as they will then immediately be able to connect the map's name with what has been happening on the news and that will really, really help the players immersion and as a result, gameplay. With this map title I think your shooting yourself in the foot tbh in terms of how immersive you can make this map.
Also the definition of "Liberation" is "The act of setting someone free from imprisonment, slavery, or oppression; release", which is a little odd when the MEC are on the offensive and the rebels are the people of the city. If it was the USMC attacking the MEC in an occupied city (such as Muttrah) then that would be an act of Liberation but this just isn't :p

I would seriously consider changing your map's name to Benghazi as I think it will help you and your map a lot ;)


Anyways enough about the name, on to your map concept and its looking pretty good although I'm quite surprised in some areas how different your map concept is from the real city. With Muttrah I tried to keep everything as close as possible to the real life setup of muttrah with only exceptions where when something different needed to be done for gameplay, like making the port go less out to sea than the real one so it would be further away from the carrier etc (would have been in view of the carrier otherwise). On your map I see loads of vital bits missing or replaced with something that isn't there, such as in the SW corner you have quite a few vital roads and city blocks which your missing out which ye the water treatment plant is kinda cool, but it isn't there :p
There is another odd bit as up in the NE it looks like you have put in some sort of lake or something on your concept next to a road which on the satellite map is just some open ground which IMO would be much better for gameplay than a pond :p
Also do you plan on adding thous buildings, such as the stadium (stadium maybe a little tricky mind you, might be worth trying to request one to be made thou ;) ) and the other buildings there where you have it marked off as park land, which I think it would be better putting what's there again for gameplay reasons too as visual and put something else in place of the stadium of you can't get one made but would be really cool if you could :D
I would personally keep the map as accurate as possible but its your call here, still pretty accruate thou :)


With your GPOs, I think the idea of the BluFor getting plenty of JDAMs is tbh a good idea. NATO is giving the rebels full support at the moment and it would surprise me if they have gave them radios to communicate with NATO to ask for bombing runs in areas even. There is even special forces on the ground in Libya directing air strikes, they could be in Benghazi too epically if they knew that there was a planned assault on the city (hard to miss) ;)
We could even look into making a different type of requestable airstrike which was not as a big bomb as the JDAM but could be called in more often or something? Wouldn't be that hard to make tbh.

I also think you do need to focus the map on Infantry as with a urban map like this, Infantry are the key and vehicles are only support but they can't win a battle like this on there own so make sure your focus is on the infantry and not on the support which is something very easily done if your not careful ;)

Also with this map being AAS, have you put any thought into flag positions and attack orders yet? Would be good if you can mark out your ideas on that :)



Other than that, sounds awesome! Keep up the good work and will be awesome to have this map in PR some day 8)

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 17:29
by Reddeath
On the Name portion of the information I put (WIP) to hopefully make it a point that the name itself is still WIP also, so it may be changed, originally I wanted to make it Benghazi, don't totally know why I decided to make the title Liberation but its still WIP, up for debate.

The Northeast corner blue on the map is the BLUFor FOB, in the actual city it is a compound, so it seems it would make a little more sense. I threw in the water treatment just as an additional point of interest I have been a little undecided on it as well, I want to utilize more of the map than just the city, but still have most of the action in the city, this being my first map I really don't know the limits of the engine so I cut out much of the outer area because I don't want to end up with a laggy cluttered mess =\ and most of the southwest roads were altered because they are a system of highways in reality that I just dont think can be done realistically here lol, talking a whole T highway intersection. If you think it can be done I will have to rethink my layout. An actual stadium static would be incredible but the team is short on modelers is it not?

I like your idea on the additional requestable, maybe some sort of requestable tomahawk on a 15-20min cooldown time? Bigger than a hellfire, smaller than a JDAM.

No attack plans or GPOs yet, as I don't quite feel like the concept map itself is finished.

Thanks for all the help I really appreciate it.

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 17:49
by Rhino
Reddeath wrote:On the Name portion of the information I put (WIP) to hopefully make it a point that the name itself is still WIP also, so it may be changed, originally I wanted to make it Benghazi, don't totally know why I decided to make the title Liberation but its still WIP, up for debate.
cool well I still think Benghazi would be the best name but would be good to see what some other ppl think too :)

Reddeath wrote:The Northeast corner blue on the map is the BLUFor FOB, in the actual city it is a compound, so it seems it would make a little more sense.
Ah ye that dose make sense and looks like a good location too! I wouldn't call it a FOB thou as FOB screams HESCO compound, Militia Command Centre might be a better name and for its defences just have some **** piled up like burnt out cars etc? :)
Reddeath wrote:I threw in the water treatment just as an additional point of interest I have been a little undecided on it as well, I want to utilize more of the map than just the city, but still have most of the action in the city, this being my first map I really don't know the limits of the engine so I cut out much of the outer area because I don't want to end up with a laggy cluttered mess =\ and most of the southwest roads were altered because they are a system of highways in reality that I just dont think can be done realistically here lol, talking a whole T highway intersection.
Ye, clutter wise if you did that you may need to extend the city a little out into the surrounding terrain, although I must confess I took this simple option with muttrah even where for example west of south city the city goes up a notch and just a few buildings up there, with a rock face behind that, in r/l where that rock face is the city extends out beyond there :p I would be tempted to keep the main highway road network there (unless you really can't do it) but maybe just have wasteland instead of buildings? Think that might be a good compromise but having what you have now can work too, will make the map simpler to make and help with performance a bit.
Ye, might be a little tricky to make that highway but I think its possible looking at it using vBF2 statics and normal roads, although you may need to make some new road intersections. You can always simplify it :)

Reddeath wrote:If you think it can be done I will have to rethink my layout. An actual stadium static would be incredible but the team is short on modelers is it not?
I was thinking more of asking if someone in the community learning how to do statics would be willing to giving it a go :)

Reddeath wrote:I like your idea on the additional requestable, maybe some sort of requestable tomahawk on a 15-20min cooldown time? Bigger than a hellfire, smaller than a JDAM.
Tomahawk would be a little unrealistic at this stage as they are used to mainly knock out AA defences and key structures before planes can get in there. At this stage air strikes are the most realistic as they minimise collateral damage too.
Also another point I forgot to make is that the MEC at this stage wouldn't have any air support as even if they got a bird up in the air, it would be shot down way before it got to its target.

Reddeath wrote:No attack plans or GPOs yet, as I don't quite feel like the concept map itself is finished.

Thanks for all the help I really appreciate it.
Nps, but when I said GPOs I meant basic vehicle types not exact vehicle numbers etc as that comes at the very final stages, but always good to have an idea of what kind of vehicles you may want to try and put in and make the map around thous ideas ;)

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 18:17
by Reddeath
What I want to aim for is
OPFor:
2 MBTs
1 BMP

BLUFor:
Rebels
1 MBT
2 SPG9 Technicals
2 .50 Technicals

and transport vehicles ofcourse.

I want the MEC to have superior amounts of armor, but still want the BLUFor to have armor, but I am feeling as if 3 tanks is a little to much for a 2km map.

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 18:33
by Rhino
Well, a BMP is basically a light/medium tank and I would look into giving the MEC some other APCs like the MT-LBs etc. Also for the rebels I would give them many more techies, epically more 50cal ones as I'm sure you have seen on TV, there entire force is basically made up of them. Would be also an idea to try and get someone to make a techie with an aircraft's rocket pod attached to it ;)
Image

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 19:01
by Reddeath
Putting your advice to use

Image

Not sure how easy it will be to get a stadium but worst case scenario I can turn it into a better looking track field than the dirt one to the left of it.

The rocket pod does not look like it would be hard to model at all, I am sure someone could pick it up, but what would be the purpose? makeshift artillery? Wont be jets on a 2km map, and I don't recall reading of the Libyan Forces using Helicopter's nor do I believe they would get far with the UN's no-fly zone. Or some form of makeshift non-guided AT vs light vehicles?

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 19:02
by mockingbird0901
That would be AWESOME! :p
I have been thinking about techys with AA guns on them....
But I think this is better... :grin:

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 19:05
by mockingbird0901
Reddeath wrote:The rocket pod does not look like it would be hard to model at all, I am sure someone could pick it up, but what would be the purpose? makeshift artillery? Wont be jets on a 2km map, and I don't recall reading of the Libyan Forces using Helicopter's nor do I believe they would get far with the UN's no-fly zone.
It looks like it is possible to lift it, so that you can shoot straight forward. Oh how funny that would be on a inf map like Lashkar or something :p

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 19:46
by Tannhauser
Pretty sure they use em like makeshift katyushas.

Really interested in seeing maps representing the current conflicts (Lybia and Syria). Really good oportunity to see some unorthodox MEC vs Insurgency action.

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 20:18
by Reddeath
Updated main post with a more recent concept map. Still more work to be done in the north.

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 20:23
by pfhatoa
Regarding the name for the map, I vote for Benghazi as it will give your map an air of professionalism, especially as you follow the real Benghazi so closely (like almost Muttrah close).

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 21:25
by Rhino
Reddeath wrote:Putting your advice to use

http://imageshack.us/m/37/434/unled1e.jpg
looking really good (going off your latest one in your OP btw), take it your still have the Rebels main in the same spot? :D

Reddeath wrote:Not sure how easy it will be to get a stadium but worst case scenario I can turn it into a better looking track field than the dirt one to the left of it.
Ye that sounds like a plan, you could also do some make shift seating round too but would look a bit odd.

I would start to gather up a bunch of ref photos of the stadium if you can (or one very similar to it), work out the size it needs to be in your map and then post a new request topic in the Community Modding forums with a ref pack and the dimensions and other details on the stadium and see if anyone is up for making it, you never know you might get lucky :D

Reddeath wrote:The rocket pod does not look like it would be hard to model at all, I am sure someone could pick it up, but what would be the purpose? makeshift artillery?
Pretty good video here of one in action: Video: Libyan rebels wage war with homemade rocket launcher - Telegraph

Dose seem to be used as very basic arty, but you could also have the angle the player fires it at adjustable so you could fire it dead ahead basically?

As for modelling it, no need tbh, all that really needs to happen is lifting the rocket pod off of one of the many Russian aircraft we have that uses it. Best one would be the new Mi-8/17's rocket pod :D
https://www.realitymod.com/forum/f196-p ... opter.html
Image

Then you would need to model a mount for it on the technical then whack it on the back much like I did with the SPG-9, code it, job done :D


Here are some different ones here if your interested but still think the aircraft rockets pod is best: Mad Max Reality: Video of Libya rebels firing rockets on desert frontline - Videos - MetaTube

This ones pretty funny :)


Reddeath wrote:Wont be jets on a 2km map, and I don't recall reading of the Libyan Forces using Helicopter's nor do I believe they would get far with the UN's no-fly zone. Or some form of makeshift non-guided AT vs light vehicles?
Ye I meant jets as in requestable JDAM/Airstrike. Also I do believe the Libyan forces where using choppers at least at some point and I remember hearing that the no-fly zone didn't affect the use of choppers, but still probably best not to have them on this map.

Not sure I understand what you mean by "Or some form of makeshift non-guided AT vs light vehicles?"?

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 21:39
by Reddeath
[R-DEV]Rhino wrote:take it your still have the Rebels main in the same spot?
I actually made the compound to scale with the satellite photos and am debating on where to put it as that position is near the center of the city and its hard to work control points in right next to a main base.
[R-DEV]Rhino wrote: Ye I meant jets as in requestable JDAM/Airstrike.
I was referring to the point of having rocket pod techies :smile:
[R-DEV]Rhino wrote:Not sure I understand what you mean by "Or some form of makeshift non-guided AT vs light vehicles?"?
Shooting them at supply trucks, jeeps.

I wish I knew how to model, there are quite a few unique buildings in this city that I would like to have.

also, that video. I would love for the rocket pod techie to have dented up sides, maybe even one part ripped off

I am thinking the rebel main would be best fitted just northeast of where I originally had it. Just one street back, teams would be starting on opposite ends of the map.

I am also tryin to figure out what I would be able to do with the docks, the docks are huge, and there are many of them, but with the main dock being only accessible by swimming and just off the MECs main I feel like it wont get much playtime and as I said I want all of the map to be utilized.

Re: [Map] Liberation (2km) [Concept]

Posted: 2011-05-20 22:10
by Shovel
Looks good. I think Militia should be used as the rebels, because the have some tanks, but mostly technicals.