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[Map] Sultan (2km) [WIP]

Posted: 2011-05-24 22:04
by Broseph
Name: Sultan
Location: Hisn Salalah Palace, Salalah, Oman
Size: 2km
Factions : MEC, USMC
Game Play Type : Vehicle, Infantry

So, lately I've been quite fascinated with Muttrah City, but it l ended up looking at images of the actual city, which lead me to other places in Oman, eventually it lead me to the Sultan's Palace in Salalah, which offered quite a nice playing field with crop fields and patches of thick forest interwoven flanked to the north and south by a upbuilt urban areas with, and inspired by Reddeath's Benghazi map, I decided to go out and create this, I was originally going to use paths for all the details, but I had this urge to rage quit after finishing the roads so I simply filled everything in by hand, so here's the current concept I have

Image

and the satellite overview

Image

Re: [Map] Sultan (2km) [concept]

Posted: 2011-05-24 22:08
by mockingbird0901
This could be interesting :)
What size are we talking here? 2x2km?

Re: [Map] Sultan (2km) [concept]

Posted: 2011-05-24 22:10
by Broseph
mockingbird0901 wrote:This could be interesting :)
What size are we talking here? 2x2km?
Yes, with approximately 1:1 fidelity

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

Posted: 2011-05-24 22:13
by Rudd
you've put the same pic twice instead of sat view :)
edit, its fine now

I'd dump the NW built up area tbh, at the edge of the map like that it creates some gameplay issues since theres nothing to pen the gameplay in I'd just cut out the heavily built up area in the NW and keep it like the rest of the more fieldlike areas, or just cut out most of the top half of the map and give more room to the sea, be a bit more 'gulf of oman' about it.

but yeah looks interesting

any mapper wanting to use this design would be well served by saving it as their map's groundhemi (for design purposes only, don't let it get put in with the map!) so that they can enter groundhemi mode to see it at any time and modify their colormaps without destroying their reference.

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

Posted: 2011-05-24 22:14
by Shovel
So wait, you're doing this or suggesting it to someone?

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

Posted: 2011-05-24 22:18
by Rudd
he's suggesting, but if I were a beginner mapper and someone offered me a really nice photoshopped reference like this it would have helped alot.

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

Posted: 2011-05-24 22:57
by Rhino
Interesting concept, good to see other mappers working on the Oman area :)

BTW anyone else wondering where this map location is based on its cords are: 17?00'19.55" N 54?06'01.97" E

Its an interesting place as that airport just north of where your map is is in fact an old RAF base called "RAF Salalah" that was built in 1928. TBH I was considering on making a map on this location myself some years ago but ended up making statics :p

Personally I would have considered on scaling down the map from its real life scale and including more of the city (although with less buildings than r/l) and the airfield in a 4km map in a 1:3 scale which then opens up the option for jets etc :)

Image

Would be slightly harder to make thou but might be worth considering.

Also naming the map after a place in the area seems a little odd, Salalah would be a better name IMO as that's the name of the city? http://en.wikipedia.org/wiki/Salalah


Also I suggest you read this topic and modify your OP to include all the info that's required in it: https://www.realitymod.com/forum/f354-c ... w-map.html

[R-DEV]Rudd wrote:he's suggesting, but if I were a beginner mapper and someone offered me a really nice photoshopped reference like this it would have helped alot.
Rudd you might want to read the new requirements to posting a new map thread: https://www.realitymod.com/forum/f354-c ... w-map.html

In there it states you can post your concept before you start working on it and map "suggestions" are not to be posted in this area of the forums, but only in the suggestions thread.

As such this topic isn't a suggestion for someone to make it, he's just asking for feedback on his concept before he starts making it ;)

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

Posted: 2011-05-24 23:34
by Broseph
How many flags can you have exactly in PR? I forget

Image
[R-DEV]Rudd wrote:he's suggesting, but if I were a beginner mapper and someone offered me a really nice photoshopped reference like this it would have helped alot.
Well, I have this urge in the back of my mind to take up Mapping, but if they are anything like 3d modelers they are really awkward to use

Now if it was like the far cry map editors I would jump right in there

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

Posted: 2011-05-24 23:35
by AFsoccer
I like this idea too. The interplay between urban and non-urban should make it very interesting. You'll likely have to thin both aspects out for performance reasons so be thinking about how you'd do that. Basically some forested areas will need to be open grass and some city areas will need open spaces like parks, parking lots, etc. to keep the static count down.

As for size:

2km
- Best if you want to keep the density somewhat thick
- Both teams will need to start on land as there won't be enough room for a ship stand-off distance

4km
- Will need to make at least half of the map water
- Will allow for jets
- One team would likely start on a ship which has some drawbacks and limitations on assets
Broseph wrote:How many flags can you have exactly in PR? I forget
With AASv4, a BUNCH. Basically you can have nine "routes" and each route can have nine segments... so don't worry... you'll have plenty of options.

Good luck, and keep us up to date on your progress. :)

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

Posted: 2011-05-24 23:44
by Silly_Savage
Another interesting map concept!

I like the idea of two urban sprawls separated by forest/farmland. The fact you plan on featuring the Marines is also a big plus for me!

:thumbsup:

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

Posted: 2011-05-24 23:54
by Broseph
[R-DEV]Rhino wrote:Interesting concept, good to see other mappers working on the Oman area :)

BTW anyone else wondering where this map location is based on its cords are: 17?00'19.55" N 54?06'01.97" E

Its an interesting place as that airport just north of where your map is is in fact an old RAF base called "RAF Salalah" that was built in 1928. TBH I was considering on making a map on this location myself some years ago but ended up making statics :p

Personally I would have considered on scaling down the map from its real life scale and including more of the city (although with less buildings than r/l) and the airfield in a 4km map in a 1:3 scale which then opens up the option for jets etc :)
Hmm, I didn't notice the Airfield, also I was going to consider 4km, but I'm also aiming for a 1:1 scale too

Yeah but I really prefer this map to be ground warfare mostly with the MEC having support Helicopters from the helipads at the Palace
Also naming the map after a place in the area seems a little odd, Salalah would be a better name IMO as that's the name of the city? Salalah - Wikipedia, the free encyclopedia
It isn't named after any place, the name of the Palace is "Hisn Salalah", I just named it Sultan since it's a nice sounding name that fits the location
Also I suggest you read this topic and modify your OP to include all the info that's required in it: https://www.realitymod.com/forum/f354-c ... w-map.html
Oh my mistake, yet another oversight on my part
As such this topic isn't a suggestion for someone to make it, he's just asking for feedback on his concept before he starts making it ;)
Well I just want this, if someone else is willing to take the map design up, I'm more willing to allow them to

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

Posted: 2011-05-24 23:57
by Shovel
Broseph wrote:Well, I have this urge in the back of my mind to take up Mapping, but if they are anything like 3d modelers they are really awkward to use

Now if it was like the far cry map editors I would jump right in there
The BF2 Editor is worse than any 3D modeling program in my opinion. Crashes, glitches, and overall slow performance make every map that comes out of that a miracle.

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

Posted: 2011-05-24 23:57
by Broseph
Silly_Savage wrote:Another interesting map concept!

I like the idea of two urban sprawls separated by forest/farmland. The fact you plan on featuring the Marines is also a big plus for me!

:thumbsup:
Well I saw this as a nice follow up to Muttrah City since that would be the next logical city to attack since it holds the birth place of the Sultan of Oman

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

Posted: 2011-05-25 02:10
by Broseph
And since I have a template laying around from when I was thinking about putting up some signs for Muttrah

Image

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

Posted: 2011-05-25 03:08
by dtacs
Echoing above sentiments this looks like a really good idea, keep at it and don't lose focus. Many many maps that had great creativity and drive behind them grind to a halt when it actually gets to the mapping stage itself, so be prepared to put in the hard yards.

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

Posted: 2011-05-25 03:58
by Broseph
Well it looks like I have to take a crash course in mapping then

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

Posted: 2011-05-25 05:20
by Broseph
'[R-DEV wrote:AFsoccer;1599411']I like this idea too. The interplay between urban and non-urban should make it very interesting. You'll likely have to thin both aspects out for performance reasons so be thinking about how you'd do that. Basically some forested areas will need to be open grass and some city areas will need open spaces like parks, parking lots, etc. to keep the static count down.

As for size:

2km
- Best if you want to keep the density somewhat thick
- Both teams will need to start on land as there won't be enough room for a ship stand-off distance

4km
- Will need to make at least half of the map water
- Will allow for jets
- One team would likely start on a ship which has some drawbacks and limitations on assets



With AASv4, a BUNCH. Basically you can have nine "routes" and each route can have nine segments... so don't worry... you'll have plenty of options.

Good luck, and keep us up to date on your progress. :)
Wait, what exactly is a route gameplay wise?

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

Posted: 2011-05-25 05:27
by AfterDune
Think of a "route" as a set of flags you need to capture. You can define up to nine routes. Every time the map loads, it chooses one of these routes.

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

Posted: 2011-05-26 00:33
by sylent/shooter
we should really set up a quick 20 min youtube video series going over the basics of mapping ..... I"LL DO IT :D great idea, and I'm really really looking forward to it. PM me if you have any questions or add me on xfire :P

xfire: sexyleapord

*long story that I really don't feel like explaining xD*

Keep up the good work man :)

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

Posted: 2011-05-26 00:47
by Shovel
Broseph wrote:Wait, what exactly is a route gameplay wise?
Think about it this way!

If this is our map, with the main bases being "My House" and "My Friend's House", and the flags being "Park", "Lake", and "City":
[ATTACH]6289[/ATTACH]

The mapper then sets up attack routes, by selecting flags and grouping them.

This could be the first route:
[ATTACH]6290[/ATTACH]
This uses park as a flag in the middle.

This could be the second route:
[ATTACH]6291[/ATTACH]
This uses lake in the middle.

This could be the third:
[ATTACH]6292[/ATTACH]
This uses the city in the middle.

At the beginning of the game, the server chooses on of the routes to play, and only those flags are displayed.


Edit: im going to make this map now.