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#1 |
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PR:BF2 Beta Test Team
![]() Join Date: Jul 2007
Posts: 328
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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 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: ![]() 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. ![]() 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. ![]() 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. ![]() Russian city of Khasan ![]() 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 ![]() 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 ![]() 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. ![]() I've removed the fog for this image. I need to add more tracks (lining them up is a pain in the ass) 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. ![]() 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 ![]() 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! |
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octo-crab: I already did the cowboy and the construction worker dispo: I bet you did dispo: did they call you back? To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#2 |
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PR:BF2 Beta Test Team
![]() Join Date: Feb 2007
Posts: 1,176
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Wow, dispo. Sounds exciting!
I got faith |
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#3 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Well it looks like 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? Remove the temple and it would be an almost perfect start. Other than that, you cant make cement without the raw materials, which usually come from a quarry. You apparently want the HUGE trucks that come from those quarries, loaded with stone, to cross a narrow wooden bridge? It needs a little more thought about access, and a LOT more thought about its placement. Why is your farm over grown with trees? Surely a farm is for farming, hence the name farm. Put some farmland around your farm, enough to make farming it proffitable for the farmer. Otherwise its just a cabin in a bit of woodland. Dont use the fallujah west appartment building, there are some which appear to be far more suitable in the files already. Use them instead. Why is there a waterfall coming from a peak? Who is paying to pump all that water up there? Why is it at the BACK of the temple that should not even be there? You might as well put a working fountain in the middle of the forest, or even worse, add two runways and go and claim that one side has managed to set up an FOB in one as the other is being used as an FOB by the enemy. How insane would that be? Your river is looking quite wide there. It looks good, but I dont think its wide enough or long enough. With a deep centeral channel it could become a major part of the map, and with only a few crossings on it you will have some natural places to put flags which will end up with the map being really interesting to play. However, keep the crossings to a minimum or else it will loose its significance and you end up with a crap map. Infantry can and will cross anywhere they feel like, remember, whilst armour will find that some or all of the crossings are rarely guarded if there are more than 2 of them. Make your river a HUGE obstacle to vehicle movement and the map really will benefit from it. Its better to have a map where the main fight is over a very limited number of river crossings which actually are strategic than a remake of qinling with a longer river. While the normal advise is to make a map and worry about assets later, this is an exception. You can design the river to be a barrier and a significant part of the map ONLY if you keep in mind that amphibious vehicles MUST NOT BE USED. Looking at google earth, you have a very nice area to map. Lots of natural variation, natural obstacles and naturally varied terrain. Do yourself a favour and dont try to make any of it up if you can avoid it, it WILL have an inexplicable habit of ruining all your hard work on the rest of the map. Whats there in reality would make a more interesting place to fight than anything you can come up with yourself. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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Last edited by Jonny; 08-25-2009 at 05:47 PM..
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#4 |
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PR Beta Tester - US
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when you create more Chinese building statics we can start removing them from the maps.
fishing boats |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |TG-X| - We put the sensual in non-consensual |
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#5 | |
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PR:BF2 Beta Test Team
![]() Join Date: Jul 2007
Posts: 328
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Quote:
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. | |
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octo-crab: I already did the cowboy and the construction worker dispo: I bet you did dispo: did they call you back? To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#6 |
![]() Join Date: Aug 2009
Location: Saint Ann Mo
Posts: 155
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looks awsome! when can we play it
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#7 | |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Quote:
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. | |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#8 | |
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PR:BF2 Beta Test Team
![]() Join Date: Jul 2007
Posts: 328
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Quote:
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. | |
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octo-crab: I already did the cowboy and the construction worker dispo: I bet you did dispo: did they call you back? To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#9 |
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I really like this picture....
![]() 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. |
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#10 |
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NZDF Faction Lead
![]() Join Date: Jun 2009
Location: Auckland
Posts: 1,711
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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 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PR Community Faction Team - "Getting Sh*t Done..." |
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| Tags |
| 4km, map, river, tumen, wip |
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