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Old 10-16-2009, 02:12 AM   #1
Rudd
Retired PR Developer
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Default [Map] Al Muthana Desert (4km) [WIP]

update - 14/11/09

base pictures
http://screenshot.xfire.com/screensh...c8ece1294e.png
http://screenshot.xfire.com/screensh...3e1026c27c.png
http://screenshot.xfire.com/screensh...8d7f1f1c24.png
http://screenshot.xfire.com/screensh...9aa146497c.png
http://screenshot.xfire.com/screensh...d22a9e04a0.png
http://screenshot.xfire.com/screensh...a5ca8d5510.png
http://screenshot.xfire.com/screensh...eb58cfb2f9.png

Hey guys, I'm taking some advice and getting a second map on the go as sitting here sculpting field after field on Nad Ali is sapping my motivation.

This is a desert map, which means alot of my stuff can be done automatically in terragen and other programs. Which means I can have more fun, and also do some of the tuts that I haven't needed to do yet for Nad Ali.

So far its

Brits Vs MEC

4k combined arms

the ethos behind it is 'Kashan...but easier on the infantry'

The layout is pretty similar, though I've changed the directions to make it feel more different.

http://img682.imageshack.us/img682/1066/minimap.jpg

I do need to fill up a couple of desert areas with something, though I am planning to use the field's method to make some of the desert bushes render at distance (if thats ok ofc, its gonna be super sparse anyway)

I'm working on a highland type area to the NE guarded by a british hesco listening post type thingy. This is the only major height difference area of the entire map, the rest is dunes.


Bunker Complex



http://img63.imageshack.us/img63/5565/wip3.jpg

As you can see, there is no overwatching mountain, so the inside of teh bunker complex is safe from ranged attacks

I'm considering redoing the fenced areas, and adding destructable fences at equal points, as it does kinda suck that tanks are stopped by a flimsy wire fence (but I didn't want to use a hesco like kashan)



MEC main



Briit main

I decided to do the mains like this because I didn't like the idea of them looking the same. The take off time is about the same for both teams anyway.

2 runways each to make sure there aren't accidents, and the landing runway is a bit longer than the take off runway, long enough I hope to ensure there are not accidents.

Lots to do as you can see

but I'll upload a video of how the dunes look when I get back from work.

http://img4.imageshack.us/img4/294/wip6.png

http://img21.imageshack.us/img21/3104/wip5.png

http://img682.imageshack.us/img682/9708/wip4.png


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Last edited by Rudd; 11-14-2009 at 09:28 AM..
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Old 10-16-2009, 03:32 AM   #2
[R-CON]ChiefRyza
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

If I recall, the DEV's want to remove destructible runways because of the annoyance they cause in game. Maybe just make one out of road or pavement texture?


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Old 10-16-2009, 03:44 AM   #3
Rudd
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

I assume there will be the same runway static, except non-destructable, which will be easy to put in place when the time comes.


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Old 10-16-2009, 06:00 AM   #4
[R-DEV]UK_Force
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

I served in Al Muthanna for 6 months, on my first tour of Iraq

Let me know if you want any refs mate.


I think I still have my Op maps for this place too ?


.


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Old 10-16-2009, 06:13 AM   #5
Robbi
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

Skills Rudd, good work man, should be very detailed and pure win if your making it


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Old 10-16-2009, 06:48 AM   #6
[R-COM]HangMan
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

wow a second 4km map. Your keen mate, best of luck with this. I think that this has potential to be a great map. The image of your mec base isn't showing up for me for some reason Start on everything else looks nice though, maybe a little too similar to Kashan??

Good luck mate


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Old 10-16-2009, 12:02 PM   #7
Rudd
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

Quote:
Originally Posted by [R-DEV]UK_Force View Post
I served in Al Muthanna for 6 months, on my first tour of Iraq

Let me know if you want any refs mate.


I think I still have my Op maps for this place too ?


.
I want your babies.

Though tbh I was working of the pictures of generic deserts, having a couple of refs though would certainly help my CP design. If you have any of local villages, roads, fields and any random things you deem interesting (to try and fill some space between the CPs, this is a desert so theres not gonna be much, but some ruins or somit might be good)

This is indeed very similar to kashan. But atm, I am using the Kashan sky.con, so that is to be expected. I will modify it to my own prefered ambiance later I think by changing the sky settings and maybe adding a different sky texture- or modifying a current one. and atm, the majority of the map is slowly rolling dunes with a rippled sand detail texture, so from a tank's perspective its a very differnet map than Kashan, though from the sky it will look similar as you'll only see the low detail textures.

Though, is there a way to make the high detail texture go further? (not so far that jets can see it, but 100m or so more?)

I'm also having some trouble with the surrounding terrain. I got my heightmap, generated the secondarys using the bf2 secondary heightmap generator, and it was fine. but then I starting my highland area hand sculpting, and regenerated the secondaries, and they are all buggered in as if the .raw files are the wrong size. (the terrain is kinda jagged)
I'm at work atm, on break, so I got to get back to it.


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Old 10-16-2009, 12:09 PM   #8
hiberNative

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Default Re: [Map] Al Muthana Desert (4km) [WIP]

i hope you keep the "easy on the infantry" promise :3

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Old 10-16-2009, 12:17 PM   #9
[R-DEV]Amok@ndy
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

infantry will never have it easy on desert maps thats just a fact

maybe you can bring the javelin to pr but there is no counter for that
so infantry will always be victims of tanks jets and artillery


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Old 10-16-2009, 12:27 PM   #10
Rudd
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

quick post while I finish my sandwich

way's I'm making it infantry friendly...ish.

Main bunker complex has the missile slio silo static. don't worry I've not gone insane, I'm passing it off as a munitions bunker and the missle shafts look just like ventilation shafts, so I'm gonna disguise them as that. I might even get som1 to model a fan to put on the opening that infantry can destroy and then fastrope in

The FOB is in the highlands in a position that doesn't allow tanks to fire in to it. Its at the mercy of air power, but the armour can only fire in to it if they literally drive inside, so a HAT defending the FOB will be a real menace. The rest of the map is level, but if you've played alot of al kufrah, you'll find that you can actually hide behind the humps of hte land, as long as you move with the terrain in mind, an infantry squad can actually hide in the dunes wthout being seen. ofc if they are seen, they are completely buggered, but that's life :P

The missle silo's enterances are covered with kashan bunkers, and I'm planning on a couple more underground bits, the idea being that the infantry only have small iopen areas to cross, the rest of the time they are in CQB underground and in bunkers.

But since there is no all powerful mountain next to teh bunkers, tanks cannot really fire in very easily anyway.

The village will be a bit bigger than the villages in kashan, so hopefully that will afford them project, and again there are no mountains, so when inside teh village you should be safe until the tanks eat away at the buildings.


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