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IronTaxi
2008-09-29, 00:26
Hey there PR fans!

Irontaxi Here with a quick Dev journal about the new map i'm working on...

not sure how far it will go but thought you guys might be interested in the process...

First stages...

I thought about what kind of map I wanted to do.. had a few ideas..

1. Very steep all up hill or downhill (depending on the faction) map. heavy forest and cliffs etc..lots of hidden bunkers and almost a series of checkpoints making your way upo the mountain side. damns and steep roadways. (2km)

2. Coastal map with forests as I havent yet done coastal, possibly a port belonging to the british in keeping with the Brits vs. Militia series. Brits would be defending the port (their toehold on georgia) from a miltia assault. Primary objective would be for the miltia to push the brits out of the port to their carrier or sea based base. (2kim)

3. Large desert map. MEC defending a large complex of interconnected bunkers and ammo depots via fixed locations and AA emplacements. First US wave would be primarily aircraft and helis assaulting AA positions with sappers/engineers/scout crawling up the fenceline in support. Near dusk or dawn map to hopefully take advantage of bright tracers off all the AA...a real fun mess :)

I decided on map 2 for this project... why?

Easy to implement and contained alot of elements I wanted to try out.. also thought it would fit well to help finsih off the militia series and make it whole (another is still coming)

So.. where to begin...google earth of course! scan the georgia coast line for possible locations...

some of the candidates...

(to be continued)

SO.... here they are...

I already chose one.. BUT...

which would you choose?


candidate 1?
http://img409.imageshack.us/img409/9717/googleearth200810092028na5.th.jpg (http://img409.imageshack.us/my.php?image=googleearth200810092028na5.jpg)

Candidate 2?
http://img228.imageshack.us/img228/4238/googleearth200810092028sd0.th.jpg (http://img228.imageshack.us/my.php?image=googleearth200810092028sd0.jpg)

Candidate 3?
http://img509.imageshack.us/img509/5937/googleearth200810092027kh4.th.jpg (http://img509.imageshack.us/my.php?image=googleearth200810092027kh4.jpg)

Candidate 4?
http://img100.imageshack.us/img100/9305/googleearth200810092028sd1.th.jpg (http://img100.imageshack.us/my.php?image=googleearth200810092028sd1.jpg)

:)

OK....so ive chosen map 2 and decided to establish the map area...

using approximate landmarks I establish an actual bf2 scale sized piece of map that I will use for my map... chopping it square at approximately 2km sq.

which is what we see here..

http://img505.imageshack.us/img505/5396/ochamachirabasemapru3.th.jpg (http://img505.imageshack.us/my.php?image=ochamachirabasemapru3.jpg)

then I determine all the key areas and points of interest and mark them on the map or generally review the whole area in my head...

which is what you can see here...

yellow = rivers
pink = railroads
light blue = roads
bright blue = interesting peers...

http://img228.imageshack.us/img228/2969/interestpointsiy0.th.jpg (http://img228.imageshack.us/my.php?image=interestpointsiy0.jpg)

my goal will be to incorporate all these features into the space of the map....asssuming that maps are not actually theses little self contained worlds but in fact part of larger functional spaces...

after applying the terrain image in bf2... I raise and lower the terrain to establish the basic terrain layout...

(TBC)

which you can see here...
http://img72.imageshack.us/img72/8193/bf2editor20081011204134ie0.jpg

http://img228.imageshack.us/img228/9613/bf2editor20081011204142kn8.jpg

http://img505.imageshack.us/img505/6946/bf2editor20081011204149cy6.jpg



http://img505.imageshack.us/img505/4262/bf2editor20081011204119qp6.jpg

http://img100.imageshack.us/img100/4918/bf2editor20081011204127yw1.jpg

SO....ive delved into the base quite a bit at this point...

My objective is 3 fold..

1. A heavily industrialized space with lots of obstacles

2. A unique space that doesn't look like anything we have seen thus far

3. Give the Militia a wide variety of attack avenue while still allowing the brits to defend with some strength

So how to make a unique space out of stuff that people have seen a bazillion times?

well lets find out!

The first thing I like to do is think about the vertical levels in the combat area...

You don't want players looking only in 2d preferably you would like them to have to look in 3d.. In this map the area is quite flat.. so pulling this off will be quite a feat.. but there are a few things I can do to create levels.. and more so there are alot of things I can do obstruct views and create firing areas... or create fighitng avenues etc..

although not fully developed this area has alot of things already to make it a nice area to fight in...


http://img212.imageshack.us/img212/4408/levels2xi1.jpg

So... we have a bunch of warehouses which is typical.. the pipe system in the middle will be the key to this space.. All of the purplish areas are walls and obstructions used for both cover and to control flow of players..

The red trench in the middle adds a very useful level mid way across the opening ..it allows players to flow up and down it with some cover as well providing a break for players running across...not to mention the middle makes a great bootleneck for machine gunners like me to cover and mow people down..

the yellow areas on the right provide a vertical level of fire BUT i've chosen to break the lines of fire close to the windows by using the green highlighted coverings..they make the windows less useful..which is what i want as they can be a really powerful position if anyone remembers good station map...

in addition we have the all purpose bf2 port crane highlighted in blue which can be a great fire point or recon point..I think this is a well controlled space and should provide some fun tactical action...not done yet but well layed out..

SO....continuing right along..

the port has been laid out more or less and I have added some long peers out into the main bay.. I could actually see one on the original image.. 2 looked even nicer...

the peers can be seen here...

they are made up of damn pieces set down so that you should be able to boat through the opening underneath.. functionally i guess we could say the opening reduce wave pressure against the peer...

http://img525.imageshack.us/img525/7550/bf2editor20081003175705ta3.jpg

then we have the port.. i decided early on to use the port cranes to add height to the scene.. they will be accesible and I think I've made them fit pretty well..

I had some fun with the port layout.. made it tight and messy .. tried to avoid too many straight lines and create more chaos which i think adds to atmosphere...

also created a tiny island off the leg of the one dock crane which should be a cool holdout.. ill put a small shack or something on there as well as some various garbage..

http://img529.imageshack.us/img529/4746/bf2editor20081003175716ej9.jpg

notice all the accesses from the port.. if the militia are brave enough to boat in the center of the port they should be rewarded with easy access.. of course it will be a major kill zone as well...hehe

Thought i'd drop some process shots just to show you guys how i go from base to more decorative areas.. had a nice mapiphany today as well which has added a nice touch to the uniqueness...

first of all.. a basic warehouse...

http://img407.imageshack.us/img407/7325/bf2editor20081016171622yn6.jpg

add some covering against the wall.. to change the overall shape of the building then slap some walls along the pole bases and slide some piping in.. alot more interesting than the standard crates against the wall. nothing to write home about but adds levels, cover, directs traffic...and can be dressed a bit more.

http://img227.imageshack.us/img227/8039/bf2editor20081016171657kp2.jpg

Some pipes running through the warehouses.. basically take up space and create chaos in the scene and make it hard to see clearly through.. but they could be much better...

http://img503.imageshack.us/img503/9405/bf2editor20081016171748fb3.jpg

Clone the pipes and drop them down and add and subtract some bits.. and wowo a really cool level obstacle that adds chaos directs traffic and acts as cover.. better than the standard pipes on stands IMHO..

http://img204.imageshack.us/img204/3645/bf2editor20081016171805zv5.jpg

And finally my mapiphany.. I was wondering what to do with all these ramps as they were just a little tooooooo accesible.. but i liked that it wasnt a flat wall..which is just way too easy..and boring..

http://img386.imageshack.us/img386/7523/bf2editor20081016171435pi9.jpg

well...thinking in levels (which flat maps always lack) i found a creative way to clone the piers and drop them to create ship berths that add another level of cover to the space.. I can slap some ladders on them and create a VERY useful area/feature requiring players to think and use the space well...not to mention they look realistic and accomodate ships very well.. I can even say to myself that they merely allow low tide access to the piers!

http://img441.imageshack.us/img441/9215/bf2editor20081016171500pv8.jpg

I'm just going to run my fingers and talk about one thing I really think adds alot to maps in general. Setting scenes...

what does it mean? Well.. your statics imho should be telling a story to the players.. there should always be a rhyme or reason to where and how a static is placed...even the terrain should tell a geological story and not just be bumps on the ground...

the most basic example of this would be the layout of crates and small obstacles in a level...I think its really telling how good a mapper is by how these things are layed out... (and I am guilty of not spending enough time on these details)

an example

straight cloned piping.. I can get away with it.. its just decoration..but..how in hell did the crane operator get those things sooooo damn straight when he dropped them in????!!!

http://img205.imageshack.us/img205/9341/bf2editor20081019183451ak2.jpg

as I walk past them they present a uniform angle..which isnt very immersive and feels far too precise...maybe the players wont notice but I think even on a subconcious level you follow the lines and natural flow of things (ie your brain notices..just we is just too dumb to knows it)

http://img80.imageshack.us/img80/5197/bf2editor20081019183502nh1.jpg

so here is what you should do....it only takes a min or 2 and looks a bazillion times better.

http://img80.imageshack.us/img80/180/bf2editor20081019183552bs8.jpg

and in the walk past (or run while under fire) we have a much more organic line which will force us to consider the bump out of the pipes in navigation adn possibly even log it as a cover position if necessary...again..not much...but over a whole level it pays off...

http://img205.imageshack.us/img205/7053/bf2editor20081019183559ni3.jpg

Hehe... well...

I'll give you guys a quick look at 2 of the big scenes im setting up for this new WIP map...

the first is a train wreck...ive added a few minor wrecks in some maps but mostly out of the way or not impacting gameplay.. so i decided to add a real meaningful one that will have function in the level. It will provide a very good in route for the miltia into the brit base.. (in theory)

every car is layed out then rotated in a realistic looking jumble as if the train had been derailed.. the ground was after raised in the most logical areas where it would pile up under/in front of the crashing cars..

http://img233.imageshack.us/img233/6697/bf2editor20081019185237ku8.jpg
http://img525.imageshack.us/img525/97/bf2editor20081019185225mg9.jpg
http://img241.imageshack.us/img241/9664/bf2editor20081019185215wk0.jpg
http://img525.imageshack.us/img525/7491/bf2editor20081019185210lv2.jpg

its interesting to note that the jumbles of dirt and cars are also hiding the connections of the rail system to the warehouses and main line.. I had no way to connect them via standard statics.. so the scene also became a cover for a lack of statics... :) (ie. now they look connected.. but in no way are)

the next scene im working on is a cover approach to the west wall. The idea is to use the large boilers and create a swampy field with lots of interesting cover for the creeping infantry.. the idea being the old boilers were dumped there at some point and have been slowly rusting and sinking into the ground.

this approack to the wall will have some sort of access from outside and will be covered by small bunker manned by the defenders.. hopefully with enough overlapping fire from the main gate to keep miltia elements out.. :)

http://img233.imageshack.us/img233/9481/bf2editor20081019185244lh3.jpg

from the militia side the treeline will end just at the boilers and a swampy/bushy terrain with lots of holes will be their route to the defenders walls.. the walls themselves should provide a nice cover for the attakers if they make it there...

http://img503.imageshack.us/img503/9903/bf2editor20081019185252ay4.jpg

and finally something fun...which should be included in any map... (in fact there is one thing that is always in all my maps but i wont say what)

my objective here is soley to have people walk by and stop and say... "huh?" and then carry on...haha...
http://img233.imageshack.us/img233/1847/bf2editor20081019185340ii4.jpg

anyway....

Hey, I'm going to post a bit of a progression of one area of a map so people can see the layout stages.. pretty straightforward but might be interesting to some..

So this is the zone we have.. I want to create an industrial area which will provide an interesting visual area and have lots of things to break up the lines and make people look carefully when fighting through the area.


Initially i've added the walls to define the area leaving some holes which line up with firing paths.. ie..you could camp the holes in some way to get a good kill chance from the firing line on the other side..

http://img413.imageshack.us/img413/9548/bf2editor20081024183807vo8.jpg

http://img337.imageshack.us/img337/6968/bf2editor20081024183816zz0.jpg

I'm also going to somehow try to attach this platform via pipes and a tank to the area

http://img522.imageshack.us/img522/339/bf2editor20081024183823rg0.jpg

Next I choose a few tanks and stuff to attach some piping to.. I'm planning to make some raised piping to add elevation and create nice shadowing on the ground.. as well as keep peoples eyes moving..also added a few more walls to control movement through the space a little better.. a bit of a broken bottleneck..

http://img361.imageshack.us/img361/7356/bf2editor20081024183740qu9.jpg

http://img337.imageshack.us/img337/6688/bf2editor20081024183744hu8.jpg

http://img403.imageshack.us/img403/8884/bf2editor20081024183749ar6.jpg

Next I'm going to add alot of pipes and intersections and different directions and angles and make it look all official and technical..linking all the tanks into a system and trying to make it seem functional. not sure how well I did but im liking it better than just tanks.. :P the gap to the port side will need some sort of supports to be believable.. but ill add something later..

http://img296.imageshack.us/img296/6046/bf2editor20081024183640gx7.jpg

http://img385.imageshack.us/img385/9277/bf2editor20081024183630tj1.jpg

http://img184.imageshack.us/img184/7797/bf2editor20081024183634qo5.jpg

and finally I added some supports to alot of the pipes...kinda hard to see...but gave them something to hold them up..

http://img522.imageshack.us/img522/7541/bf2editor20081024183542ie4.jpg


http://img522.imageshack.us/img522/2743/bf2editor20081024183527cj6.jpg

http://img340.imageshack.us/img340/1197/bf2editor20081024183534kv8.jpg


not done yet.. but pretty close..of course.. I need to add terrain details and some weeds etc at a later point.. as well as deforming the ground a bit or making it tarmac.. but static wise I might just add a few random things to make it look a little less linear..



thats all for now.. :)

Some quick development shots for all you budding level designers out there..

Just to give you a point of comparison in your mapping process.

each shot is accompanied by a brief explanation

Tried to use these xpack objects to create a loading station for the train system in the base. Think it makes a nice visual mess which players have to navigate.

http://img254.imageshack.us/img254/2263/bf2editor20090330151718oi1.jpg

I really interesting location which will probably become one of the natural strongpoints on the map. tried to create some decay with the broken pipe on the left as well as the old unfinished cement forms out in the water. with some scraggly bushes and a few more statics it will be a nice looking location and very
fun for cqb

http://img185.imageshack.us/img185/5217/bf2editor20090330151458nv0.jpg

Mainly included this to show an organic layout of derelict containers in a run down port. while still in development, im trying to develop a sense that the port has become rundown and misused.. notice containers in the water and at odd angles. dont be the mapper who just throws a bunch of ocntainers on a pier in a straight line as filler!!!! purpose!!

http://img175.imageshack.us/img175/8430/bf2editor20090330151557ax2.jpg

A typical rail line thorugh an idustrial area. Ive added the barriers to break up the space and make players navigate through the rail line area. makes them feel more purposeful as well as providing a place to get pinned down. might develop this space a bit more.

http://img254.imageshack.us/img254/2651/bf2editor20090330151613us4.jpg

Another effort to create visual and strategic levels in an otherwise flat map. assuming the tanks have a host of pipe networks and was added after the initial port was built. so they raised and covered the tanks pipework. breaks up a corner of the port. provide both cover and height.

http://img411.imageshack.us/img411/2065/bf2editor20090330151621fl8.jpg

Still fighting with this space but essentially wanted a non linear rail terminus. a few side lines to park rail cars. the cars also cover the approach to the raised base of the silos which will be a strong point of sorts. still WIP..not quite what I want yet.

http://img185.imageshack.us/img185/1010/bf2editor20090330151627gw1.jpg

This raised tower and tank area breaks up 1/3 of the port and will be a way point when moving across the port en masse. towers can be accessed via rear ladders but highly exposed. also middle section has a drain to open water.. watch you dont fall in! hehe..
http://img366.imageshack.us/img366/2203/bf2editor20090330151631xi5.jpg

basic layout of a town that will just skirt the port. Will serve as a gathering point for attacking militia forces. will not be directly involved in game play so will not be detailed too much. Maybe just painted roads. some bells and whistles. would make a good command area for the militia commander.

http://img175.imageshack.us/img175/7746/bf2editor20090330151653fr0.jpg

A practical looking pipe and tanks system that will break up the main flow area of this 1/3 of the port. May still add a wall or 2 along the water. really breaks up the cisual from left to right. Hopefully make the player concentrate on what they are looking at. cause some tension. still need decoration as well.

http://img408.imageshack.us/img408/7633/bf2editor20090330151706qx2.jpg

So just some devlopment shots as I said. hopefully inspire someone or give poeple some ideas.. feedback welcome.

:)


Some quick screens for all you players out there..

Getting into the finishing stages..

lightmaps were done in max.. still need some tweaking..

still need to

1.add the sounds / ambients effects..
2. Have someone do the team layouts and assets
3. Fixed tree LOD bug
4. tweak some other stuff..

enjoy..

http://img25.imageshack.us/img25/7808/bf22009060120503693.jpg
http://img140.imageshack.us/img140/2091/bf22009060120515456.jpg
http://img261.imageshack.us/img261/5332/bf22009060120533462.jpg
http://img266.imageshack.us/img266/8786/bf22009060120544957.jpg
http://img386.imageshack.us/img386/27/bf22009060120485607.jpg
http://img2.imageshack.us/img2/7048/bf22009060120495043.jpg
http://img192.imageshack.us/img192/9521/bf22009060120500595.jpg
http://img140.imageshack.us/img140/8958/bf22009060120502089.jpg
http://img207.imageshack.us/img207/381/bf22009060120503192.jpg

BetterDeadThanRed
2008-09-29, 00:30
Pics or it didn't happen.

crazy11
2008-09-29, 00:33
Pics or it didn't happen.

Agreed. But 2 is the best idea.

=Romagnolo=
2008-09-29, 00:37
No longer retired then ? Back to action ? YAY !


Good news, I know that a map comming from you is always something with high quality.

IronTaxi
2008-09-29, 00:50
SO.... here they are...

I already chose one.. BUT...

which would you choose?


candidate 1?
http://img409.imageshack.us/img409/9717/googleearth200810092028na5.th.jpg (http://img409.imageshack.us/my.php?image=googleearth200810092028na5.jpg)

Candidate 2?
http://img228.imageshack.us/img228/4238/googleearth200810092028sd0.th.jpg (http://img228.imageshack.us/my.php?image=googleearth200810092028sd0.jpg)

Candidate 3?
http://img509.imageshack.us/img509/5937/googleearth200810092027kh4.th.jpg (http://img509.imageshack.us/my.php?image=googleearth200810092027kh4.jpg)

Candidate 4?
http://img100.imageshack.us/img100/9305/googleearth200810092028sd1.th.jpg (http://img100.imageshack.us/my.php?image=googleearth200810092028sd1.jpg)

:)

http://img409.imageshack.us/my.php?image=googleearth200810092028na5.jpg

steve_06-07
2008-09-29, 01:08
What about your 3rd Militia map!

Nimble
2008-09-29, 01:10
Definetly Candidate 4! Looks like some interesting thick forest cover there, plenty of spots on the outskirts of town in the woods for rally points, etc. The river going up the center of the map should also provide some nice spots to put CPs, I can just picture a bunch of RIBs plowing their way up that river to take a CP :D

BetterDeadThanRed
2008-09-29, 01:12
MEC amphibiously assaulting a NATO outpost from a cargo ship.

Oh and I agree, candidate 4.

Damn no edit rule.

Sorted it for ya.
- KP

crazy11
2008-09-29, 01:24
Candidate 4 has my vote.

Cyrax-Sektor
2008-09-29, 01:28
I'm liking Candidate 2, but 4 is a good choice as well. :) I see you're back on the team, interested to see this map. :)

DeltaFart
2008-09-29, 01:39
Nice to see this happening. Make sure the Militia has tanks only because they attacking. Give them to the brits and they will attack instead

G.Drew
2008-09-29, 01:39
Honestly i cant decide on them, 2 and 4 i both like!

azreal64
2008-09-29, 02:05
2 gets my vote, but 4 would be my second choice.

Rambo Hunter
2008-09-29, 02:27
Hmm, I think I';d go with #2, I like the layout of the water.

Paperchase
2008-09-29, 02:35
Candidate 4 is very nice with its river, but number 3 has a large industrial area I'd like to fight in.

HughJass
2008-09-29, 03:39
Candidate 4 is very nice with its river, but number 3 has a large industrial area I'd like to fight in.

yeah kinda like in CoH, there is some cool industrial fighting. I agree with this dude ^

Ghost1800
2008-09-29, 05:33
My vote goes for 3. I'd love to see some urban fights with the militia equipment.

maverick551
2008-09-29, 05:34
#4 is the way to go

evya
2008-09-29, 05:44
3 got my vote!

solodude23
2008-09-29, 06:03
Candidate 2 has my vote.

JacenSolo
2008-09-29, 06:19
Candidate 2 has my vote.

Scot
2008-09-29, 06:32
3 ftw, militia in urban area = win.

Mj Pain
2008-09-29, 06:52
My vote goes for 3. I'd love to see some urban fights with the militia equipment.

What he said.

Richy
2008-09-29, 07:58
3 ftw

this thread needs moar polls

Drude
2008-09-29, 08:40
ahhhhh... I luv militia maps.

Reddish Red
2008-09-29, 09:53
Candidate 3, Militia in Urban as others have said.

HunterMed
2008-09-29, 10:12
yay... glad u decided for map 2. Finally a map where militia (a non coaltion force) ATTACKS!

LtSoucy
2008-09-29, 10:15
2 or 3. Bith would be epic. 4 is too much like muttrah, would seem like a copy. ;)

THE.FIST
2008-09-29, 10:25
3 my chice

marcoelnk
2008-09-29, 10:44
welcome back irontaxi :)
anything you will do will turn out fine :)

Tirak
2008-09-29, 11:49
Candidate 3, interesting harbor design plus FIBUA, pure win.

Scandicci
2008-09-29, 12:14
IronTaxi;812971']SO.... here they are...

I already chose one.. BUT...

which would you choose?


candidate 1?
http://img409.imageshack.us/img409/9717/googleearth200810092028na5.th.jpg (http://img409.imageshack.us/my.php?image=googleearth200810092028na5.jpg)

Candidate 2?
http://img228.imageshack.us/img228/4238/googleearth200810092028sd0.th.jpg (http://img228.imageshack.us/my.php?image=googleearth200810092028sd0.jpg)

Candidate 3?
http://img509.imageshack.us/img509/5937/googleearth200810092027kh4.th.jpg (http://img509.imageshack.us/my.php?image=googleearth200810092027kh4.jpg)

Candidate 4?
http://img100.imageshack.us/img100/9305/googleearth200810092028sd1.th.jpg (http://img100.imageshack.us/my.php?image=googleearth200810092028sd1.jpg)

:)

http://img409.imageshack.us/my.php?image=googleearth200810092028na5.jpg

If you are after a coastal map with forests and a port to defend then image 2 or image 4 are the best and I would opt for image 2.

Jonny
2008-09-29, 12:37
Please make it a PLANM assault (PM PRC_HeavyZ about it)

They have amphibious tanks, HeavyZ told me Chuc (IIRC) has the PLA uniform skins and can quickly reskin them to PLANM.

A PLA force attacking a NATO held port would really be quite good. Would be very different. Especially if you used a NATO faction without amphibious vehicles, they would be restricted to land/bridges while the PLA would not.

They use the same rifles as the main PLA in PR use AFAIK (ask HeavyZ), so it would mainly be skinning the soldiers and adding the Type 63 amphibious tank:
http://upload.wikimedia.org/wikipedia/commons/d/db/Type_63_tank_-_above.jpg
Armed with an 85mm gun.

It would not need to be an attack from a ship either, it could be over land with the PLA being able to flank into the sea.

Spaz
2008-09-29, 13:25
1 or 4

=Romagnolo=
2008-09-29, 13:31
3 has too much industryal area and 4 has almost nothing.


I stay between 1 and 2. A littler more to 1 than 2.

cyberzomby
2008-09-29, 13:37
Uphill fights can go unbalanced very quick! I think Ill go with candidat 4

MadTommy
2008-09-29, 14:05
All sounds good.. i hope you get to make the Hill map idea one day.. i really like the sound of that!

Waaah_Wah
2008-09-29, 14:29
3 looks too similar with Muttrah. I like 4;)

Angry_M0b=US=
2008-09-29, 15:43
1 looks really nice like the layout, and a good mix of city to open land and water, would make for some intresting tacitcs and firefights.
2 looks good, apart from a lot of open dockard, not many buildings
I think that 3 has too much city in it, nice to have some city and open land
the layout of the land and city in 4 is nice, I like the industrial look, but its too small for my liking.

so all in all 1 gets my vote.

CarnivorousVulgaris
2008-09-29, 15:48
I would go for no. 2. I like this harbour lay-out the best!

xatu miller
2008-09-29, 15:56
1 and 2 have too less urban areas... 3 would be good if the port had more buildings and containers in it and the area around would be forest but still no... I guess the 4th candidate is my favorite one but i wish it more buildings

hiberNative
2008-09-29, 16:26
make it really dense. like trees everywhere like tha old map mao valley but with pines and bushes!
and militia on top of course.

Phoenix.86
2008-09-29, 16:30
Candidate 4 plus an interesting concept wins. Sounds all great, Iron :)

Terror_Terror_Terror
2008-09-29, 16:41
I like 2 and 3. There's no urban militia map so 3 would be cool.

ExisSellos
2008-09-29, 16:45
Candidate 1

Nosferatu
2008-09-29, 18:15
Ochamchira is Abkhazian town, I've been there personally.
So then map should be Brits vs Russians? Russians vs Militia?

Hyperion
2008-09-29, 18:24
Someone heard about the Sanya Naval Base (http://www.janes.com/news/security/jir/jir080421_1_n.shtml) in China?

This sounds/looks really interesting if haven't already made your decision.

http://saved.im/nti2ntdhd3dh_vs/minimap.jpg (http://saved.im/nti2ntdhd3dh/minimap.html)

scandhi
2008-09-29, 18:43
From Google layout i'd say 2. Or 3 if you plan on havinf lots of fireworks! :mrgreen:

Nugiman
2008-09-29, 19:08
Someone heard about the Sanya Naval Base (http://www.janes.com/news/security/jir/jir080421_1_n.shtml) in China?

This sounds/looks really interesting if haven't already made your decision.

http://saved.im/nti2ntdhd3dh_vs/minimap.jpg (http://saved.im/nti2ntdhd3dh/minimap.html)

Cool, just looks like the minimap in PR :D

Rapier
2008-09-29, 19:46
Pics or it didn't happen.

Pics or it didn't happen.

LeChuckle
2008-09-29, 21:17
check the town called "Gagra" in georgia

Acemantura
2008-09-29, 22:00
I know which port you've chosen

http://i197.photobucket.com/albums/aa195/Acemantura/BF2/Ochamchira.jpg

Look in the northwest folks

Anyways, will you include the urban Areas of Ochamchira and the river inthe SE? or will this just be a Port assault from the woods and stuff?

Fat Man Jim
2008-09-30, 01:58
should have combine ideas 1 and 3

uphill/downhill marines vs MEC map would be sweet

IronTaxi
2008-09-30, 02:12
BING BONG!!!

hehe...was wondering if someone would look up the name....!!!

yeah...im planning to use the port and the river slightly north of it and the surrounding forest and countyside..

ill give you guys some visual updates on the progress soon.. :)


I know which port you've chosen

http://i197.photobucket.com/albums/aa195/Acemantura/BF2/Ochamchira.jpg

Look in the northwest folks

Anyways, will you include the urban Areas of Ochamchira and the river inthe SE? or will this just be a Port assault from the woods and stuff?

PRC_Heavy_Z
2008-09-30, 02:27
They use the same rifles as the main PLA in PR use AFAIK (ask HeavyZ), so it would mainly be skinning the soldiers and adding the Type 63 amphibious tank:
http://upload.wikimedia.org/wikipedia/commons/d/db/Type_63_tank_-_above.jpg
Armed with an 85mm gun.

It would not need to be an attack from a ship either, it could be over land with the PLA being able to flank into the sea.

actually it wouldn't be adding the good ol' 63 (which is ancient) It'd be implementing ZBD2000 series and/or ZLC2000 airborne IFV which I plan to model once when my current project is finished at a satisfactory state.

PRC_Heavy_Z']The most noticeable difference between the PLANM and all other factions is that their armored vehicle arsenals are all designed for amphibious or airborne assaults. A list of vehicles they'd use would be:

Tank
ZBD2000- 105mm light tank variant

IFV
ZBD2000- 30mm + HJ73 IFV (Crew: 2 Passenger: 8 )
ZLC2000- 30mm + HJ73 Airdrop IFV (Crew: 2 Passenger: 5)

Light Transport
FAV

The air support vehicles and infantry weapons would be the same as the PLA.

If the PLANM is implemented, their playing style will be very different from other conventional factions because all their vehicles have considerable firepower and speed on land and water (except for ZLC2000s), but none of the vehicles have as much armor as a MBT. Also, if the vBF2 vehicle drop command is utilized to drop ZLC2000s, it'd open up new windows of possibilities in terms of tactics and game play.

But regardless of which faction (I personally don't like RUS VS PRC), nice to see you back in action Irontaxi :). Be looking forward to your map

agentscar
2008-09-30, 02:30
I like 1. the best...

But sounds nice,can't wait to see some more! :)

Anxiety
2008-09-30, 02:32
Ahhh Thankyou IronTaxi , Its been ages since an actually DEV showed the community what process he/she (do we have any female devs :S?) goes through to make their map.

Its good to see you back in the game too !

Long live Iron Taxi

;)

Kirq
2008-09-30, 08:08
To bad... second Idea was the only on I didn't liked :/

AnRK
2008-09-30, 12:49
I think it'll be better, since the other dock assault we have is on a very urban area.

Nice to have another marine map, they're definitely my favourite (when you get good transport pilots that is).

Rezza
2008-10-01, 00:04
Candidate 1 :)

IronTaxi
2008-10-01, 00:33
OK....so ive chosen map 2 and decided to establish the map area...

using approximate landmarks I establish an actual bf2 scale sized piece of map that I will use for my map... chopping it square at approximately 2km sq.

which is what we see here..

http://img505.imageshack.us/img505/5396/ochamachirabasemapru3.th.jpg (http://img505.imageshack.us/my.php?image=ochamachirabasemapru3.jpg)

then I determine all the key areas and points of interest and mark them on the map or generally review the whole area in my head...

which is what you can see here...

yellow = rivers
pink = railroads
light blue = roads
bright blue = interesting peers...

http://img228.imageshack.us/img228/2969/interestpointsiy0.th.jpg (http://img228.imageshack.us/my.php?image=interestpointsiy0.jpg)

my goal will be to incorporate all these features into the space of the map....asssuming that maps are not actually theses little self contained worlds but in fact part of larger functional spaces...

after applying the terrain image in bf2... I raise and lower the terrain to establish the basic terrain layout...

(TBC)

IronTaxi
2008-10-01, 00:45
which you can see here...
http://img72.imageshack.us/img72/8193/bf2editor20081011204134ie0.jpg

http://img228.imageshack.us/img228/9613/bf2editor20081011204142kn8.jpg

http://img505.imageshack.us/img505/6946/bf2editor20081011204149cy6.jpg



http://img505.imageshack.us/img505/4262/bf2editor20081011204119qp6.jpg

http://img100.imageshack.us/img100/4918/bf2editor20081011204127yw1.jpg

Rudd
2008-10-01, 00:48
do you envisage the railway being important in the map? If so, it would be nice if it could be included in a way that was more than an excuse for a command point, e.g. the British holding the railway prevents certain militia assets spawning as they can't bring heavy assets from their base offmap or something.

IronTaxi
2008-10-01, 03:01
do you envisage the railway being important in the map? If so, it would be nice if it could be included in a way that was more than an excuse for a command point, e.g. the British holding the railway prevents certain militia assets spawning as they can't bring heavy assets from their base offmap or something.

i dont think the railway will be that important functionally...but will serve as one of several natural paths to the central base in the middle..

what I will attempt to create is a map where one faction will feel completely surrounded by the other faction at all times.. and their primary thoughts will be of holding their base rather than seeking out the "enemy" in the forest...

ideally, id like to be able to split the primary base into a bunch of fairly large cps that envelope most of the base.. the attacking team would take over and clear parts of the base..similar to 7 gates but on a much grander scale...

but...all theory at the moment.. may or may not be workable...

Im thinking to give the militia fixed spawns at each of the land based angles of approach.. and letting them decide which side to attack from... the entrenched faction would have to get all their base structures down and get ready...not knowing which side the attack will come from...they would naturally have to initially split their forces.. until the commader made contact and was able to direct his/her forces to the defnece in the proper sector...

basically a commanders map...




:)

TF6049
2008-10-01, 04:09
Candidate 4. Put in a cobra or a harrier as well.

dagoober
2008-10-01, 04:52
numbah 3

Bringerof_D
2008-10-01, 06:02
candidate 4

Bringerof_D
2008-10-01, 06:09
i suggest 2 british fixed spawns at the end of the 2 piers marked out on the map, and temporary spawns further within for complex at the begining. this way it would seem as though the british are bringing in troops via the sea, and if somehow the pier flag is taken by the militia, it becomes a single militia spawn point on one of the 2 piers.

Desertfox
2008-10-01, 06:57
I personally like #5

Spaz
2008-10-01, 11:35
Desertfox;815044']I personally like #5

...

Scot
2008-10-01, 16:45
I personally don't care, as long as it's made well, and seeing as it's made by you, then this looks epic.

hiberNative
2008-10-01, 18:24
this thread needed a poll.

Hitman.2.5
2008-10-01, 19:31
Idea 3 FTW but thats just coz i like jetz nd choppaz, na i like the idea of map 3 because hills of hamyong was taken away and the US need an assault map.

IronTaxi
2008-10-01, 23:30
i suggest 2 british fixed spawns at the end of the 2 piers marked out on the map, and temporary spawns further within for complex at the begining. this way it would seem as though the british are bringing in troops via the sea, and if somehow the pier flag is taken by the militia, it becomes a single militia spawn point on one of the 2 piers.

not a bad idea... I was thinking of giving the brits a fixed spawn on a cargo ship that they could launch only boats from in the event that they lose all the base spawns... ie.. the ability to do a counter attack...and the ends of the piers could make a good natural transition... only thing would be the pier spawn camping...but that could be worked around.... hmm...

Desertfox
2008-10-02, 02:39
...

Oh come on I thought it was good:-P

Map looks like its gonna be alot of fun.

KarateDoug
2008-10-02, 06:27
I would vote for #2 and 3#, but more for #3.
I cant wait to see if these come alive.

Z-trooper
2008-10-02, 06:59
The taximan is back :)

AgentMongoose
2008-10-02, 09:11
seems like a great idea and can result in some truly epic fights- could be great CnC map too.

use the Brit cargo ship as a main and have a the Opfor main where the river crosses under the rails on the northern(?) part of the map.

Psyko
2008-10-02, 10:18
candidate three looks for some amasing urban combat. the militia have yet to get their forces onto an urban map.

Psyko
2008-10-02, 10:29
Do you think you'll give the militia the advantage against NATO? Maybe some interesting selctions of vehicles and mounted guns. If i was considering making a defence map, mounted MGs would defenitly be one of the things i would consider. If they were spread throughout the defence locations pointing down specific pathways, it would keep people behind cover bigtime.

I like where your going with this map. Your maps have always been thrilling.

IronTaxi
2008-10-02, 11:36
Do you think you'll give the militia the advantage against NATO? Maybe some interesting selctions of vehicles and mounted guns. If i was considering making a defence map, mounted MGs would defenitly be one of the things i would consider. If they were spread throughout the defence locations pointing down specific pathways, it would keep people behind cover bigtime.

I like where your going with this map. Your maps have always been thrilling.

yeah....one of the things id like to do is have the defence base bristling with emplaced MGs.... and just let the defenders pile lead out into the forest...to really keep the attackers heads down... alot of overlapping fire avenues so that each part is covered be 2 or more MGs is what I'd like to aim for...

Rudd
2008-10-02, 11:44
have you had a think about what area attack(s) will be available?

G.Drew
2008-10-02, 14:44
Arty wise = Militia: Heavy arty, or possibly mortars
British: JDAM? or possibly heavy arty (like off shore fire perhaps?)

Also will the militia get tanks? because if it is a forest map with no hills overlooking the base i think it would play our good, the British will have plenty to defend with (Mines, H-AT, etc). I could see giving the British jeeps mounted with TOWs tho.

Rudd
2008-10-02, 15:22
It would have to me the MILAN to be realistic iirc, don't think thats modelled at all

IronTaxi
2008-10-02, 15:59
have you had a think about what area attack(s) will be available?

not yet but good that you guys are thinking ahead...

I could see the defenders having some sort of arty like the jdam on a long respawn.. althoug i dont think it would be too effective in the forests where the enemy would be spread out...

the militia could have alot of fun with mobile mortars if we get them.. would be nice to be able to soften an attack route before the rush...

we will have to wait and see when we get to gameplay...

Rudd
2008-10-02, 17:10
IronTaxi;816226']

...mobile mortars if we get them.. ...


oooo, are you guys thinking about having mortars on the map rather than offmap support?

Psyko
2008-10-02, 17:55
moving away from mortars that i think havnt even been designed yet...have you considered air assets? not talking about transport. im talking just somthing to pound the living daylights out of infantry.

IronTaxi
2008-10-02, 17:57
moving away from mortars that i think havnt even been designed yet...

:29_slaps:

Psyko
2008-10-02, 18:36
bah!

AFsoccer
2008-10-02, 20:13
Thanks for the Dev Journal update IronTaxi! It's cool to see how the map process starts.

IronTaxi
2008-10-03, 01:32
ive gotten a good ways along on designing the base but unfortunately i bought a copy of sid miers colonizations... so ill be on that for a few days at least..

hehe... always a mapper... but forever a gamer

IronTaxi
2008-10-03, 18:00
SO....ive delved into the base quite a bit at this point...

My objective is 3 fold..

1. A heavily industrialized space with lots of obstacles

2. A unique space that doesn't look like anything we have seen thus far

3. Give the Militia a wide variety of attack avenue while still allowing the brits to defend with some strength

So how to make a unique space out of stuff that people have seen a bazillion times?

well lets find out!

The first thing I like to do is think about the vertical levels in the combat area...

You don't want players looking only in 2d preferably you would like them to have to look in 3d.. In this map the area is quite flat.. so pulling this off will be quite a feat.. but there are a few things I can do to create levels.. and more so there are alot of things I can do obstruct views and create firing areas... or create fighitng avenues etc..

although not fully developed this area has alot of things already to make it a nice area to fight in...


http://img212.imageshack.us/img212/4408/levels2xi1.jpg

So... we have a bunch of warehouses which is typical.. the pipe system in the middle will be the key to this space.. All of the purplish areas are walls and obstructions used for both cover and to control flow of players..

The red trench in the middle adds a very useful level mid way across the opening ..it allows players to flow up and down it with some cover as well providing a break for players running across...not to mention the middle makes a great bootleneck for machine gunners like me to cover and mow people down..

the yellow areas on the right provide a vertical level of fire BUT i've chosen to break the lines of fire close to the windows by using the green highlighted coverings..they make the windows less useful..which is what i want as they can be a really powerful position if anyone remembers good station map...

in addition we have the all purpose bf2 port crane highlighted in blue which can be a great fire point or recon point..I think this is a well controlled space and should provide some fun tactical action...not done yet but well layed out..

Rangu
2008-10-03, 18:38
Delicious, IronTaxi. Delicious.

G.Drew
2008-10-03, 19:28
very nice, i like what im seeing :D

Desertfox
2008-10-04, 01:50
Any chance of you updating your first post so people don't have to go through the pages looking for updates?

IronTaxi
2008-10-04, 02:17
never noticed it was a problem...hehe...

HughJass
2008-10-04, 06:31
I strongy advice using that new (at least to me) industry object in the xpack. its got sweet interiors

IronTaxi
2008-10-04, 12:36
I strongy advice using that new (at least to me) industry object in the xpack. its got sweet interiors

yeah might be an idea to have a poke around in expansions.. ;)

HunterMed
2008-10-04, 13:24
Someone heard about the Sanya Naval Base (http://www.janes.com/news/security/jir/jir080421_1_n.shtml) in China?

This sounds/looks really interesting if haven't already made your decision.

http://saved.im/nti2ntdhd3dh_vs/minimap.jpg (http://saved.im/nti2ntdhd3dh/minimap.html)

ha great!

I think I mentioned this base in a other thread also... just without name only Hainan.

I was there actually - not the base of course but on Hainan :) in sanya

IronTaxi
2008-10-05, 14:22
SO....continuing right along..

the port has been laid out more or less and I have added some long peers out into the main bay.. I could actually see one on the original image.. 2 looked even nicer...

the peers can be seen here...

they are made up of damn pieces set down so that you should be able to boat through the opening underneath.. functionally i guess we could say the opening reduce wave pressure against the peer...

http://img525.imageshack.us/img525/7550/bf2editor20081003175705ta3.jpg

then we have the port.. i decided early on to use the port cranes to add height to the scene.. they will be accesible and I think I've made them fit pretty well..

I had some fun with the port layout.. made it tight and messy .. tried to avoid too many straight lines and create more chaos which i think adds to atmosphere...

also created a tiny island off the leg of the one dock crane which should be a cool holdout.. ill put a small shack or something on there as well as some various garbage..

http://img529.imageshack.us/img529/4746/bf2editor20081003175716ej9.jpg

notice all the accesses from the port.. if the militia are brave enough to boat in the center of the port they should be rewarded with easy access.. of course it will be a major kill zone as well...hehe

ttfn

G.Drew
2008-10-05, 15:57
one word: NICE!

Rudd
2008-10-05, 18:18
I like that the militia will have the naval option

Scot
2008-10-05, 18:34
Mmmm... very shexy!!

Rudd
2008-10-05, 18:38
would be a great night map...Militia sneaky sneaky in the darky darky :D

Scot
2008-10-05, 18:44
would be a great night map...Militia shnurgly in the darky darky :D

Fixed for Royal Marines :p

IronTaxi
2008-10-05, 19:57
would be a great night map...Militia sneaky sneaky in the darky darky :D

yeah,,,im thinking similar but more like dusk or very early morning attack...like quite dim with a long clear view...not sure how that would come out mind you..

hehe

Hans Martin Slayer
2008-10-05, 20:05
looks promising!

interesting read as well, rather a tutorial than the 'usual dev journal post', hehe.

:-P

Yrkidding
2008-10-05, 20:08
Yea, I think dusk would look real good with half the sun over the horizon and 1 lone cloud in the sky next to it :D Keep up the good work on the map!

IronTaxi
2008-10-05, 20:38
Thought i'd drop some process shots just to show you guys how i go from base to more decorative areas.. had a nice mapiphany today as well which has added a nice touch to the uniqueness...

first of all.. a basic warehouse...

http://img407.imageshack.us/img407/7325/bf2editor20081016171622yn6.jpg

add some covering against the wall.. to change the overall shape of the building then slap some walls along the pole bases and slide some piping in.. alot more interesting than the standard crates against the wall. nothing to write home about but adds levels, cover, directs traffic...and can be dressed a bit more.

http://img227.imageshack.us/img227/8039/bf2editor20081016171657kp2.jpg

Some pipes running through the warehouses.. basically take up space and create chaos in the scene and make it hard to see clearly through.. but they could be much better...

http://img503.imageshack.us/img503/9405/bf2editor20081016171748fb3.jpg

Clone the pipes and drop them down and add and subtract some bits.. and wowo a really cool level obstacle that adds chaos directs traffic and acts as cover.. better than the standard pipes on stands IMHO..

http://img204.imageshack.us/img204/3645/bf2editor20081016171805zv5.jpg

And finally my mapiphany.. I was wondering what to do with all these ramps as they were just a little tooooooo accesible.. but i liked that it wasnt a flat wall..which is just way too easy..and boring..

http://img386.imageshack.us/img386/7523/bf2editor20081016171435pi9.jpg

well...thinking in levels (which flat maps always lack) i found a creative way to clone the piers and drop them to create ship berths that add another level of cover to the space.. I can slap some ladders on them and create a VERY useful area/feature requiring players to think and use the space well...not to mention they look realistic and accomodate ships very well.. I can even say to myself that they merely allow low tide access to the piers!

http://img441.imageshack.us/img441/9215/bf2editor20081016171500pv8.jpg

Raniak
2008-10-05, 23:12
I love the way you use the statics, taxi ! :p

IronTaxi
2008-10-05, 23:33
cheers!

Scot
2008-10-05, 23:37
I love the way you play with your hair Iron!!

wut?


But really dude, any map by you is epic, and this one looks like the rest!!

hx.bjoffe
2008-10-06, 12:26
This is turning out my favourite dev-journal-thread :)
Let us eat cake!

M.Warren
2008-10-06, 17:11
More amphibious assault maps!? (Walks off out of view and around a cornor... A short moment later you hear a chair fall over and a rope becoming taut.)

IronTaxi
2008-10-08, 21:22
More amphibious assault maps!? (Walks off out of view and around a cornor... A short moment later you hear a chair fall over and a rope becoming taut.)

who said anything about amphibious assault? some areas will be very attackable by land... you will have the choice of which flank to spawn on..

the land based
the river swim
or the full boat entrance...

:)

happy nightmares

IronTaxi
2008-10-08, 21:45
I'm just going to run my fingers and talk about one thing I really think adds alot to maps in general. Setting scenes...

what does it mean? Well.. your statics imho should be telling a story to the players.. there should always be a rhyme or reason to where and how a static is placed...even the terrain should tell a geological story and not just be bumps on the ground...

the most basic example of this would be the layout of crates and small obstacles in a level...I think its really telling how good a mapper is by how these things are layed out... (and I am guilty of not spending enough time on these details)

an example

straight cloned piping.. I can get away with it.. its just decoration..but..how in hell did the crane operator get those things sooooo damn straight when he dropped them in????!!!

http://img205.imageshack.us/img205/9341/bf2editor20081019183451ak2.jpg

as I walk past them they present a uniform angle..which isnt very immersive and feels far too precise...maybe the players wont notice but I think even on a subconcious level you follow the lines and natural flow of things (ie your brain notices..just we is just too dumb to knows it)

http://img80.imageshack.us/img80/5197/bf2editor20081019183502nh1.jpg

so here is what you should do....it only takes a min or 2 and looks a bazillion times better.

http://img80.imageshack.us/img80/180/bf2editor20081019183552bs8.jpg

and in the walk past (or run while under fire) we have a much more organic line which will force us to consider the bump out of the pipes in navigation adn possibly even log it as a cover position if necessary...again..not much...but over a whole level it pays off...



http://img205.imageshack.us/img205/7053/bf2editor20081019183559ni3.jpg

IronTaxi
2008-10-08, 22:08
Hehe... well...

I'll give you guys a quick look at 2 of the big scenes im setting up for this new WIP map...

the first is a train wreck...ive added a few minor wrecks in some maps but mostly out of the way or not impacting gameplay.. so i decided to add a real meaningful one that will have function in the level. It will provide a very good in route for the miltia into the brit base.. (in theory)

every car is layed out then rotated in a realistic looking jumble as if the train had been derailed.. the ground was after raised in the most logical areas where it would pile up under/in front of the crashing cars..

http://img233.imageshack.us/img233/6697/bf2editor20081019185237ku8.jpg
http://img525.imageshack.us/img525/97/bf2editor20081019185225mg9.jpg
http://img241.imageshack.us/img241/9664/bf2editor20081019185215wk0.jpg
http://img525.imageshack.us/img525/7491/bf2editor20081019185210lv2.jpg

its interesting to note that the jumbles of dirt and cars are also hiding the connections of the rail system to the warehouses and main line.. I had no way to connect them via standard statics.. so the scene also became a cover for a lack of statics... :) (ie. now they look connected.. but in no way are)

the next scene im working on is a cover approach to the west wall. The idea is to use the large boilers and create a swampy field with lots of interesting cover for the creeping infantry.. the idea being the old boilers were dumped there at some point and have been slowly rusting and sinking into the ground.

this approack to the wall will have some sort of access from outside and will be covered by small bunker manned by the defenders.. hopefully with enough overlapping fire from the main gate to keep miltia elements out.. :)

http://img233.imageshack.us/img233/9481/bf2editor20081019185244lh3.jpg

from the militia side the treeline will end just at the boilers and a swampy/bushy terrain with lots of holes will be their route to the defenders walls.. the walls themselves should provide a nice cover for the attakers if they make it there...

http://img503.imageshack.us/img503/9903/bf2editor20081019185252ay4.jpg

and finally something fun...which should be included in any map... (in fact there is one thing that is always in all my maps but i wont say what)

my objective here is soley to have people walk by and stop and say... "huh?" and then carry on...haha...

anyway....
http://img233.imageshack.us/img233/1847/bf2editor20081019185340ii4.jpg

foxxravin
2008-10-08, 22:13
just lovely! ... lovely

Zegel
2008-10-08, 22:18
Looks tremendous. I can see some spectacular firefights. I'm digging the swampy-approach, reminds me of the small swamp in Operation Barracuda, which provides a great approach for stimulating use of infantry tactics.

Scot
2008-10-08, 22:24
Looks excellent mate :)

crazy11
2008-10-08, 22:31
Looking better every time.

hiberNative
2008-10-09, 01:11
i miss option 1.
but we'll see how this turns out.

IronTaxi
2008-10-13, 22:19
Hey, I'm going to post a bit of a progression of one area of a map so people can see the layout stages.. pretty straightforward but might be interesting to some..

So this is the zone we have.. I want to create an industrial area which will provide an interesting visual area and have lots of things to break up the lines and make people look carefully when fighting through the area.


Initially i've added the walls to define the area leaving some holes which line up with firing paths.. ie..you could camp the holes in some way to get a good kill chance from the firing line on the other side..

http://img413.imageshack.us/img413/9548/bf2editor20081024183807vo8.jpg

http://img337.imageshack.us/img337/6968/bf2editor20081024183816zz0.jpg

I'm also going to somehow try to attach this platform via pipes and a tank to the area

http://img522.imageshack.us/img522/339/bf2editor20081024183823rg0.jpg

Next I choose a few tanks and stuff to attach some piping to.. I'm planning to make some raised piping to add elevation and create nice shadowing on the ground.. as well as keep peoples eyes moving..also added a few more walls to control movement through the space a little better.. a bit of a broken bottleneck..

http://img361.imageshack.us/img361/7356/bf2editor20081024183740qu9.jpg

http://img337.imageshack.us/img337/6688/bf2editor20081024183744hu8.jpg

http://img403.imageshack.us/img403/8884/bf2editor20081024183749ar6.jpg

Next I'm going to add alot of pipes and intersections and different directions and angles and make it look all official and technical..linking all the tanks into a system and trying to make it seem functional. not sure how well I did but im liking it better than just tanks.. :P the gap to the port side will need some sort of supports to be believable.. but ill add something later..

http://img296.imageshack.us/img296/6046/bf2editor20081024183640gx7.jpg

http://img385.imageshack.us/img385/9277/bf2editor20081024183630tj1.jpg

http://img184.imageshack.us/img184/7797/bf2editor20081024183634qo5.jpg

and finally I added some supports to alot of the pipes...kinda hard to see...but gave them something to hold them up..

http://img522.imageshack.us/img522/7541/bf2editor20081024183542ie4.jpg


http://img522.imageshack.us/img522/2743/bf2editor20081024183527cj6.jpg

http://img340.imageshack.us/img340/1197/bf2editor20081024183534kv8.jpg


not done yet.. but pretty close..of course.. I need to add terrain details and some weeds etc at a later point.. as well as deforming the ground a bit or making it tarmac.. but static wise I might just add a few random things to make it look a little less linear..



thats all for now.. :)

Scot
2008-10-13, 22:22
Very nice again mate!

LtSoucy
2008-10-13, 22:35
great job mate. Keep up great work.

HughJass
2008-10-13, 23:00
i must find them statics...

hiberNative
2008-10-13, 23:06
i like how you take note of players visual perception and how that may come into play. interesting indeed :)

IronTaxi
2008-10-13, 23:27
i like how you take note of players visual perception and how that may come into play. interesting indeed :)

Indeed...especially on this type of map where the main focus will be the base.. people will be fighting fairly closely once in the base.. and you dont want to create nice frames for players to see other players.. rather i'd have them have to discern whats coming at them or even not notice the player due to the chaos of a particular location..

additionally its cool when bullets hit tons of stuff and you make it out alive! :)

G.Drew
2008-10-14, 01:19
Loking fantastic already, good work :thumbsup:

cyberzomby
2008-10-14, 07:09
IronTaxi;825080']Indeed...especially on this type of map where the main focus will be the base.. people will be fighting fairly closely once in the base.. and you dont want to create nice frames for players to see other players.. rather i'd have them have to discern whats coming at them or even not notice the player due to the chaos of a particular location..

additionally its cool when bullets hit tons of stuff and you make it out alive! :)

Yes that shows that your talented in my oppinion. You design the map from the gameplay up. Not allowing people to easily scan the area makes for a very interesting and tense map. They could be everywhere! And thats cool! If it looks cool than thats a huge plus!

Gore
2008-10-14, 23:57
Damn nice map man!

black-wolf
2008-10-15, 05:36
Tbh, that middle east wall just doesnt fit to me. ;)

HughJass
2008-10-16, 02:00
Tbh, that middle east wall just doesnt fit to me. ;)

while everything else being middle eastern, you point out the wall that is actually euro-themed. good eye

IronTaxi
2008-10-16, 11:51
Tbh, that middle east wall just doesnt fit to me. ;)

:) it all comes out in the wash...im using alot of other block type walls as well...lighting...overgrowth etc....its all good

IronTaxi
2008-11-27, 20:43
Quick update...

after a long bout of fallouthreeitis I have gotten back to work on this map..

just wanted to post up a comparison screen to show you how its coming along..

this is the concept area for the train wreck..

http://img233.imageshack.us/img233/6697/bf2editor20081019185237ku8.jpg

and here it is a little more developed and with a base painting on it..

http://img146.imageshack.us/img146/7994/trainwreckoc4.jpg

my intention is to add alot more debris and possible some more wall/fence type sections around the perimeter... this will be the most open approach to entering the base.. but also the one with the least cover..

LtSoucy
2008-11-27, 21:24
Looks amazing, love it and cant wait. :p

pclipse_teh_owner
2008-11-27, 21:29
Looks great! Any more maps that will come in .85?

Psyko
2008-11-27, 22:03
making maps in PR seems to me to be a lot like painting a picture. Multipal layers of work. each time a layer is placed it gives way for additional ideas and inspirations. and an early layer is like nothing in comparrison to the end result.

very nice area Irontaxi. Im an agent of chaos too, lets put a smile on those PR faces.

=Romagnolo=
2008-11-27, 23:06
Do I see a kind of a new bunker in this picture ?

http://img233.imageshack.us/img233/6697/bf2editor20081019185237ku8.jpg

HughJass
2008-11-28, 02:23
man those LOD's on top of the trees. good stuff other then that

IronTaxi
2008-11-28, 02:34
making maps in PR seems to me to be a lot like painting a picture. Multipal layers of work. each time a layer is placed it gives way for additional ideas and inspirations. and an early layer is like nothing in comparrison to the end result.

very nice area Irontaxi. Im an agent of chaos too, lets put a smile on those PR faces.

well put...agent of chaos...hehe..

yeah mapping does have alot of layering aspects.. I often go back around the whole map in a very organic way and change and add things. no area is really ever done...

for example I might find a great fit for a certain type of wall in one spot and then go back and swap those walls in somewhere i have already done to give continuity...

IronTaxi
2008-11-28, 02:35
Do I see a kind of a new bunker in this picture ?

http://img233.imageshack.us/img233/6697/bf2editor20081019185237ku8.jpg


maybe...

hall0
2008-11-28, 10:50
Nice map.

IronTaxi
2008-12-04, 19:56
Some quick development shots for all you budding level designers out there..

Just to give you a point of comparison in your mapping process.

each shot is accompanied by a brief explanation

Tried to use these xpack objects to create a loading station for the train system in the base. Think it makes a nice visual mess which players have to navigate.

http://img254.imageshack.us/img254/2263/bf2editor20090330151718oi1.jpg

a really interesting location which will probably become one of the natural strongpoints on the map. tried to create some decay with the broken pipe on the left as well as the old unfinished cement forms out in the water. with some scraggly bushes and a few more statics it will be a nice looking location and very
fun for cqb

http://img185.imageshack.us/img185/5217/bf2editor20090330151458nv0.jpg

Mainly included this to show an organic layout of derelict containers in a run down port. while still in development, im trying to develop a sense that the port has become rundown and misused.. notice containers in the water and at odd angles. dont be the mapper who just throws a bunch of ocntainers on a pier in a straight line as filler!!!! purpose!!

http://img175.imageshack.us/img175/8430/bf2editor20090330151557ax2.jpg

A typical rail line thorugh an idustrial area. Ive added the barriers to break up the space and make players navigate through the rail line area. makes them feel more purposeful as well as providing a place to get pinned down. might develop this space a bit more.

http://img254.imageshack.us/img254/2651/bf2editor20090330151613us4.jpg

Another effort to create visual and strategic levels in an otherwise flat map. assuming the tanks have a host of pipe networks and was added after the initial port was built. so they raised and covered the tanks pipework. breaks up a corner of the port. provide both cover and height.

http://img411.imageshack.us/img411/2065/bf2editor20090330151621fl8.jpg

Still fighting with this space but essentially wanted a non linear rail terminus. a few side lines to park rail cars. the cars also cover the approach to the raised base of the silos which will be a strong point of sorts. still WIP..not quite what I want yet.

http://img185.imageshack.us/img185/1010/bf2editor20090330151627gw1.jpg

This raised tower and tank area breaks up 1/3 of the port and will be a way point when moving across the port en masse. towers can be accessed via rear ladders but highly exposed. also middle section has a drain to open water.. watch you dont fall in! hehe..
http://img366.imageshack.us/img366/2203/bf2editor20090330151631xi5.jpg

basic layout of a town that will just skirt the port. Will serve as a gathering point for attacking militia forces. will not be directly involved in game play so will not be detailed too much. Maybe just painted roads. some bells and whistles. would make a good command area for the militia commander.

http://img175.imageshack.us/img175/7746/bf2editor20090330151653fr0.jpg

A practical looking pipe and tanks system that will break up the main flow area of this 1/3 of the port. May still add a wall or 2 along the water. really breaks up the visual from left to right. Hopefully make the player concentrate on what they are looking at. cause some tension. still need decoration as well.

http://img408.imageshack.us/img408/7633/bf2editor20090330151706qx2.jpg

So just some devlopment shots as I said. hopefully inspire someone or give poeple some ideas.. feedback welcome.

:)

LtSoucy
2008-12-04, 20:02
very nice, good job, maybe as you said make some roads in town and add some objects to make it look better but looks great.

RedAlertSF
2008-12-05, 09:29
Town needs much more detail, but it looks cool anyway. Great work!

hall0
2008-12-05, 10:45
@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen (http://img411.imageshack.us/img411/2065/bf2editor20090330151621fl8.jpg) looking a bit strange.

Psyko
2008-12-05, 10:52
@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen (http://img411.imageshack.us/img411/2065/bf2editor20090330151621fl8.jpg) looking a bit strange.

not lightmapped yet afaik, i think thats why they dont look normal

Rangu
2008-12-05, 11:06
Good-looking update! Can't wait for more details!

IronTaxi
2008-12-05, 12:22
@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen (http://img411.imageshack.us/img411/2065/bf2editor20090330151621fl8.jpg) looking a bit strange.

if the layout looks strange I agree. but imagine they are elevated gravity fed fuel tanks used to refuel ships. ill add some refueling access pipes towards the water to make some sense of it

Jigsaw
2008-12-05, 15:01
This map looks great, should hopefully be some wicked firefights through the docks.

Also looks like it should be a very interesting area both to defend and attack :)

IronTaxi
2008-12-05, 21:06
My current objective for this map is really 2 fold..

1. Create a near CP free map

2. Create a focused objective based battle.

Not sure if point 2 can even be done. But im hoping by giving the defenders superior defence capabilities and a large but fairly defenceable base the attackers will be forced to organize and plan their attack or be turned to ground beef. Would really like to see a mortar system implemented for the defenders by the time this map comes out. give them an extra nasty toy.

x.trEm*e
2008-12-06, 16:20
it would be nice if the map lighting of the env-map would be very very sunny and bright

mp5punk
2008-12-07, 01:04
this map is gonna own hope it got choppers.

M_Striker
2008-12-08, 01:08
WOW, I love the port.

scandhi
2008-12-08, 08:12
Arn't those the Bunkers the firenests seen on newer maps (US army mainbase at koregal)?

CodeRedFox
2008-12-08, 09:35
Just the covers are original on Korengal :-P

Glad someone else is using them too

LtSoucy
2008-12-08, 10:08
RedFox you ruined it! :D I was just going to let them run free thinking about the "new" bunkers but, you had to can crush there hopes. :p

Ohnoyoudidnt565
2008-12-10, 20:10
can't decide between 1 or 3. Mostly 3.

Teek
2008-12-10, 23:29
can't decide between 1 or 3. Mostly 3.

??? did you read anything other than the OP?

Blakeman
2008-12-10, 23:35
Although I like the derailed train, would it be a better idea to put a crater near it so it could have been hit by a Naval or Aerial bombardment instead of just derailing?

IronTaxi
2008-12-11, 00:02
Although I like the derailed train, would it be a better idea to put a crater near it so it could have been hit by a Naval or Aerial bombardment instead of just derailing?

Not a bad idea.. But in my head... the russians have been in possesion of the port for some time and the militia derailed the train to shake up the russians ahead of their attack...

:)

good to see people thinkin' though...

Ohnoyoudidnt565
2008-12-11, 00:43
??? did you read anything other than the OP?

Nope, the reason why I concentrate on the OP and not much else is that the OP is where the real update is not the posts following it (at least thats what I think). Besides, theres not enough time for me to look at every single post plus make one of my own when I have something better to do. So I just read the OP and post my reply and then I'm off. simple as that.

Rudd
2008-12-11, 00:46
Nope, the reason why I concentrate on the OP and not much else is that the OP is where the real update is not the posts following it (at least thats what I think). Besides, theres not enough time for me to look at every single post plus make one of my own when I have something better to do. So I just read the OP and post my reply and then I'm off. simple as that.

not recommended in the Dev Journal, as part of the idea is to show a project, then give updates as it develops.

If you don't have time to read at least the last two pages of the thread, I wouldn't post in it at all <- thats not a rebuke, its just more useful.

Proff3ssorXman
2008-12-11, 02:48
IronTaxi;867940']Not a bad idea.. But in my head... the russians have been in possesion of the port for some time and the militia derailed the train to shake up the russians ahead of their attack...

:)

good to see people thinkin' though...

How exactly did they derail it though?

In your picture there is carriages lying all over the shop :D High Speed Derailment?

IronTaxi
2008-12-11, 18:51
small charge on the tracks...good point though...ill be sure to add a spot where a blast mark can be seen and a bit of a crater... :)

scandhi
2008-12-11, 22:09
good point1 Will look a lot better. Details make the game!! ;)

Terror_Terror_Terror
2008-12-11, 23:19
Iron Taxi your object placement is incredible, immaculate, it's stunning! Great work, I can't wait to see it in game.

Blakeman
2008-12-12, 00:21
IronTaxi;868471']small charge on the tracks...good point though...ill be sure to add a spot where a blast mark can be seen and a bit of a crater... :)

I'm just a sucker for a battlefield crater is all.

By the way, I swear I have seen something like what you did with the container crane/island at a river port for barge loading.

Please o' please put one or two small forklifts around, can't have a dock without a forklift! :-P

A little area I liked from another map was a blown up tanker truck convoy on Al Kufra Oilfield. Perhaps something like that could be done outside your small village? Refugees getting bombed/assaulted so there are wrecked cars off the sides of the road? It would add to obstacles on the roads at least.

Smuke
2008-12-24, 19:56
Brit Muttrah???

Darkpowder
2008-12-25, 06:14
The Royal Marine Commando are going to love this map, wonder if anyone will do a landing craft, or a more heavily crewed version of the Gemini, the Rigid Raider - with suitable performance.

http://lh5.ggpht.com/_v3RAipafyi4/R04PXx_jreI/AAAAAAAAJKo/X4HWetJ-lJw/Royal+Marines-800x600-10.jpg

smaller boat for comparison.

Ainslie
2008-12-26, 00:59
Looks amazing, mate, keep up the work, I can see a classic map coming!

IronTaxi
2008-12-26, 14:05
cheers guys still in the works...look for it in .9+

Ive been sidetracked by christmas and the fallout3 editor...but this map is mostly done..

:)

Zoddom
2008-12-26, 19:36
sry for OT, but can you tell me how i get selfmade maps worked in 1.41??

Konfusion2113
2008-12-27, 07:55
Very nice work. I totally dig the village.

M_Striker
2008-12-27, 18:48
IronTaxi;879836']but this map is mostly done..:)

It's seems most of the work you've done has been directed towards the harbor, is the rest of the map bland with a few trees here and there, or you just didn't post updates on them. :razz:

[T]waylay00
2008-12-27, 20:29
Don't know if this has been said, but the map title is misspelled. The town's name is spelled Ochamchira, not Ochamachira.

Anyways, looks like a blast!

Sinn_Ah_Taggh
2008-12-28, 19:41
I am usually a ghost in these forums,i mainly surf around looking at threads and news and minding my own buisnes.
But this map makes my prostate vibrate!!

I love the atention to details.
Details can make or breake a map,but the level of thought and planing to each and every detail astonish me!
I cant wait for this map to be released,it looks so much fun!!
Making players think and plan is the hart and soul of Project Reality.

I recomend that you get through chirstams and give fallout the o´l boot and finnish this map!! :D

Annyways,i had to let of som steam :P

Great work,and i hope to see this map out SOON!!

IronTaxi
2008-12-30, 03:00
Cheers guys and seasons greetings...

The outer areas of this map will mostly NOT be in play...they will mainly serve as a buffer zone that will delay the militia getting to the base at round start.. aside from that NO combat will take place outside the base and its engagement perimeter..

I hope people understand that from the get go.. even the small town will likely only be a gathering point for the militia to plan their attack..

thanks for all the feed back guys.. I still open it and work on it now and then over the holidays. as I said.. look for it in .9!! :)

frankboer
2009-01-26, 10:14
Liken' it so far ;)

OkitaMakoto
2009-01-26, 11:03
After reading your whole edited updated first post, all I can think to say is "Hai, sensei! Arigatou gozaimasu!"

I remember you pounding all the things you said in the OP to me over a year ago :P

PURPOSE!

STORY!

CREATIVE USE OF STATICS!

WHY IS THIS HERE?
WHY THERE?

GIVE IT LIFE!

Looks amazing man, cant wait to get home and see it in game!! Not to mention to get back to mapping myself... gonna forget everything I learned making Ramiel[hopefully learned something right] ;)

frankboer
2009-01-30, 20:50
I'd like the infinite wisdom of the PR-mapper-team on this this:

'How long do you reckon this will take to make into a PR worthy desert map??'

https://www.realitymod.com/forum/f66-pr-community-modding/52106-map-large-desert-wip.html

I made this quick-video to show what my ideas are:

Project Reality map: 'Udairi Desert' promo on Vimeo (http://www.vimeo.com/3006860) (HD 720p)

I know you can take as much time as you see fit, but I would really love an rough estimation on the time to create a 4km (Bare) desert map like this.
I know is 4km but is practically 'just sand'...

Keep in mind I have never mapped before....


Thanks a bunch :mrgreen:


- |TG| Mr.47(NL)

(PS: can someone forward this to DuckHunt I searched and searched but couldn't find him on the forums) :neutral:

IronTaxi
2009-03-05, 14:19
Just an update.

Back at my desk top and will get back to work finishing this little puppy up..

Blade.3510
2009-03-07, 14:44
candidate 4

mp5punk
2009-03-07, 19:04
Cant Wait!

McBumLuv
2009-03-07, 19:11
candidate 4

It's already been picked :p

It's still looking like a great up-and-coming map. Any other time I'd say it's the best, but there are just so many awesome upcoming maps. Though, don't get me wrong, from what I've seen they all look like the greatest of quality :D

Cptkanito
2009-03-07, 19:54
Who reactivated this? its like really old... :twisted:

Tannhauser
2009-03-07, 20:12
Update coming, maybe? :)

IronTaxi
2009-03-07, 20:59
i bumped it finally got some time to put into it

=Romagnolo=
2009-03-07, 21:09
Where were you ?

sik_gerar
2009-03-10, 12:03
is it 0.9 out soon? cant believe you are thinking on it when .875 been out for so short.. still im looking forward to play this map soon though :D

Incomplete Spork
2009-03-10, 12:43
Sik Gerar, A new version comes out about every 6 months

Adetter
2009-03-10, 15:46
i think it look alike the other coast map on PR,where the MEC`s has a castle and USMC a USS

IronTaxi
2009-03-10, 18:46
i think it look alike the other coast map on PR,where the MEC`s has a castle and USMC a USS

may look similar but completely different gameplay and objectives..

My goal is to have the russians purely defend their base against a militia attack..

the russians will have plenty of time to decide where to defend and to deploy all of their defensive structures etc before the militia has a chance to attack.

im attempting to craft the level so that there are only really a handful of major holes through which the militia can attack. they, as a team, will have to choose one or 2 and attempt to break through into the base.

some new screens coming soon

Incomplete Spork
2009-03-10, 22:41
Militia and Russia? aww :(

Tannhauser
2009-03-10, 23:46
Wasn't this a coastal map? I think it would of ben 10x better to have it be a coastal assault rather than ground Russia vs Militia. But eh, it's your choice afterall ...

IronTaxi
2009-03-10, 23:54
might be.. I basically just lay out maps and the rest of the dev team does the game play layout.. so who knows what it will become :)

Anderson29
2009-03-11, 03:31
looking good so far

soldiermmlj
2009-03-12, 01:36
Excellent work, looks like a good map. Candidate 2 is a good choice, not the clutter of the 3rd one or the plainess of the other ones. Anyway keep up the great work.

Cpl.Small
2009-03-24, 19:58
any news on this map??

IronTaxi
2009-03-24, 21:03
actually yes... I just got the final textures back from Rhino today and im working on tweaking it to a first testing state...

not far now!!

:)

G.Drew
2009-03-24, 21:13
nice one, cant wait :D

Serbiak
2009-03-24, 21:51
The harbor thing first sounded too much like muttra for me but then when i saw the pics...


wow it is a huge harbor, cant compare that one with the muttra one. Nice work man looking really good.

Could you post some more pics of what the militia side (not harbor) looks like?

Rhino
2009-03-25, 02:54
The harbor thing first sounded too much like muttra for me but then when i saw the pics...


wow it is a huge harbor, cant compare that one with the muttra one. Nice work man looking really good.

Could you post some more pics of what the militia side (not harbor) looks like?

I would say that the port is around the same size as the one in muttrah just the difference is that they both have very different setups. This port is more of an industrial port than a commercial port which muttrah is.

IronTaxi;972925']actually yes... I just got the final textures back from Rhino today and im working on tweaking it to a first testing state...

not far now!!

:)

oh ye tell them but dont show my work hu? :p

http://img5.imageshack.us/img5/2667/69168039.jpg

McBumLuv
2009-03-25, 03:01
B-E-A-Utiful :D

IronTaxi
2009-03-25, 03:31
nah... I knew you would post it....

:P

crazy11
2009-03-25, 03:41
Very nice!

Scot
2009-03-25, 07:59
Looks very nice :D

Rhino
2009-03-25, 09:11
probably best to let that episode die

probably a good idea, taking this topic off track too.

Cpl.Small
2009-03-25, 16:32
yay thanks i knew you'd have some news :D

HughJass
2009-03-25, 17:44
quinling docks?

marcoelnk
2009-03-25, 18:23
quinling docks?

IQ level of this comment ?

Wilkinson
2009-03-25, 18:37
Quote:
Originally Posted by HughJass View Post
quinling docks?
IQ level of this comment ?

Now now lets not get too Mean here. thats what PM's are for.;P

IronTaxi
2009-03-25, 21:06
Wilkinson;973915']Now now lets not get too Mean here. thats what PM's are for.;P

no worries im not easily offended...hehe

anyway...this is a concept map...ie... it will present a NEW context of play..which will be defense...

so kinda apples and oranges to compare

Redamare
2009-03-25, 22:48
:D I LIKE

rangedReCon
2009-03-26, 05:08
me likes

HughJass
2009-03-26, 06:10
marcoelnk;973898']IQ level of this comment ?

wow really marco? I am just saying the texture looks like quinlings...

Rhino
2009-03-26, 06:22
wow really marco? I am just saying the texture looks like quinlings...

the textures between Qinlings and This map is quite diffrent tbh, this map was based off the Climate I made for Fools Road and is much closer to that apart from some big changes to how the textures are used but it uses all the same textures as fools road did, apart from the dirt has a few extra textures mixed in.

It only uses 1 texture that is used on Qinling, all the rest are custom textures I made for Fools Road.

In fact I'll just generate the Qinling climate over this map to show you the differences in fact :p

EDIT: here you go, one of the default L3DT climates which I used to paint Qinling when I was first experimenting with L3DT.

http://img152.imageshack.us/img152/4534/66048047.jpg

you will notice if you look closely, can't really on these low rez ones that my grass textures have much more veneration in colour, a lot more brown in them etc as well as many other differences such as how much rock is there and this uses sand instead of dirt etc.

HughJass
2009-03-26, 07:13
Rhino;974548']the textures between Qinlings and This map is quite diffrent tbh, this map was based off the Climate I made for Fools Road and is much closer to that apart from some big changes to how the textures are used but it uses all the same textures as fools road did, apart from the dirt has a few extra textures mixed in.

It only uses 1 texture that is used on Qinling, all the rest are custom textures I made for Fools Road.

In fact I'll just generate the Qinling climate over this map to show you the differences in fact :p

EDIT: here you go, one of the default L3DT climates which I used to paint Qinling when I was first experimenting with L3DT.

you will notice if you look closely, can't really on these low rez ones that my grass textures have much more veneration in colour, a lot more brown in them etc as well as many other differences such as how much rock is there and this uses sand instead of dirt etc.

Thanks for all that...but you have to admit that both of those pictures are quite simular. The ochamachira one just seems to be a little dirtier thats all.

But who knows? Thinking about it I think it just might look totally different on the ground. I just hope taxi does some cool things with the lighting to capitilize on the difference between both maps.

Rhino
2009-03-26, 07:15
well grass looks the same to most ppl :p

HughJass
2009-03-26, 07:52
don't get me wrong... the texturing is brilliant. Especially like what you did with the dirt around the rivers and the shallow land on the coast.

Also it is very cool how the dock part looks like this clay creation that is just planted in this natural landscape. Artistically shows the contrast between human and nature infrastructure.

Rhino
2009-03-26, 07:57
well it needs hand painting ontop of this of course as I can't get L3DT to recognise the difference between sea and a river hence why the sea also has mud as its bed instead of sand but talked it over with Taxi and we decied it was much easier to hand paint the sand on the beaches and under the sea than it was to do the river and surrounding terrain, then it also needs hand painted concrete etc ontop, this just gives a nice natural base to work off which speeds up the process instead of hand painting everything you just change the bits you need to :)

UKrealplayER666
2009-03-26, 19:33
Not gonna critisize it, very nice map even as it stands, could in my opinion be a contender against muttrah (and i like muttrah alot)

thejollyroger12345
2009-04-12, 10:46
proboly a stupid question, could this ever be a british carrier map? :P my dreeaamm :D

GrimSoldier
2009-05-16, 16:04
Very cool thread.

IronTaxi
2009-05-16, 23:14
Very cool thread.

cheers keep yourself posted as this should be coming along in the next cycle..

Blade.3510
2009-05-17, 10:10
IronTaxi;1025244']cheers keep yourself posted as this should be coming along in the next cycle..

Factions?................(please be brits:p)

zvenner
2009-05-17, 12:41
I like the concept of this map, but I think the little village needs some more details...
Like a dusty road which leads right into the city, because who wants to live in a village without even one street ? :P

IronTaxi
2009-05-17, 19:27
Factions?................(please be brits:p)

the whole militia series was designed for the brits TBH... im hoping to get them in here but we will see what happens...

$pyker
2009-05-17, 21:57
I want an update.... PLEASE :)

IronTaxi
2009-05-17, 21:59
im working on the gosh darn lightmaps and they are busting my ballzsaxz as I decided to use alot of xpack content in the map..

chuckduck
2009-05-29, 18:51
Very nice looking map, I the highlight of the map being the wonderful industrial port, and hopefully some awsome jungle vegtation/paddies. I wonder what the gameplay is going to be like, keep up the good work even if you start to loose the will to work on this map, motivate yourself and think about all the people, wanting for this map to come out. ;-)

This may seem a bit silly but this river looks kinda funny.
Looks a bit like meat and two veg...... *COUGH*penis*COUGH*balls*COUGH*
http://img228.imageshack.us/img228/9613/bf2editor20081011204142kn8.jpg
Sorry i just happened to notice.

Keep up the awsome work anyways, PR needs more tropical maps, not just Afghan maps.:grin:

chuckduck
2009-05-29, 18:55
Very nice looking map, I the highlight of the map being the wonderful industrial port, and hopefully some awsome jungle vegtation/paddies. I wonder what the gameplay is going to be like, keep up the good work even if you start to loose the will to work on this map, motivate yourself and think about all the people, wanting for this map to come out. ;-)

This may seem a bit silly but this river looks kinda funny.
Looks a bit like meat and two veg...... *COUGH*penis*COUGH*balls*COUGH*
http://img228.imageshack.us/img228/9613/bf2editor20081011204142kn8.jpg
Sorry i just happened to notice.

BTW:Iron Taxi
IronTaxi;1026220']im working on the gosh darn lightmaps and they are busting my ballzsaxz as I decided to use alot of xpack content in the map..

I dont know if you already know this but Xpack objects are a big no go.
Since they are missing the lightmaps i think, plus i dont think EA likes people using Xpack stuff in mods. I think if you want to lightmap your map succesfully with Xpack Objects you gotta do it in 3D Max or something.

Keep up the awsome work anyways, PR needs more tropical maps, not just Afghan maps. :grin:

Rudd
2009-05-29, 18:57
i dont think EA likes people using Xpack stuff in mods. I think if you want to lightmap your map succesfully with Xpack Objects you gotta do it in 3D Max or something.

oh noes Iron, better delete ur map b4 EA sees! :wink:

$pyker
2009-05-29, 19:13
I dont know if you already know this but Xpack objects are a big no go.
:

Irontaxi has made several map and is most likely well aware of the missing xpak lightmap samples. Also PR has permission to use xpak objects as one of the devs were drinking with EA employees iirc so they are allowed to be used thats why we have a grappling hook! Also have you not seen the several xpak statics on basrah at the airport!

Wilkinson
2009-05-29, 19:18
Very nice looking map, I the highlight of the map being the wonderful industrial port, and hopefully some awsome jungle vegtation/paddies. I wonder what the gameplay is going to be like, keep up the good work even if you start to loose the will to work on this map, motivate yourself and think about all the people, wanting for this map to come out. ;-)

This may seem a bit silly but this river looks kinda funny.
Looks a bit like meat and two veg...... *COUGH*penis*COUGH*balls*COUGH*
http://img228.imageshack.us/img228/9613/bf2editor20081011204142kn8.jpg
Sorry i just happened to notice.

BTW:Iron Taxi


I dont know if you already know this but Xpack objects are a big no go.
Since they are missing the lightmaps i think, plus i dont think EA likes people using Xpack stuff in mods. I think if you want to lightmap your map succesfully with Xpack Objects you gotta do it in 3D Max or something.

Keep up the awsome work anyways, PR needs more tropical maps, not just Afghan maps. :grin:

.....Not going to even start. Anyway UPDATE? Taxi:D

chuckduck
2009-05-29, 20:58
Was that too inapropriate?
Sorry i will edit, it just that if the map gets released with that minor yet catastrophic error, it could spell disaster to Ochamachira as a tourist location.

-Edited the Previous Post-

In regards to the expack Objects, can we use the objects from Amoured Fury then?
Like the Highway section from Op:Roadrage?
Or are the lightmaps for those screwed?
I was hoping to make an American map. (Not anytime soon though)

$pyker
2009-05-29, 21:05
Was that too inapropriate?
Sorry i will edit, it just that if the map gets released with that minor yet catastrophic error, it could spell disaster to Ochamachira as a tourist location.

-Edited the Previous Post-

In regards to the expack Objects, can we use the objects from Amoured Fury then?
Like the Highway section from Op:Roadrage?
Or are the lightmaps for those screwed?
I was hoping to make an American map. (Not anytime soon though)

the lightmaps arent screwed there just arent any. so when you lightmap it the object will look the same as when you placed it IE. no shadows on it

chuckduck
2009-05-29, 21:23
Oh right now i understand, so the lightmaps come with the expansion pack, but since PR doesnt really use the Xpacks the lightmaps are not there.

I was hoping that there was some way of using the Xpack objects.

Maxfragg
2009-05-29, 21:38
there is, you import the scene into 3dsmax and render your lightmaps their, that the way you need to do it

IronTaxi
2009-05-30, 05:59
there is, you import the scene into 3dsmax and render your lightmaps their, that the way you need to do it


absolutely right....

this whole map ...aside from treesand terrrain...

Ie...all the statics.... has been lightmapped in 3dsmax...

which , i believe, is why we get no light samples for expansion packs..

they were eitehr never lightmapped...or light mapped in 3dsmax...

screenies coming very soon!!!!

IronTaxi
2009-06-02, 04:07
Some quick screens for all you players out there..

Getting into the finishing stages..

lightmaps were done in max.. still need some tweaking..

still need to

1.add the sounds / ambients effects..
2. Have someone do the team layouts and assets
3. Fixed tree LOD bug
4. tweak some other stuff..

enjoy..

http://img25.imageshack.us/img25/7808/bf22009060120503693.jpg
http://img140.imageshack.us/img140/2091/bf22009060120515456.jpg
http://img261.imageshack.us/img261/5332/bf22009060120533462.jpg
http://img266.imageshack.us/img266/8786/bf22009060120544957.jpg
http://img386.imageshack.us/img386/27/bf22009060120485607.jpg
http://img2.imageshack.us/img2/7048/bf22009060120495043.jpg
http://img192.imageshack.us/img192/9521/bf22009060120500595.jpg
http://img140.imageshack.us/img140/8958/bf22009060120502089.jpg
http://img207.imageshack.us/img207/381/bf22009060120503192.jpg

crazy11
2009-06-02, 04:21
Bravo!!! It looks very nice, I can't wait to get my hands on it.

Lt Mic
2009-06-02, 05:11
Very nice!

$pyker
2009-06-02, 06:26
i love you irontaxi :)

Portable.Cougar
2009-06-02, 06:53
As epic as I expected it to be coming from you.

Great job, can't wait to get a run at it.

WilsonPL
2009-06-02, 07:36
nice :smile:
looks kinda like pimped daqing oilfields :P

Priby
2009-06-02, 10:04
The amount of details youve put in there is just awesome!
Do you think it will be ready for .86 or do we have to wait for .9?

AnimalMother.
2009-06-02, 11:08
that is looking awesome!


really cant wait to run around here, is it RU v chec ??? or yet to be decided?

HunterMed
2009-06-02, 13:43
awesome job!