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Old 05-20-2011, 02:04 AM   #1
Reddeath
Default [Map] Benghazi (2km) [Concept]

Name: Benghazi (WIP).
Location: Benghazi, Libya.
Size: 2KM
Factions: Mec(OPFor) vs ____(Rebels)(BLUFor)(ARF?)
Gameplay Type: Mech Infantry, Armor



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


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Last edited by Reddeath; 05-25-2011 at 09:31 PM..
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Old 05-20-2011, 02:18 AM   #2
badmojo420
Supporting Member
Default Re: [Map] Liberation (2km) [WIP]

Your pic is too big.

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

Any idea what the white parts are on the satellite photo?
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Old 05-20-2011, 02:42 AM   #3
Reddeath
Default Re: [Map] Liberation (2km) [WIP]

It should scale down if I am correct? It is big because its the same thing I use as a color map to base my roads/hills/water off of.

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

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

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


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Old 05-20-2011, 02:55 AM   #4
Amok@ndy
Retired PR Developer
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Default Re: [Map] Liberation (2km) [WIP]

excelent map title

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

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


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Old 05-20-2011, 03:00 AM   #5
pfhatoa
Default Re: [Map] Liberation (2km) [WIP]

The decision of which forces against which is far away anyway. It looks good anyway
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Old 05-20-2011, 04:05 AM   #6
Silly_Savage
Default Re: [Map] Liberation (2km) [Concept]

Awesome concept. Looking forward to any updates you may present.

"Jafar, show me a sniper rifle." - Silly_Savage 2013
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Old 05-20-2011, 12:53 PM   #7
[R-DEV]Rhino
PR:BF2 Developer
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Default Re: [Map] Liberation (2km) [Concept]

Looking good.

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

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


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


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

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

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



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

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Old 05-20-2011, 01:29 PM   #8
Reddeath
Default Re: [Map] Liberation (2km) [Concept]

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

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

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

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

Thanks for all the help I really appreciate it.


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Old 05-20-2011, 01:49 PM   #9
[R-DEV]Rhino
PR:BF2 Developer
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Default Re: [Map] Liberation (2km) [Concept]

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


Quote:
Originally Posted by Reddeath View Post
The Northeast corner blue on the map is the BLUFor FOB, in the actual city it is a compound, so it seems it would make a little more sense.
Ah ye that dose make sense and looks like a good location too! I wouldn't call it a FOB thou as FOB screams HESCO compound, Militia Command Centre might be a better name and for its defences just have some crap piled up like burnt out cars etc?

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


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


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


Quote:
Originally Posted by Reddeath View Post
No attack plans or GPOs yet, as I don't quite feel like the concept map itself is finished.

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

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Old 05-20-2011, 02:17 PM   #10
Reddeath
Default Re: [Map] Liberation (2km) [Concept]

What I want to aim for is
OPFor:
2 MBTs
1 BMP

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

and transport vehicles ofcourse.

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


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