Siege at Ochamachira [WIP]

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IronTaxi
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Re: [Map] Siege at Ochamachira [WIP]

Post by IronTaxi »

wookimonsta wrote:heh, insurgents attacking a base could be fun. what about that gametype where after a certain time the defending team can retake flags? would be fun here, after half an hour the defending team gets tanks and helicopters
Im thinking perhaps to have the defenders have a ship out at sea that can spawn helis if they get pushed off their base.. give them one last kick at the can kind of thing...


not entirely suer about that yet though..
Jigsaw
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Re: [Map] Siege at Ochamachira [WIP]

Post by Jigsaw »

Wow just checked out the pictures on the 1st post and wow I am seriously impressed. The level of detail evident is incredible, compare and contrast the docks at muttrah with these docks and you can really see some great firefights developing through there.

Fantastic work Iron Taxi, well done.
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Rhino
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rhino »

ye, Taxi's docks are really good gameplay wise but Muttrah is a far more realistic commercial port setup (since it was made off what is really there :p ) as real commercial ports are kept as tidy and clutter free as possible to ensure that shipments are moved in and out as fast as possible etc. Thou for Muttrah 2.5 (when that ever happens :p ) I'm planning on adding some more details here and there, what really needs to happen which I bypassed due to time was painting the dirt and tire marks onto the terrain of the docks, as the moment the ground textures are really clean when they shouldn't be :p
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marcoelnk
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Re: [Map] Siege at Ochamachira [WIP]

Post by marcoelnk »

[R-DEV]Rhino wrote:ye, Taxi's docks are really good gameplay wise but Muttrah is a far more realistic commercial port setup (since it was made off what is really there :p ) as real commercial ports are kept as tidy and clutter free as possible to ensure that shipments are moved in and out as fast as possible etc. Thou for Muttrah 2.5 (when that ever happens :p ) I'm planning on adding some more details here and there, what really needs to happen which I bypassed due to time was painting the dirt and tire marks onto the terrain of the docks, as the moment the ground textures are really clean when they shouldn't be :p
i disagree. you shouldnt actually overwork these areas.
i looked at several refs from other similar industrial harbours and they are completely clean and empty exept the cranes and containers of course. it surprised me too but it is in fact realistic if you keep it as it is...
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Rhino
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rhino »

ye I'm planning to keep it as it is for muttrah 2.5 (when it ever happens :p ) but just going to add little details here and there to add to the immersion.

anyways found a good shot of the muttrah port inside when just googeling now as I mainly had to go off other ports when I was making it but as you can see, its pretty much as it is ingame as it is in r/l.

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Rudd
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rudd »

how freaky would it be to walk though the real muttrah docks....
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marcoelnk
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Re: [Map] Siege at Ochamachira [WIP]

Post by marcoelnk »

yeah i wondered that too... or to visit the mosque.
a city youve never been to but you know almost perfectly well , lol :D
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IronTaxi
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Re: [Map] Siege at Ochamachira [WIP]

Post by IronTaxi »

i dont think its a matter of real vs not real...but more the context of the ports..

muttrah (i think) is intended to be a high volume port currently in service which is being invaded (i dont dare speculate why) by the marauding americans..

In this maps case the port is a much more derilect backwater port that has been occupied as an easy deployment position for a Brit task force being deployed to attack a weapon dealing militia (at the UN request of course)

so they both follow funtion and form but with different contexts... Rhinos being an actual recreation and mine being a compilation of port images and references.. as well as a does of gameplay..
Rudd
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rudd »

(i dont dare speculate why) by the marauding americans..
they can't find their fastropz, CIA says the MEC stolez them!



anyway, I was wondering. What kind of ambient sounds are you thinking of? Will there be the L4D kind of dripping and creaking or are looking at the Korengal jets overhead type stuff?
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LithiumFox
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Re: [Map] Siege at Ochamachira [WIP]

Post by LithiumFox »

let rhino do what he wants ^_^ Details are good, and if i'm correct, the americans are invading about in the afternoon, which would mean that they probably wouldn't have cleaned up all the dirt and tiremarks =)

^_^ Details are good. they make things more... you know... they add more of a feel to it. ^_^

GO RHINO! ^_^

> > btw, whens this map going to be done (Ochamachira)

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IronTaxi
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Re: [Map] Siege at Ochamachira [WIP]

Post by IronTaxi »

Dr2B Rudd wrote:they can't find their fastropz, CIA says the MEC stolez them!



anyway, I was wondering. What kind of ambient sounds are you thinking of? Will there be the L4D kind of dripping and creaking or are looking at the Korengal jets overhead type stuff?
now there is a good question! any suggestions?

we do need some new sounds..

what would fit the map?
Rudd
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rudd »

Well, if its a backwater facility, that means neglect. And dripping/creaking/the occasional peice of metal hitting the ground would be very cool if it comes to sneaking a little.

But if the gameplay turns out to be ferocious and loud, you won't get to enjoy those sounds. But they could be fun for the breaks between combat.

Could always just have the sounds of the water? I do think maps in PR that have river or sea fronts don't let the sound carry far enough.
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Rhino
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Re: [Map] Siege at Ochamachira [WIP]

Post by Rhino »

[R-DEV]IronTaxi wrote:muttrah (i think) is intended to be a high volume port currently in service which is being invaded (i dont dare speculate why) by the marauding americans..
if you want a storyline the USMC are landing there as the MEC invaded Oman and NATO are liberating it ;)
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IronTaxi
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Re: [Map] Siege at Ochamachira [WIP]

Post by IronTaxi »

[R-DEV]Rhino wrote:if you want a storyline the USMC are landing there as the MEC invaded Oman and NATO are liberating it ;)
hehe...there is always a good reason...lol...
sCobra
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Re: [Map] Siege at Ochamachira [WIP]

Post by sCobra »

maybe add a greater distinction of ambient noises, so you are certain you are approaching a river before you see it. Add creaking and dripping because 80% of the game is devoid of heavy combat, so the sounds might add a bit of paranoia, which is good.
UncleSmek
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Re: [Map] Siege at Ochamachira [WIP]

Post by UncleSmek »

sCobra wrote:maybe add a greater distinction of ambient noises, so you are certain you are approaching a river before you see it. Add creaking and dripping because 80% of the game is devoid of heavy combat, so the sounds might add a bit of paranoia, which is good.
Totally agree.
dtacs
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Re: [Map] Siege at Ochamachira [WIP]

Post by dtacs »

look of this map is terrific, got that intricate port feel with ramps for APCs and infantry everywhere - something that worked incredibly well on muttrah.

one thing that annoyed me about muttrah was that such a large port city didn't have a freight train station.

could that be implemented into the map at all?
Maverick
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Re: [Map] Siege at Ochamachira [WIP]

Post by Maverick »

Can't wait for the map to be released! Creaming in my pants just looking at it!
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nk87
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Re: [Map] Siege at Ochamachira [WIP]

Post by nk87 »

Really amazing work... Im stunned when looking at the progress you've made since start!!
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hiberNative
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Re: [Map] Siege at Ochamachira [WIP]

Post by hiberNative »

are the layouts of the dock traced from real life counterparts? can i see reference pictures?
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