[Map Audit] Operation Ghost Train PR:V

General discussion of the Project Reality Vietnam modification.
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

[Map Audit] Operation Ghost Train PR:V

Post by Sgt. Mahi »

Hi there.

The appeal for PR:V maps made me want to see if it was possible to Audit some of the old EOD2 maps for use in the upcoming version of PR. Sadly it was quickly concluded that none of the EOD2 maps were good enough quality to consider for PR use.

Afterdune proposed that I could Audit the old Operation Ghost Train that was obseleted in PR.9. The map was already included in EOD2 so I could take it from there.

To my understanding [R-DEV]Rhino is the authour of this map so he could probably have done this in a day... Anyway the credits of the map goes to him.

The map
Image
The map is sadly only a 1km^2 map, which is one of the reasons it was taken out of PR I believe.
  • Placeholders: Brits vs. China Just for the nostalgic :-)
  • Vehicles: None so far. The map isn't that big and not many vehicles suit for this map. Personally I would like to see this map as infantry only (Almost... except some few jeeps and supply trucks. I guess it will depend on the vehicles in PR:V what is suitable)
It is a great map for infantry fights as I recall it and the new undergrowth static for PR:V could make this a really fun jungle map IMO.

What I've done so far
  • I've made two different attack routes for now in the new map. I'm currently only working with the 64 layer and this is the routes.
    UPDATE: Newest CP layout draft:
    Image
  • View distance and fog tweak.
I am currently working on the map to be compatible with PR Map Guidelines.

As said; I haven't made any decisions about any vehicles since I probably need some inputs from the DEVs of the community.
I don't know which factions are going to be used either but Afterdune mentioned something with Australian Vs VC if I remember correctly.

All in all I need to know where to go from here since this isn't my map and I can't do whatever I want to it. I was thinking about a new control point layout but that would probably mean that I need permission to edit the map (e.g. moving main bases and other objects)

Some pictures below for peoople who haven't played this map:

China Main
Image

Train Capture Point
Image

Trench Capture Point
Image

South Bridge Capture Point
Image

North Bridge Capture Point
Image

Temple Capture Point
http://img862.imageshack.us/img862/2591/screen090c.png

Tunnel Capture Point
Image

Britian Main
Image
Last edited by Sgt. Mahi on 2011-04-19 13:10, edited 3 times in total.
Peace is that brief glorious moment in history when everybody stands around reloading
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map Audit] Operation Ghost Train PR:V

Post by lucky.BOY »

Hi there, seems like there is very little variation in vegetation statics, you might wanna look into replacing it with that awesome now jungle statics set. If you get the permission of course. ;-)

And of course, i wish you the best of luck with finishing this map.

-lucky
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map Audit] Operation Ghost Train PR:V

Post by Psyko »

not a bad idea. i kinda liked it when it was in PR. and lots of people loved it. would be cool with iron sites weapons because the grass was so tall. i wouldnt have tank traps all over the bridge though. that caused APCs to bounce. also if possible i would get rid of the out of bounds area and push it to the very edge of the map itself, that used to cut off nearly 100 meters off the sides. the last thing i would have you consider is the view distance. that always limeted the fighting. being able to fight from one side of the river to the other would be better for most firefights. your choice though. some statics mightnt show up, but if those statics were altered in the repo maybe they would be normalised. i dont know how it works.

good luck.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Map Audit] Operation Ghost Train PR:V

Post by Wakain »

nice to see a return for OGT :)

I'm just wondering, are there any usable statics for vietnam? if so, and if you got permission to edit the map you could "vietnamify" (with current jungletrees, brown water, light and skybox) this map. also for vietnam standards this map doesn't makes any sense anymore (tunnels, open vc bases, railroads, chinese temples and trench systems in the middle of the jungle, you know...). I hope there are useful vietnam statics and that you get permission to edit as, of course, it's great to see OGT back but apart from a nostalgic point of view the map doesn't really signify the vietnam war

I have furthermore two suggestions:
- hardly to no (but preferably no) vehicles. perhaps one slick because this was a nice touch in the earlier versions of OGT, a single m113 might be nice as well but I don't think the use of jeeps or tanks(!) will work too well in this setting. seeing how you prefer an infantryskirmish here already I hope this will tip you to the infantry-only edge ;)
- perhaps change sides for team 1 and team 2? having blufor attack north and vc go south will let this stand out form the original OGT. it might perhaps not work too well gameplaywise though(I suppose vc will be relatively lighter armed than the chinese which means they better have the denser jungle of the south side of the river in case things go bad :p ), but might be worth looking into.

hope to've been of help, good luck anyway ;)
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map Audit] Operation Ghost Train PR:V

Post by Snazz »

EDIT: Wakain said what I was going to say.
K4on
Retired PR Developer
Posts: 5055
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Re: [Map Audit] Operation Ghost Train PR:V

Post by K4on »

a half year ago, new era warfare hosted sucessfully an op:gt event. i lowered the viewdistance too 315meters and edited some flags(radius(lowered on several flags) and optimized captime)
assets:

UK: 1 apc_warrior (another apc spawned after 15mins), 1 jeep_mg, 1 jeep_transport, 2 supplytruck, 1 transporttruck

PLA: 1 apc_cannonapc (another apc spawned after 20mins), 2 jeep_mg, 1 jeep_transport, 2 supplytruck, 1 transporttruck, 1 boat

assets were pretty even. since the chinateam has swimable apcs, the spawndelay of one pla_apc is 5mins more. both teams were even balanced. and apcs weren't superior due to the good cover of the jungle.
the only thing what was a bit overpowered were the mortars. maybe 1 mortar should be enough per team...
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: [Map Audit] Operation Ghost Train PR:V

Post by Sgt. Mahi »

I'm just wondering, are there any usable statics for vietnam? if so, and if you got permission to edit the map you could "vietnamify" (with current jungletrees, brown water, light and skybox) this map. also for vietnam standards this map doesn't makes any sense anymore (tunnels, open vc bases, railroads, chinese temples and trench systems in the middle of the jungle, you know...). I hope there are useful vietnam statics and that you get permission to edit as, of course, it's great to see OGT back but apart from a nostalgic point of view the map doesn't really signify the vietnam war

Yes this is what I'm thinking too. If I get a permission to edit the map and there's is given green light to actual use it for PR:V I would definitely aim for a more "vietnam look". (If it becomes my task at all)
Most statics for PR:V are still WIP I think and until then VBF2 china statics will have to do I guess.

Understand that this is only to contribute to the state of lacking maps for PR:V. I don't count on the map actually being used when proper maps have been made but it can be a placeholder until then. That's my thoughts on it anyway.

I do think that "iron sights only factions" will have some joy out of this map if the undergrowth are changed and thickened.

Thanks for all the other replies.
Last edited by Sgt. Mahi on 2011-04-14 21:46, edited 1 time in total.
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Amok@ndy
Retired PR Developer
Posts: 5144
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Re: [Map Audit] Operation Ghost Train PR:V

Post by Amok@ndy »

moved because its not actually a new map and its belonging to PR:V

i hope you have the permission of Rhino to modify it
Image
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: [Map Audit] Operation Ghost Train PR:V

Post by Kain888 »

NEW event was fun except apc part. They were not matching this map at all, preferred it in pre 0.9 - without vehicles (iirc after it was released it had some sort of apc though).

Would be nice to see it in Vietnam! :)
Image
sharpie
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Re: [Map Audit] Operation Ghost Train PR:V

Post by sharpie »

I cried tears of joy when I saw this :)

The nostalgia shall be overwhelming with the return of one of the best maps in PR.
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Rhino
Retired PR Developer
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Re: [Map Audit] Operation Ghost Train PR:V

Post by Rhino »

[R-DEV]Amok@ndy wrote:i hope you have the permission of Rhino to modify it
Audit yes, Modify NO.

BTW that green attack rout will not work at all well with OGT.
Image
Alek-say
Posts: 349
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Re: [Map Audit] Operation Ghost Train PR:V

Post by Alek-say »

Nothing new?
AfterDune
Retired PR Developer
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Re: [Map Audit] Operation Ghost Train PR:V

Post by AfterDune »

Flags and gamemodes
This is pretty much the setup of the original. You might want to add a little variation to it, to make the map a bit more "unpredictable". It's only a small map, but it could be done:

Make Train and Trenches "random", so only one of them will spawn.
Could maybe do the same to Tunnel and Temple, but not too sure how that will work out.

For an alternative layer, you could go for a "push" style of gameplay, where one force is constantly attacking, while the other is constantly defending. Make a "route" (using AASv3, AASv4 won't do much here), then make it so that each flag can only be captured by team x. That may be nice to see.


Vehicles
Regarding vehicles, you may be able to put patrol boats in the river. A Sampan for NVA/VC, PBR/Swiftboat for US (unless you want another force instead of US of course).

Would be good for each force to have a truck or something, so they can build some FOs. And a light jeep would be alright. If US, you could give them a logistics APC instead of a truck. It's not armed btw.

Don't think we should put any other vehicles on the map, since the map should be focussed around infantry I reckon.


Feel free to play around a little, see what you like :) .
Image
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: [Map Audit] Operation Ghost Train PR:V

Post by Alek-say »

'[R-DEV wrote:AfterDune;1579301']Flags and gamemodes
This is pretty much the setup of the original. You might want to add a little variation to it, to make the map a bit more "unpredictable". It's only a small map, but it could be done:

Make Train and Trenches "random", so only one of them will spawn.
Could maybe do the same to Tunnel and Temple, but not too sure how that will work out.

For an alternative layer, you could go for a "push" style of gameplay, where one force is constantly attacking, while the other is constantly defending. Make a "route" (using AASv3, AASv4 won't do much here), then make it so that each flag can only be captured by team x. That may be nice to see.


Vehicles
Regarding vehicles, you may be able to put patrol boats in the river. A Sampan for NVA/VC, PBR/Swiftboat for US (unless you want another force instead of US of course).

Would be good for each force to have a truck or something, so they can build some FOs. And a light jeep would be alright. If US, you could give them a logistics APC instead of a truck. It's not armed btw.

Don't think we should put any other vehicles on the map, since the map should be focussed around infantry I reckon.


Feel free to play around a little, see what you like :) .
Good idea! But, what if there's ability to destroy railroad? One team will use the train as a respawn point, and you can get it to any place where will be railroad. Of course, if it isn't destroyed...
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map Audit] Operation Ghost Train PR:V

Post by lucky.BOY »

hIf im not mistaken, he canonly audit it, meaning he can change only CPs, cap order, and factions and vehicles. He cannot change anything else, right? That would be modifying

-lucky
AfterDune
Retired PR Developer
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Re: [Map Audit] Operation Ghost Train PR:V

Post by AfterDune »

Yes.

7chars
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Sgt. Mahi
Posts: 984
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Re: [Map Audit] Operation Ghost Train PR:V

Post by Sgt. Mahi »

'[R-DEV wrote:Rhino;1578309']Audit yes, Modify NO.
Noted
'[R-Dev wrote:Rhino'] TW that green attack rout will not work at all well with OGT.

Yeah I was just playing around with the capture points.. Nothing final there.
'[R-DEV wrote:Afterdune']Flags and gamemodes
This is pretty much the setup of the original. You might want to add a little variation to it, to make the map a bit more "unpredictable". It's only a small map, but it could be done:

Make Train and Trenches "random", so only one of them will spawn.
Could maybe do the same to Tunnel and Temple, but not too sure how that will work out.
Yeah I was thinking the same thing. Just to be clear... I'm not allowed to add new capture points right? Only change the capture orders for the ones that already exist?
'[R-DEV wrote:Afterdune']For an alternative layer, you could go for a "push" style of gameplay, where one force is constantly attacking, while the other is constantly defending. Make a "route" (using AASv3, AASv4 won't do much here), then make it so that each flag can only be captured by team x. That may be nice to see.


Vehicles
Regarding vehicles, you may be able to put patrol boats in the river. A Sampan for NVA/VC, PBR/Swiftboat for US (unless you want another force instead of US of course).

Would be good for each force to have a truck or something, so they can build some FOs. And a light jeep would be alright. If US, you could give them a logistics APC instead of a truck. It's not armed btw.

Don't think we should put any other vehicles on the map, since the map should be focussed around infantry I reckon.


Feel free to play around a little, see what you like .
Alright.. Thank you for that input Afterdune.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Map Audit] Operation Ghost Train PR:V

Post by Wakain »

I've been thinking about that pushmode too, could be very interesting here
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map Audit] Operation Ghost Train PR:V

Post by dunem666 »

so, ghosttrain for PRV?

surely it wont work, as

1. its not a vietnam map
2. in the vietnam war, ther were NO railway lines.
3. i dont think the map is suitable to a vietnam gamemode, however good PRv will be.
4. bring OGT back to normal PR build, there was nothing wrong with the map, always had a good game

OGT was deffiatly the biggest mistake being taken out of PR.
dunem
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Arc_Shielder
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Re: [Map Audit] Operation Ghost Train PR:V

Post by Arc_Shielder »

If this map can't be modified then I see no point in adding it. Aesthetically it just doesn't look accurate.

Rhino certainly has his reasons but better to have his map slightly changed for a purpose than gaining dust on a shelf. The very least he could design the changes himself for Mahi to follow. And sort of a cooperation when regarding to the display of flags, gamemode, assets and stuff.
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