[Map] Umm Qasr (4km) [WIP]

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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

[Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Name: Umm Qasr (final)
:shocked: Download : https://www.dropbox.com/s/e1lbwsdep8xhnmg/uq_v6.rar
pass: test
Location: southern Iraq, south of Basrah
Size: 4km
Factions: AAS v4: MEC vs GB
INS : MEins vs GB
Gamemodes: AAS STD(jets);AAS ALT(CAS helicopters) ;INS STD(no CAS); INS ALT(still in project).
Reference:
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The map will be slightly different from the refference, as Ive added some flags for the sake of gameplay :D

SS updated on following pages.
Advice is more than welcomed.

Update Jun 2013:
*Added 64 INS STD ,
*rearranged some enterable buildings(they were stacked together, now thay are a bit spread out)
*Updated AAS routes for std and alt layers
*Insurgency: - boosted the INS assets -pickup kits - CE, RPG, PKM, Marksman, Sniper;
- combat vehicles -SPG, 50cal, bombcars/trucks
- civilian assets: bikes and cars:still need an slight increase in number due to map size(4km)
- increased cache number

Minimap(latest version):

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STD Layer atack routes, if anyone is curious(ignore terrain LM error, its fixed already)
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Some Screenshots(note that lightmapping is not done at all, thats why buildings are very bright:
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Last edited by pr|Zer0 on 2015-07-15 05:26, edited 42 times in total.
Reason: new map build dld link
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Umm Qasr(4 km) [WIP]

Post by dtacs »

Looks great. I suggest you change the docks so it isn't a clone of the ones on Muttrah, Beirut and Marlin. Try different wharves, multiple or sunken ships, an oil-ship transfer facility (this IS Iraq) or a local village near it to either house the workers, or to provide a micro-economy with cafes and shops.

Also, be sure that it doesn't become too similar to Burning Sands, keep it as unique as you can. Good luck, provide updates when you can :)
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: [Map] Umm Qasr(4 km) [WIP]

Post by Spush »



:razz:
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Umm Qasr(4 km) [WIP]

Post by Pvt.LHeureux »

If you really consider insurgency mode, you should put some outside villages and other points of interest to fully use the 4km map.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

As soon I finnish with large interest areas(docks,city,refinery,oilfields bunkeres etc),wich require a lot of work, ill add some more control points(like small villages,fishing ports etc) in order to comply with AAS v4 and also to make a 4km INS layout playable for both sides.
I must also add Im in Iraq now with my job, and map progress slowly,considering i work 2hrs/day on this map,so bear with me. As a foot note, ill edit first post in order to provide good quality SS for main areas (Umm qasr docks are totally different from Muttrah btw, but its not your fault...screenies are not relevant).
Stay put and see ya all soon.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Umm Qasr (4km) [WIP]

Post by lucky.BOY »

Is the water final? ON the minimap its really different from the reference, and frankly I like the shape of water much more in the ref...

-lucky
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

water, frankly, is a waste of space IMO if you dont have an water base(like carrier or island)...and only a part of the river was included, and even that part was reduced. If you check 4 km maps,any of them, you'll see the water is only in verry small % of the map. Space is needed for gameplay.
On topic, refference layout is a no-go because of the choke points on the upper half of the map.
Layout will be as same as one on minimap.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rudd »

Including a body of water does have advantages, you can dump the colour textures etc undearneath if its large enough, saving memory to reduce chances of client crashes etc.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Umm Qasr (4km) [WIP]

Post by Rhino »

[R-DEV]Rudd wrote:Including a body of water does have advantages, you can dump the colour textures etc undearneath if its large enough, saving memory to reduce chances of client crashes etc.
the body of water has to be deep enough not to warrant any transparency in the water and large enough to cover an entire terrain patch. If that's the case then the editor will do this automatically but unless Payne is going to go miles off his reference, he's not going to have a body of water larger enough to do this even for one patch.
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Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: [Map] Umm Qasr (4km) [WIP]

Post by Web_cole »

Payne wrote:Gamemodes: AAS v4(will consider insurgency after AAS is completed)
It doesn't seem to me like tacking on Insurgency as an afterthought works very well, a la Operation Marlin. I would think if you do want to have both Ins and AAS you should design the map from the ground up in such a way that it works well for both.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Umm Qasr (4km) [WIP]

Post by lucky.BOY »

Water brakes up the uniformity of the map, giving you another scenery to fight in, and you dont need to put any statics in water, so you can save static count for other areas (though desert serves about the same purpose, so this is not that valid).

However, you are right with those choke points, and above all this is your map, so its up to you to decide what you want it like. I will look forward to it in PR ;-)

-lucky
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: [Map] Umm Qasr (4km) [WIP]

Post by Vista »

Map looks good.

But if you are going to do INS, please consider lowering the assets, or (the option that I like to most :D ) balance it for the INS so that we can use the assets!!!
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Assets loadout will NOT be entirely my call...if,on later stages, map is suitable for PR, dev team will have the final word on assets load...i think.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [Map] Umm Qasr (4km) [WIP]

Post by pr|Zer0 »

Some SS's on Umm Qasr city area and?f course, ever present bunkers area :D
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Last edited by pr|Zer0 on 2012-01-06 10:49, edited 8 times in total.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Umm Qasr (4km) [WIP]

Post by dtacs »

'Port Authority'
'Border Crossing'
'have no fucking clue'

lolol
Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: [Map] Umm Qasr (4km) [WIP]

Post by Xander[nl] »

I'll post this here as well so perhaps a dev could comment:
Are the armies definitive? It might be really cool to switch to USMC (or keep Brits and just use an Essex) and have them assault from a carrier. Think of it as Muttrah and Jabal combined. MEC would have some spawn points in the city but without any supplies or assets. They'd have to try and hold out with what they've got as long as possible untill reinforcements arrive.

Once the initial assault is over and the Marines have secured the harbor, heavy assets could be made available in a main base (a landing zone on the beach). Kind of like the airfield flag for the Germans on Silent Eagle.

So after a first 20-40 minutes of air/sea borne assault, the real battle starts with both armies bringing in heavy armor (and/or air) support. This would make it a truly unique map, instead of 'just another one'.
If any of you played BF3's Kharg Island on Rush mode, you'll know what I mean and how awesome this could be.
*prays its possible*
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ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: [Map] Umm Qasr (4km) [WIP]

Post by ryan d ale »

So far your map is very interesting.

I know it is still in early development but at the moment it looks like you intend to make the map smaller (lots of free space available).

Anyway, if you want a tip for the flag name... maybe industry or shipyard (with it being next to the docks).

Looks interesting if this can be completed.
Project Reality's Unofficial Self-Appointed Anti vehicle mufti
Over 8 years and still not banned ;)
Obligatory Epic Forum Quote (QFT + LOL)
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Indy Media
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Umm Qasr (4km) [WIP]

Post by Arc_Shielder »

Looks nice, keep it going. ;)
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AK47 WARRIOR
Posts: 456
Joined: 2011-07-27 16:08

Re: [Map] Umm Qasr (4km) [WIP]

Post by AK47 WARRIOR »

OP Ya better put the Marines because The video That spush has posted feauteres us Marines fighting Iraqi Army forces & possible Fedayyen So i recommend you put MEC Too other than that keep it up
Your the BMP 2 WARRIOR No one stands in your wat
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Umm Qasr (4km) [WIP]

Post by AFsoccer »

Some quick suggestions:
  • When placing walls (or fences, sidewalks, etc.), try to use the longest piece possible that fits. So instead of 5 x 10m wall sections to fit a 50m length, use 1 x 40m and 1x 10m.
  • Most of your ground textures look too large scale. Play around with the scale in the tweaker bar to make the stones smaller, etc.
  • Flat cities are easier to create, but it sure is nice to have some variation in elevations.
  • You grass looks so long that players may try to hide in it, not knowing that it doesn't render at distance so they can be seen by a vehicle or sniper 200m away.
Keep at it and don't feel rushed. You have to "feel" the area as you create it or else it will end up artificial.
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