[Map] Assault on Grozny (2km) [Released]

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Zemciugas
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Re: [Map] Grozny (2km) [WIP]

Post by Zemciugas »

Pvt.LHeureux wrote:Yeah it's the other way around :razz:

They make that to make water flow through the fields.

Image
I really doubt that it looks anything like that. Chechnya isn't Africa where there's a water shortage so there's no need for such ditches for water. It's just simple fields with not much around them. You can even load up Grozny in google maps and look around and there are no such ditches visible, it's just fields with roads around them. Roads are almost all the time elevated, sometimes up to 2 and more meters if it's near a lake or a river that gets flooded after every winter. If anything, Mrslobodan did it correct with a small hill around, add a few bushes and lone trees and should be good imo.

There aren't many pictures of how they look but these might give a better idea.

http://evencolderthanbefore.files.wordp ... =450&h=337
http://farm2.staticflickr.com/1002/1303 ... 4155f7.jpg
http://1.bp.blogspot.com/-BOFXzofyCCU/T ... +after.JPG
http://4.bp.blogspot.com/_EZMGVwURo3M/S ... 702135.jpg
http://ideas4sustainability.files.wordp ... lvania.jpg
http://s0.geograph.org.uk/geophotos/01/ ... f3f598.jpg
http://img.radio.cz/pictures/r/zemedelstvi/pole2.jpg
http://2.bp.blogspot.com/-YkLHEzRiycQ/U ... 179080.jpg
http://cdn2.vtourist.com/15/6452508-Mil ... onetsk.jpg

Also if you want to break the flat landscape, add one or two very small rivers, they are usually completely covered in grass, bushes and trees and have small footbridges over them, just like in the pictures. Most of the time they are narrow enough to simply jump over and you can reach the bottom while standing in one. And there's rarerly any rocks in them.

http://3.bp.blogspot.com/_EhTXU7jVPa8/T ... G_0088.JPG
http://www.colourbox.com/preview/215285 ... dy-sky.jpg
http://image.shutterstock.com/display_p ... 926356.jpg
http://media.snimka.bg/6792/019838920.jpg
Last edited by Zemciugas on 2013-03-28 13:28, edited 3 times in total.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Zemciugas wrote:I really doubt that it looks anything like that. Chechnya isn't Africa where there's a water shortage so there's no need for such ditches for water. It's just simple fields with not much around them. You can even load up Grozny in google maps and look around and there are no such ditches visible, it's just fields with roads around them. Roads are almost all the time elevated, sometimes up to 2 and more meters if it's near a lake or a river that gets flooded after every winter. If anything, Mrslobodan did it correct with a small hill around, add a few bushes and lone trees and should be good imo.

There aren't many pictures of how they look but these might give a better idea.

http://evencolderthanbefore.files.wordp ... =450&h=337
http://farm2.staticflickr.com/1002/1303 ... 4155f7.jpg
http://1.bp.blogspot.com/-BOFXzofyCCU/T ... +after.JPG
http://4.bp.blogspot.com/_EZMGVwURo3M/S ... 702135.jpg
http://ideas4sustainability.files.wordp ... lvania.jpg
http://s0.geograph.org.uk/geophotos/01/ ... f3f598.jpg
http://img.radio.cz/pictures/r/zemedelstvi/pole2.jpg
http://2.bp.blogspot.com/-YkLHEzRiycQ/U ... 179080.jpg
http://cdn2.vtourist.com/15/6452508-Mil ... onetsk.jpg

Also if you want to break the flat landscape, add one or two very small rivers, they are usually completely covered in grass, bushes and trees and have small footbridges over them, just like in the pictures. Most of the time they are narrow enough to simply jump over and you can reach the bottom while standing in one. And there's rarerly any rocks in them.

http://3.bp.blogspot.com/_EhTXU7jVPa8/T ... G_0088.JPG
http://www.colourbox.com/preview/215285 ... dy-sky.jpg
http://image.shutterstock.com/display_p ... 926356.jpg
http://media.snimka.bg/6792/019838920.jpg
Thanks alot for those pics man!
I think I will try to mix it up a bit, some places will have a bit lowered ground and some will be the way I have them. The river idea is good, the only problem is with BF2 you must have the same level for the water over the entire map, and since I'm doing alot of bomb craters and stuff they will also get filled with water If I try to make small rivers, only way to do it as far as i know is to lower the entire area around where the river will be. But i will keep it in mind, maybe I will try to do it :)
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

gx wrote:fence_corrugated_3x24m_broken
Do you know where to find it? Because it's not where every other corrugated fence is, atleast not for me :P Is there a way to search for statics in the editor or could you give me the path?
derg
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Re: [Map] Grozny (2km) [WIP]

Post by derg »

You can simply press the little blue +-Button in the resources browser and use "Find Resource".
The object you are looking for is located in /common/destroyableobjects/

EDIT: to actually find a resource, you have to enter the exact name of the object you are looking for.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

dergammla wrote:You can simply press the little blue +-Button in the resources browser and use "Find Resource".
The object you are looking for is located in /common/destroyableobjects/

EDIT: to actually find a resource, you have to enter the exact name of the object you are looking for.
Ahh nice, thanks!
sylent/shooter
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Re: [Map] Grozny (2km) [WIP]

Post by sylent/shooter »

You dont have to have the water raised if you make a stream. There are two options. Say it just rained and the craters have some water in them and use the sea level for the streams. Or two, use water planes for the streams. And I'm pretty sure that the fence you are looking for is in common/fences or something like that

Killing the enemy sylently
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-CON]sylent/shooter wrote:You dont have to have the water raised if you make a stream. There are two options. Say it just rained and the craters have some water in them and use the sea level for the streams. Or two, use water planes for the streams. And I'm pretty sure that the fence you are looking for is in common/fences or something like that
Alright, are the waterplanes like flat water which you place just like other statics?
sylent/shooter
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Re: [Map] Grozny (2km) [WIP]

Post by sylent/shooter »

Yes waterplanes are basically meshes of water. Same way to place them as other statics.

Killing the enemy sylently
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

Mrslobodan wrote:Alright, are the waterplanes like flat water which you place just like other statics?
yes exactly, the downside of using them is that they require lightmapping, this and other things add to performance load. However there are many sizes available and if you have a modeller helping you, you can even make custom ones to be super efficient for your map.

Though as long as you aren't using loads of qinling sized water planes, you'll be fine so no worries.

Re the fields discussion, it all depends on what Grozny is like IRL.

canals/water dykes are for 2 reasons - water supply or water drainage.

E.g. my 'hometown' is very close to sea level, so the priority is drainage, water needs to flow from the fields to outlets or the crops will be drowned and will not grow. Therefor there are loads and loads of dykes that are connected to emergency pumping stations in case of flooding.

Whereas where I am now in Southern England has hills, so fields don't need drainage at all, instead field edges are defined by how water runs off the land, how long the field has been ploughed and also by hedgerows - which all tend to lead to slight hills on field edges as you've tried to simulate in your screens.

My advice, just make it logical; this isn't project agriculture, so just try and match each area to a RL screenshot. If your canal system wouldn't actually work IRL...no one is gonna care much as long as it looks (and PLAYs) ok.


edit, also the advantage of canals over hills ingame is that even on 2k maps you can get terrain morphing. Decreasing terrain high suddenly still morphs...but only helicopters and UAVs can see it :P
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Rudd wrote:yes exactly, the downside of using them is that they require lightmapping, this and other things add to performance load. However there are many sizes available and if you have a modeller helping you, you can even make custom ones to be super efficient for your map.

Though as long as you aren't using loads of qinling sized water planes, you'll be fine so no worries.

Re the fields discussion, it all depends on what Grozny is like IRL.

canals/water dykes are for 2 reasons - water supply or water drainage.

E.g. my 'hometown' is very close to sea level, so the priority is drainage, water needs to flow from the fields to outlets or the crops will be drowned and will not grow. Therefor there are loads and loads of dykes that are connected to emergency pumping stations in case of flooding.

Whereas where I am now in Southern England has hills, so fields don't need drainage at all, instead field edges are defined by how water runs off the land, how long the field has been ploughed and also by hedgerows - which all tend to lead to slight hills on field edges as you've tried to simulate in your screens.

My advice, just make it logical; this isn't project agriculture, so just try and match each area to a RL screenshot. If your canal system wouldn't actually work IRL...no one is gonna care much as long as it looks (and PLAYs) ok.


edit, also the advantage of canals over hills ingame is that even on 2k maps you can get terrain morphing. Decreasing terrain high suddenly still morphs...but only helicopters and UAVs can see it :P
Alright Thanks man. Terrain morphing, is it that at a distance if the terrain is made in steep and "unnatural" angles it will like turn transparent or something at a distance?
Rudd
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Re: [Map] Grozny (2km) [WIP]

Post by Rudd »

Mrslobodan wrote:Alright Thanks man. Terrain morphing, is it that at a distance if the terrain is made in steep and "unnatural" angles it will like turn black/transparent or something at a distance?
yes exactly :)
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Rudd wrote:yes exactly :)
alright :) good to know, thanks!
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Mineral
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Re: [Map] Grozny (2km) [WIP]

Post by Mineral »

sorry m8, I was talking a bit to soon about me being able to make them look destroyed. my code doesn't work ingame :D If anyone is interested in taking a look :
https://www.realitymod.com/forum/f388-p ... d-0-a.html

I'm truly sorry.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

GP_MineralWouter wrote:sorry m8, I was talking a bit to soon about me being able to make them look destroyed. my code doesn't work ingame :D If anyone is interested in taking a look :
https://www.realitymod.com/forum/f388-p ... d-0-a.html

I'm truly sorry.

That's a shame :( But no problem, thank you for trying! Lets hope someone else may be able to find a solution.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

While making the map I always think about gameplay and therefore also how the CP will be set up. My question is:
If I set up my SGID like this:
RU_Base: 1 (Uncappable)

North Airport: 42(Neutral)
Oil-center:42(Neutral)

North City:30(Neutral)

South City:20(Neutral)

Trainstation:12(Militia)
South Hills:12 (Militia)

Mil_Base: -1 (Uncappable)


Will The Militia cap the flag in reverse ID? so they will get attack flag on south city with ID 20?
Last edited by Ason on 2013-03-30 21:15, edited 3 times in total.
Amok@ndy
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Re: [Map] Grozny (2km) [WIP]

Post by Amok@ndy »

first of all you have to turn around the SGIDs if Russian is Blufor (team2), also set the Mil_Base to -1
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

[R-DEV]Amok@ndy wrote:first of all you have to turn around the SGIDs if Russian is Blufor (team2), also set the Mil_Base to -1
Alright done!
Last edited by Ason on 2013-03-30 18:49, edited 2 times in total.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

Updated first post.
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Ason
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Re: [Map] Grozny (2km) [WIP]

Post by Ason »

This is how the river looks under water in the city, will this cause any problems like terrain morphing or something like that? (Still don't fully understand what terrain morphing is and how it affects gameplay etc.)
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rodrigoma
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Re: [Map] Grozny (2km) [WIP]

Post by rodrigoma »

I dont think it will cause you any problems like that but you don't need to make it so deep, the water isn't that transparent over 1 or 2 meters deep

for a good example of terrain morphing and what shouldn't happen is the Kashan hills south of bunkers, sometimes you can see the enemy on the hills from far away but you cant shoot them because they are actually behind the terrain
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