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

Maps created by PR community members.
Locked
waldov
Posts: 749
Joined: 2012-06-26 04:01

Re: [Map] Assault on Grozny (2km) [WIP]

Post by waldov »

X-Alt wrote:The BMP-1 green IIRC like the Russian BMP-2, so it will blend. Use the Tunguska as it would not stick out in the environment and has the same function. A set of Technicals to spice it up would also be nice. I found a Russian BMP-2 with Fagot ATGMs on top laying around in the files, but the old BMP-1P feels a bit more special and it functions better against armor. Since the Chechen rebels\Militia are unconventional forces, they could very well have found the vehicle abandoned and used it still in disguise.

Russian Forces:
2 x Transport truck
2 x Logi truck
2 x BTR80
2 x BMP-2 (non-ATGM version)
1 x BMP-1
1 x T-90 (no respawn)
1 x 9K22 (+ respawn time)
1 x UAZ, KORD UAZ, or BRDM-2 unarmed

Chechen Forces:
2 x Logi truck
10 x Civi Car
2 x DSHkM Technicals
2 x support car (militia unarmed pickup)
1 x Zastava van
1 x Transport truck
1 x BTR60
1 x BRDM-2 ATGM (+ respawn)
1 x BMP-1
1 x T-62 (no respawn)
I like this layout, maybe minus the BTR-60 for the Chechen rebels. Remember you have to add to the Chechen side that they are defending which is a major advantage in itself and even more so in an in-depth built up urban area (no armor just sitting on the outskirts racking up kills like in Insurgency). The environment they are fighting in will allow the defenders to effectively utilize there HAT kits, LAT kits, Recoiless rifles, IEDs, Mines and generally make life difficult for Russian armor. Supplement this with a T-62, BMP-1 and a BRDM-2 ATGM and it seems like a more then fair battle to me, but only testing will tell for sure.

Also just curious is there any plans for an Alt layer with a Mi-24?
Image
Kerryburgerking
Posts: 408
Joined: 2011-11-01 10:42

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Kerryburgerking »

[R-DEV]Rudd wrote:BMP1 does have a AGTM on top of the barrel, looks like a firework :)

but there isn't a Russian version

unless someone reskins all the militia vehicles you cannot have BMP1s on both teams or you'll not be able to tell the difference, best thing would be to reskin the BMP1 which is probably very easy to do if we still have the PSDs
What about the SAA one which we saw on the Sbeneh test event?
Mean, green and unseen!
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: [Map] Assault on Grozny (2km) [WIP]

Post by X-Alt »

waldov wrote:I like this layout, maybe minus the BTR-60 for the Chechen rebels. Remember you have to add to the Chechen side that they are defending which is a major advantage in itself and even more so in an in-depth built up urban area (no armor just sitting on the outskirts racking up kills like in Insurgency). The environment they are fighting in will allow the defenders to effectively utilize there HAT kits, LAT kits, Recoiless rifles, IEDs, Mines and generally make life difficult for Russian armor. Supplement this with a T-62, BMP-1 and a BRDM-2 ATGM and it seems like a more then fair battle to me, but only testing will tell for sure.

Also just curious is there any plans for an Alt layer with a Mi-24?
Like this?

AAS64
Russian Forces:
3 x Transport truck
2 x Logi truck
2 x BTR80
2 x BMP-2 (non-ATGM version)
1 x BMP-1
1 x T-90 (no respawn)
1 x 9K22 (+ respawn time)
1 x UAZ, KORD UAZ, or BRDM-2 unarmed

Chechen Forces:
2 x Logi truck
10 x Civi Car
2 x DSHkM Technicals
2 x support car (militia unarmed pickup)
1 x Zastava van
1 x Transport truck
5 x Strategically placed Zis-5 field guns
1 x BRDM-2 ATGM (+ respawn)
1 x BMP-1
1 x T-62 (no respawn)


AAS128 (if Ason chooses to allow such)
5 x Transport truck
2 x Logi truck
2 x MTLB NSVT
1 x BTR60
2 x BMP-2 (non-ATGM version)
1 x MTLB Sthurm
1 x T-90 (no respawn)
1 x 9K22 (+ respawn time)
1 x UAZ, KORD UAZ, or BRDM-2 unarmed
2 x Mi-24 (one with the GSH/AT and other with the Gunner Autocannon)
1 x Mi-8 Hip

Chechen Forces:
2 x Logi truck
12 x Civi Car (scattered around map)
4 x DSHkM Technicals
3 x support car (militia unarmed pickup)
1 x Zastava van
3 x Transport truck
5 x Strategically placed Zis-5 field guns
1 x BRDM-2 ATGM (+ respawn)
1 x BMP-1
2 x SA-9 Gaskin
1 x T-62 (no respawn)
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: [Map] Assault on Grozny (2km) [WIP]

Post by LITOralis.nMd »

need more Zastava vans.
Every map needs more Zastava vans.


Ason I'm really happy to see you get to the point where the fanboys are all arguing over assets and flag layouts, I'm eagerly awaiting the testing events.

IMHO, until we see how the wide boulevards in the area of the dense urban apartment blocks affect the effectiveness of the Russian armor, it's hard to tell how to balance the map.
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[quote=""'[R-DEV"]Rudd;2005035']unless someone reskins all the militia vehicles you cannot have BMP1s on both teams or you'll not be able to tell the difference, best thing would be to reskin the BMP1 which is probably very easy to do if we still have the PSDs[/quote]

Remember, both sides had vehicles from the "same" army, but I understand :)

[quote="waldov""]I like this layout, maybe minus the BTR-60 for the Chechen rebels. Remember you have to add to the Chechen side that they are defending which is a major advantage in itself and even more so in an in-depth built up urban area (no armor just sitting on the outskirts racking up kills like in Insurgency). The environment they are fighting in will allow the defenders to effectively utilize there HAT kits, LAT kits, Recoiless rifles, IEDs, Mines and generally make life difficult for Russian armor. Supplement this with a T-62, BMP-1 and a BRDM-2 ATGM and it seems like a more then fair battle to me, but only testing will tell for sure.

Also just curious is there any plans for an Alt layer with a Mi-24?[/quote]

Yeah, minus BTR-60. I also have a feeling it will turn out like you say. No armor on outskirts because of the fog limiting the view (and other things like trees blocking view etc) I'm trying to give Militia only vehicles that can counter armor, so T-62, BMP-1, BRDM-AT to balance it. I don't think there is need for giving them that many anti-infantry assets. It stills remains to see in testing phase how it will turn out, like Lito says :)

My original plan was to have helis in the map (especially the awesome Mi-24), but due to pavements z-fighting like crazy I can't use them, unless there is a way to fix that. You only see z-fighting when in heli, not in UAV.
X-Alt wrote: 5 x Strategically placed Zis-5 field guns
I have placed one of these in the city so far, but I'm not really sure if they are a good idea or not.
I think the AAS64 will turn out almost like you suggest, only there will be no technicals.
Civi Car (scattered around map)
I'm not sure but I think I read a discussion about this and as I remember the devs came to the conclusion that it's not a good idea to place them around the city because blufor can kill them which means ticket loss, but I'm not sure maybe it was just in my head.
need more Zastava vans.
Every map needs more Zastava vans.
I might add one or two extra, I mean why not :P

Btw does someone know if the tank-sound bug still happens with VD below 600 or was that fixed?
Last edited by Ason on 2014-05-13 11:46, edited 2 times in total.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: [Map] Assault on Grozny (2km) [WIP]

Post by X-Alt »

Ason wrote:Remember, both sides had vehicles from the "same" army, but I understand :)



Yeah, minus BTR-60. I also have a feeling it will turn out like you say. No armor on outskirts because of the fog limiting the view (and other things like trees blocking view etc) I'm trying to give Militia only vehicles that can counter armor, so T-62, BMP-1, BRDM-AT to balance it. I don't think there is need for giving them that many anti-infantry assets. It stills remains to see in testing phase how it will turn out, like Lito says :)

My original plan was to have helis in the map (especially the awesome Mi-24), but due to pavements z-fighting like crazy I can't use them, unless there is a way to fix that. You only see z-fighting when in heli, not in UAV.


I have placed one of these in the city so far, but I'm not really sure if they are a good idea or not.
I think the AAS64 will turn out almost like you suggest, only there will be no technicals.


I'm not sure but I think I read a discussion about this and as I remember the devs came to the conclusion that it's not a good idea to place them around the city because blufor can kill them which means ticket loss, but I'm not sure maybe it was just in my head.


I might add one or two extra, I mean why not :P

Btw does someone know if the tank-sound bug still happens with VD below 600 or was that fixed?
600 VD was for Helis IIRC and Dovre works fine with APCs on 600vd
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

With helis it's worse because they move fast, try a shorter VD for your playtest if you are worried
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

viewdistance is currently 550.
I'm thinking of this:
https://www.realitymod.com/forum/f354-c ... d-bug.html
Tanks and all large tracked vehicles

If your map doesn't have a view distance of at least 600m, you will have the sound bug with tanks and other large tracked vehicles. Hence, players will hear invisible tracked vehicles all over the map.
So the question is if this has been fixed or if it still applies.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rudd »

afaik that guidance was made a long time ago and since then there have been changes to how we do sounds, each map gets its own sounddistances calculated by an automatic script that ancientman made

now, this isn't perfect as we all know - particularly with helicopters, but it might mean you can get away with it

especially with only 50m difference, I think it's worth trying
Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Amok@ndy »

unsticked that thread and marked with outdated
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

nice :) Is it possible to copy my PR_edit folder to another computer and simply start mapping or do I need to set it up from scratch ? I have borrowed my brothers computer to make the lightmaps and it would be great if I wouldn't have to redo the entire " editor set up" part.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Assault on Grozny (2km) [WIP]

Post by sylent/shooter »

As long as you install bf2 and have the editor.exe pointing to the right folder you can just copy it and start working on. My PR_edit is on my external hard drive so I can use any computer anywhere and still work on it... Like the university library, or the office. XD

Killing the enemy sylently
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

[R-CON]sylent/shooter wrote:As long as you install bf2 and have the editor.exe pointing to the right folder you can just copy it and start working on. My PR_edit is on my external hard drive so I can use any computer anywhere and still work on it... Like the university library, or the office. XD
Great :D That's smart, why don't I have an external hard drive?:'(

EDIT: I may have asked this before but is there any tutorial on how to create insurgency gamemode?
Last edited by Ason on 2014-05-14 17:09, edited 1 time in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Assault on Grozny (2km) [WIP]

Post by sylent/shooter »

I don't believe there actually is.

Basically though, they work just like any other objectspawner.

Just make tons of object spawners that have their vehicles as the caches, all connected to the correct CP ID which would be the main flag of the INS (or whoever would be the OPFOR).

Check the GPO of other INS maps to show what they did with the spawning times and everything.

But apart from that, the python code handles the rest.

Killing the enemy sylently
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

Okok, thanks Sylent.

Could someone explain how to finish my roads? When I have set all road prios and stuff, should I clear some roads folder(?) and then "build all final roads" ? And should this be done before lightmaps?
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Amok@ndy »

roads dont effect lightmaps at all
Image
User avatar
Hokunin
Retired PR Developer
Posts: 605
Joined: 2009-11-02 09:23

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Hokunin »

Russian faction would soon update their woodland flora cammo to digital cammo(i almost finished working on it). What would pr dev do about cammo on this map? I believe it would be overkill to create the copy of russian faction files with old cammo in game directory just for this map...
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

I don't think it matters that much, the current camo isn't exactly what they had back then either(atleast to me it doesn't look like it).
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Rhino »

Hokunin wrote:Russian faction would soon update their woodland flora cammo to digital cammo(i almost finished working on it). What would pr dev do about cammo on this map? I believe it would be overkill to create the copy of russian faction files with old cammo in game directory just for this map...
You could just clone the solider models and get the clones to use the old camo texture, then tell the map to use the soldiers with the old camo over the new.

Same goes for kits too.
Image
User avatar
Ason
PR:BF2 Developer
Posts: 1749
Joined: 2012-10-22 10:29

Re: [Map] Assault on Grozny (2km) [WIP]

Post by Ason »

EDIT: nvm.
Last edited by Ason on 2014-05-16 22:01, edited 1 time in total.
Locked

Return to “Community Maps”