3 Vietnam Map Ideas/Planning

General discussion of the Project Reality Vietnam modification.
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SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

3 Vietnam Map Ideas/Planning

Post by SIDEKILL3R »

Ok guys i am planning on making 3 new Vietnam maps. base off of the classic BFV maps they will be 4km maps for each. I am still a newbie as making maps still learning but i got most of it down pack and ready for a challenge and hoping this can one day be included in PR one day so wish me luck.



1. Operation Hastings - 4km

Image (big version here: http://i.imgur.com/FyD5sJi.jpg)
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US
2 NAM ERA Flamethrower Tanks
4 Transport Hueys
4 PBR Boats
1 CAS Huey


NVA
2 NVA Tanks
4 Transport Trucks
3 Logis
4 Boats



Game Warden - 4km

Image (big version here: http://i.imgur.com/jUfQyNp.jpg)
---------------------------------------------------------------------

US
2 Cas Hueys
3 Trans Hueys
6 PBR boats

NVA
3 NVA TANKS
4 Boats
4 Transport Trucks
3 Logis


Flaming Dart - 4km

Image
----------------------------------------------------


US
5 Trans Hueys
2 Cas Hueys
1 Jet
6 PBRs

NVA
3 NVA Tanks
5 Transport Trucks
4 Logi Trucks
4 Boats
Last edited by AfterDune on 2014-08-23 13:57, edited 6 times in total.
SIDEKILL3R
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Re: 3 Vietnam Map Ideas/Planning

Post by SIDEKILL3R »

i posted pics but they are not showing up :(
B2P1
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Re: 3 Vietnam Map Ideas/Planning

Post by B2P1 »

Upload the pictures to imgur and then copy the BBCode.
AfterDune
Retired PR Developer
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Re: 3 Vietnam Map Ideas/Planning

Post by AfterDune »

You were trying to embed a webpage as an image, that's why it didn't work :) . I made some tiny changes, so images now do show up.

Quite hard to make 3 maps to be honest. Best to pick just one of them and focus all your attention on that. And a 4km is also quite hard to make, remember that's 16 times bigger than a 1km map ;) .

But go ahead, make it happen. I wish you all the best!
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Raphavenger
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Re: 3 Vietnam Map Ideas/Planning

Post by Raphavenger »

looks nice, good luck ;)
Rhino
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Re: 3 Vietnam Map Ideas/Planning

Post by Rhino »

On top of what AD has said, you may also want to look into making more realistic versions of these maps than the ones EA/DICE has made which don't really represent the real historical events or locations they share the names of, and their gameplay concept wont necessarily work so well with PR's gameplay as a more realistic layout.

Op Hastings for one example:
Image
Image
SIDEKILL3R
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Re: 3 Vietnam Map Ideas/Planning

Post by SIDEKILL3R »

'[R-DEV wrote:Rhino;2030520']On top of what AD has said, you may also want to look into making more realistic versions of these maps than the ones EA/DICE has made which don't really represent the real historical events or locations they share the names of, and their gameplay concept wont necessarily work so well with PR's gameplay as a more realistic layout.

Op Hastings for one example:
Image
Well since you stated that I might scrap those ideas and start looking at US army operations in Vietnam pick the one that best for me get sat maps and go on from that thanks Rhino
Dooties
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Re: 3 Vietnam Map Ideas/Planning

Post by Dooties »

Operation Hastings looks great!
[img]http://i.imgur.com/EBKZ59w.png[/img]
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Nightingale
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Re: 3 Vietnam Map Ideas/Planning

Post by Nightingale »

I hope this doesn't seem like hijacking the thread, but I have a question for a veteran map maker, since I also want to make a Vietnam map, and it looks like this might be very relevant to you as well Sidekiller. Are 4km jungle maps (with helicopters) doable? What about if there are no aircraft? Is there an absolute limit to the number of trees/bushes that can be in a map?
Rhino
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Re: 3 Vietnam Map Ideas/Planning

Post by Rhino »

4km jungle or forest maps are pretty tricky to say the least.

There is no real limit on the amount of overgrowth objects you can have per se, but at some point, can't remember the exact number, if you have too many OG objects then not all of them will cast shadows on the terrain. This however can be overcome in a few ways, best of which would be to import all the statics, overgrowth and terrain into 3DsMax and do the lightmaps in there but that is pretty technical.

On top of that you have the issue of performance, with if you have lots of trees in a players view, then that is going to decrease FPS for many players. Simplest solution to this problem is to lower the View Distance of the map but in doing so you can't really have aircraft on the map, maybe choppers if its not too low but anything under 800m you can say bye to fast jets, which ideally need over a 1km VD to function well. Choppers its something like 500m minimum but again, the higher the better for both the choppers and the players on the ground trying to shoot them.
Another simple solution that is normally taken is to make the jungle/forest seriously thin but having each tree 10m apart looks pretty dumb and not like a forest at all. You can also have lots of clearings to allow areas where you have trees to be more dense but too many large clearings and for a jungle anyways, its not going to look very good either.

There are a few tricks you can use to increase performance, the density of your jungle and the VD of the map and this would be to only use the large to medium trees in your overgrowth to create the main canopy and emergence layers. Then to fill the under under canopy and shrub level / forest floor, you used the small trees and bushes as just normally placed objects, mixed in with quite a bit of undergrowth too to add even more close up detail, but also on top of having all the small trees and bushes placed as normal objects, you would need them coded to "cull" pretty quickly for the most part so they only drew upto a few hundred meters, depending on there size so you would only render them once you are basically inside the forest. You would also not have to technically place them by hand, you can place them in a few ways, simplest is with the overgrowth tool, separate from your main trees, and then convert them normal objects although you will need to watch out for bad placement, mainly with the small trees growing inside/through the large trees. You would also want to do a second overgrowth layer with medium to small trees/bushes in it, possibly a few large to go around the outskirts of your jungle/forest edge where the trees would generally be smaller anyways, so that when players peek into the jungle from outside it, they don't see an empty under canopy due to all the objects inside placed as objects being culled really quickly, but you would only use this around the edges of your jungle and inside all the objects would just get culled quickly :D
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I've yet to see anyone attempt the last idea of making the under canopy normally placed objects since its kinda tricky to pull off but I believe this would be the best way to make a jungle or forest in BF2 with the best performance.
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Nightingale
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Re: 3 Vietnam Map Ideas/Planning

Post by Nightingale »

Okay wow that is tricky. Since 4km maps are required to have 800m+ view distances to be included in PR, I guess your way is the only acceptable way to make a 4km jungle map then. I'll be sticking to 2km since I'm only a beginner but thanks for the post Rhino.
Last edited by Nightingale on 2014-09-07 05:24, edited 1 time in total.
Stoner63
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Re: 3 Vietnam Map Ideas/Planning

Post by Stoner63 »

One of my favorite maps Landing Zone Albany and Hue from EA/DICE BFV look like historical accurate maps.

they're good simple maps and well balance.

Cheers!
Rhino
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Re: 3 Vietnam Map Ideas/Planning

Post by Rhino »

Just picking on Hue as I'm not sure about the other :p

BFV version:
Image

Real one:
Image

Its again just very roughly based on the real hue and it also doesn't take into account any of the battles south of the river. Pretty good documentary here on Hue:
BTW making a decent Hue for PR:V would be pretty hard since it would really require a lot of new statics.
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Max_
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Re: 3 Vietnam Map Ideas/Planning

Post by Max_ »

Not so long ago I saw a post about Sunset City and how bad it was. It gave an idea for a Vietnam map.
I don't how, but it did. So I downloaded an old version of PR, took Sunset City and start playing with it in the Editor.

And this is where I am with it.
Image
0 = Small vilages
0 = NVA camps

I wanted to wait for talking about it because it looks really bad in this stage with the weird Purple/Green ground texture.

The city is like a really tiny version of Hue.
Nightingale
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Re: 3 Vietnam Map Ideas/Planning

Post by Nightingale »

hey max, can you PM me a screenshot of what your map looks like in the editor? I'm curious to see it now. :p

You too, Sidekiller!
SIDEKILL3R
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Re: 3 Vietnam Map Ideas/Planning

Post by SIDEKILL3R »

I have been working a lot now, got a new job and its taking a lot of my free time now plus i have a hyper little girl. When i do get some time to myself i will start on these maps i want to map. (i understand what the DEVs mean about RL and making PR2 BF2 :P R now)
Hitman.2.5
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Re: 3 Vietnam Map Ideas/Planning

Post by Hitman.2.5 »

max nice wrote:Not so long ago I saw a post about Sunset City and how bad it was.
Think that was bad? Try hills of hamyong. (Was still fun though, possible Hill 937 map though...)
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