[Map] Operation Fading Reach (2km) [WIP]

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izmash
PR:BF2 Contributor
Posts: 50
Joined: 2015-06-02 20:27

[Map] Operation Fading Reach (2km) [WIP]

Post by izmash »

Hello, I want to show you map that I've been working for a quite some time now.
It supossed to be very summery, bright in oposite to most maps that are dark and foggy. It's not as beautifull as ascheberg, because it was scultpted and painted by hand.

I'm aware of issues with lighting, but it will be fixed before release if dev team approves that map.

Name: Operation Fading Reach
Location: Highlands in southwest poland
Size: (2km)
Factions : GER | POL vs RUS
Game Play Type : It will be focused on infantry mostly, with a few heavier apcs or ifvs

Minimap / Overview concept:

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Screen Shots :

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Download : https://drive.google.com/drive/folders/ ... drive_link

You can download map files that will be used in testing on 11th of november. There is only one temporary layout which is AAS standard with POL vs GER factions.
Last edited by izmash on 2023-11-09 19:38, edited 1 time in total.
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Catmouse
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Location: H8kp1

Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Catmouse »

It looks beautiful to me! Thanks for all your hard work!

Looking forward to give it a spin!
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Ason
PR:BF2 Developer
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Joined: 2012-10-22 10:29

Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Ason »

looks quite good! I would change the scale of the field texture (I believe its colortiling that needs to be set to a higher value and then repaint terrain), also is there only 1 mainbase ?
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Deviro
PR:BF2 QA Tester
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Deviro »

Babe, a new top-tier Dovre-like just dropped!
izmash
PR:BF2 Contributor
Posts: 50
Joined: 2015-06-02 20:27

Re: [Map] Operation Fading Reach (2km) [WIP]

Post by izmash »

Ason wrote:looks quite good! I would change the scale of the field texture (I believe its colortiling that needs to be set to a higher value and then repaint terrain), also is there only 1 mainbase ?
There is bluefor main base in north east side and some sort of deployment base in farm, in south west corner of the map.
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Mats391 »

The layout looks good. Some things we noticed when the minimap was first posted in devteam discord:
  • Where are the main bases? Only the M1 one is kind of obvious
  • The ground texture could use more variation. The map looks very flat and monotone with everything being the same shade of green
  • As Ason said, the fields could be improved
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Mineral: TIL that Wire-guided missiles actually use wire
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TheMerchantOfMenace
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by TheMerchantOfMenace »

Love it, thank you izmash.

Edit: Hope this will eventually make it into the PR map rotation :-)
Rusty_42
PR:BF2 Developer
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Rusty_42 »

  • https://imgur.com/a/dhULFKJ album with comments
  • static is to bright for playtest
  • no ticket bleed
  • 500 tickets is roughly 40 min match, should be close to 60
you can turn off signatures in options
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TheMerchantOfMenace
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by TheMerchantOfMenace »

Hello izmash,

So far, there is only one flag layout?
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Mats391 »

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Why is the south west map so far away from corner? You are wasting an entire grid of map for nothing.
Also the map has 850m view distance. You can shoot into that main base from the forest to the east
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Mineral: TIL that Wire-guided missiles actually use wire
izmash
PR:BF2 Contributor
Posts: 50
Joined: 2015-06-02 20:27

Re: [Map] Operation Fading Reach (2km) [WIP]

Post by izmash »

Hi,
Changes since last time:
-Moved REDFOR Main to the edge
-Placed more trees to cover main bases
-Tweaked sun/sky setting
-Repainted main terrain in some areas (mainly fields)
-Repainted surrounding terrain
-Remade undergrowth
-Sculped terrain to be more bumpy in certain areas (e.g. forests)
-Changed dod areas to be bigger
-Remade flag routes (there are 3 now)
-Fixed many more minor things

I still have problems with baking lightmaps so if Dev team decide to put that map ingame i will need some help with lightmapping.

I will post flag routes later.

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CAS_ual_TY
PR:BF2 Contributor
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by CAS_ual_TY »

looking great
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M.MCC
Iranian Forces Faction Lead
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by M.MCC »

The base in the upper right corner is well adjusted, but the base in the lower left corner should be optimized a little more (just a personal suggestion)
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How many Christmases would it take for Krayt to fulfill all the things on our wish list?XD
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Mats391 »

Can you post overview with combat zones? As MCC mentioned, bot left mainbase looks still very open and might cause issues with ATGM camping.

The colormap for fields looks better, but some of those fields do look rather small to me. Is it like that in Poland? Here most of those fields interrupted by a strip of grass would be continuous fields. And if there is interruption like this, it would probably be for a road/dirt path to access field or drainage ditch. The later could also add gameplay value.

The one sole spot hit by artillery looks a bit out of place. Everything on map seems intact, but fuck that one trench :D
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Mineral: TIL that Wire-guided missiles actually use wire
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Ason
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Ason »

looks alot better!

I agree with Mats, could merge some fields to create bigger ones.

Mainbase could use some dirt, especially since there is a dirt road leading to it, grass should be broken up a bit with dirt to make it look like vehicles have been moving and parking there.

the pic where you stand in the field, it looks like the field in the distance is floating, not sure.

forest undergrowth looks ok, but imo should add more dirt texture and add some rocks and sticks to ug, and reduce grass ug.

I would add some ditches on sides of roads.

Imo some of the small wooden family houses look a bit weird, there are some modern family houses you could use like on ascheberg. I would also expand the city by surrounding it with smaller family houses, usually a town starts off with smaller buildings on the outskirts and gradually increasing in size when moving towards the city center.

Keep it up!
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izmash
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by izmash »

Quick update:
I've merged all fields that i could and they look better now indeed. I've sculpted few ditches aswell and i will try to add few more. I will try to dig in asset library to get some of the new buildings, surely some of them will fit this setting and i will try to mess with forest undergrowth a little bit more. Fields have still some floaters, but I will fix them later.

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Mats391
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Mats391 »

The helipad on the H building is too close to the building to be safe. Probably better to move it to the grass area west of it with a small footpath to the building
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Mineral: TIL that Wire-guided missiles actually use wire
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Ason
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Ason »

izmash wrote:Quick update:
I've merged all fields that i could and they look better now indeed.
I think it will look even better if you paint the merged fields to be the same texture, it still looks like a bunch of mini fields.
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Rabbit
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Re: [Map] Operation Fading Reach (2km) [WIP]

Post by Rabbit »

Looks really good, I think the low detail texuters, UG, random debris and maybe 1 more river crossing? ldt looks stock, UG looks really basic and 1 note, I see a lot of areas with concealment but no or little cover. Dont just focus your objects around flags but the areas between them for people to move to. Looks like you only have 2.5 river crossings and 1 only right out of main for North East main.
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AfSoccer "I just don't see the natural talent."
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