[Map] Talesh Mountain [scrapped]

Maps created by PR community members.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

[Map] Talesh Mountain [scrapped]

Post by Dylan »

You've probably heard me talking about making a new map lately , and I plan to actually finish this one. Basicly you start off as USMC at the bottom, or should i say entrance to the base of the mountain. You eventually will stumble across the Insurgents shelter. The bunker.

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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

This map looks really good, i just suggest you change the name. Too many 'operation overused term' and 'strike at random object' map names out there...
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Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

I'm loving the view distance! :D
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

I was thinking the same thing actually. Ill probably use a different name in the long run.

Oh, the veiwdistance is about the same as in the editor, but since I got high end hardware, I don't notice lag. Ive tried my best not to use a lot of overgrowth or statics, so it may be alright. Thanks. :-P
Mekstizzle
Posts: 882
Joined: 2006-10-30 17:15

Post by Mekstizzle »

Cool map - looks like it would be fun for aircraft.
Yeah just change the name to wherever it's supposed to be set in. That way it becomes more neutral rather than being from the U.S perspective.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Artwork! I'm going to do a sandstorm effect for the USMC base soon.
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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

Looking good man :D
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V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

This really looks awesome, loved the ambient "feel", sky, lightning, etc., it really looks like some places in Afeghanistan. Will probably do great for using RPGs and a few tank battles
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Um, your mountain is a bit too steep in some parts. I mean, you probably don't have much experience with mountains, living in Hawaii and all (actually, volcanoes are mountains, but they're different). Anyway, they look a lot bigger than they do in pictures, and natural erosion usually doesn't creat steep slopes like that, so you might want to broaden the mountain a bit, just to make it look more believeable. Another thing you can do is roughen the surrounding area to match the terrain to the mountain.

Although it does look very good in the fog and all. It's just that it looks like you've made it for the purpose of fighting, with a way to drive up in a vehicle.

Other than that, the sky looks good, statics are good, and lighting is also very good. I was never very good at lighting.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

I love constructive crit, thanks Griffon. Edit: Hawaii is very mountainous, and our mountains are very very steep. That is what I went by, although that was my mistake I suppose.

But one thing worries me, and that is not the terrain, objects, or w/e, but it is the fact that my map is very linear. Its not like what you see in .5, where you can go to 3 different bases at once. Mine is more of a classic, advance and secure. (think EJOD Desert in .4, but even more linear, and with a narrow combat zone)

I feel very threatened by the fact that I wont be able to use AASv2 properly, or more appropriately, I wont be able to have multiple capture points at once. Because of this, I feel my map will not be a candidate for any future release because I cannot showcase all of what AASv2 has to offer. Ive read that AASv2 supports AASv1 style of play, so my problem isn't with the actual mode.

I don't want to remake the map and stray from the original idea, but I don't have a fair chance against the wide open maps.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

you could widen the ramp like area going up the mountain..have a secondary path up the mountain ...like the main ramp and a small mountain trail originating at a small village at the base of the mountain...gives you 2 paths..another consideration is to make it a heavy air asset (heli) map...have a few air only accessible point along ridges or something...

could also use rock statics and then gie the attackers the grappling hook..

there are some options.. :)
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Secondary ramp up the mountain... Not a bad idea really.

Grappling hooks... How do I equip the USMC with them? I can test a little with that and see how I like it.

Heli assets... I don't want them TBH. If this makes it into a test day type event then the feedback would help me with that decision.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

'[R-MOD wrote:Dylan']

Grappling hooks... How do I equip the USMC with them? I can test a little with that and see how I like it.
this is for UK vs MEC, but I think you can fiigure out how to do it US
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "mec_SpecopsMNTN" "mec_light_soldier"
gameLogic.setKit 2 0 "gb_SpecopsMNTN" "gb_light_soldier"

gameLogic.setKit 1 1 "mec_Rifleman" "mec_heavy_soldier"
gameLogic.setKit 2 1 "gb_Rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "mec_Assault" "mec_heavy_soldier"
gameLogic.setKit 2 2 "gb_Assault" "gb_heavy_soldier"

gameLogic.setKit 1 3 "mec_RiflemanAP" "mec_heavy_soldier"
gameLogic.setKit 2 3 "gb_RiflemanAP" "gb_heavy_soldier"

gameLogic.setKit 1 4 "mec_EngineerMNTN" "mec_light_soldier"
gameLogic.setKit 2 4 "gb_EngineerMNTN" "gb_light_soldier"

gameLogic.setKit 1 5 "mec_Medic" "mec_light_soldier"
gameLogic.setKit 2 5 "gb_Medic" "gb_light_soldier"

gameLogic.setKit 1 6 "mec_RiflemanAT" "mec_heavy_soldier"
gameLogic.setKit 2 6 "gb_RiflemanAT" "gb_heavy_soldier"

rem -----------------------------------------------------------------------------
the MNTN makes it with grapple hooks
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Thanks GeZe. Ill get to work on my map a bit tonight, so I will tweak things a bit, and see how that goes.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

I like the terrain as it is. I watched an afghan movie some time ago, about the Russian x afghan war, and the mountains were actually that steep with many valleys.
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Really? Because the Afghan mountains, as far as I know, were formed by seismic activity, not volcanic. Volcanic activity creates steep hills because the igneous rock builds up rather quickly. Afghanistan was once fertile, erosion has done away with that though.

And Dylan, I have the same problem in my map, but I'm gonna make more entry points for the PLA, that fixes my problem, and maybe add some CPs parallel to where I want the action to move.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Right, these ones aren't steep, but I think they're probably next to the himalayas? lol, didn't know there would be snow there.
http://www.therealmartha.com/Navymisc/A ... ains65.JPG

http://www.25idl.army.mil/Deployment/OE ... kistan.jpg

I'd say these are steep:

http://www.gems-afghan.com/slidshow/slidsho6/10.jpg
http://www.gems-afghan.com/slidshow/slidsho6/11.jpg
http://www.satirewire.com/news/0111/ima ... render.jpg
http://bobbybran.blogs.com/photos/afgha ... _mtn_5.jpg
http://www.pamirs.org/images/what_to_se ... _vanj1.jpg

Of course they're not as round as the ones on the screenshot but I think dylan won't have much work in refining them.


BTW, I really think you should use this reference pics.
http://www.gems-afghan.com/cgi-bin/aslides.pl?6&13
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

http://bfeditor.org/forums/index.php?sh ... entry62517

Read that all you mappers, and see if you have any idea of what to do. Ive tried a lot of things, and nothing works.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

thats weird cause for me the up and down thingy worked.
Back it up then delete the terrain related editor files inside editor folder, and try it again
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Terrain related editor files... Which ones are those?
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