[Map] Tad Sae [released]

Maps created by PR community members.
Pride
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Post by Pride »

That's a good idea, maybe give the US a spawn point in the sky that lasts for 1 minute at round start. When they land, they have to cap the first poing which then becomes their main (giving them a permanent spawn point).

Awesome map btw :smile:
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
~KILL~Pirate
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Post by ~KILL~Pirate »

nice job man, I love the feel and atmosphere of the map and the river. I think adding a couple of small villages as well will really make the map awesome...
GeZe
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Post by GeZe »

Nickbond592 wrote:No offence GEZE, and i see what your concerns are, but cliffs would be out of place on this map, all my references of the area show a river flowing through a soft (shallow) valley.


A dome of Death will be present over the US main, and probably a pre-placed forward spawn of some sort (bunker) will hopefully be placed for the Chinese in the village, to force the US to move to the outpost first (along with it being the first flag they must cap)

I want the map to be open as possible allowing you to approach a flag from any attack angle.

Thanks for the input though its much appreciated :)
Ah, okay, that sounds good. I was just worried of a scenario where the US just all go to main village, leaving the PLA with no chance to get it. But a forward spawn point would also solve that, I didn't think if that.
bosco_
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Post by bosco_ »

Looks like that map that was in 0.3 (I think it was), US vs. China
-> nice
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[T]Terranova7
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Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Nickbond592 wrote:Image
  • The map will be a pure infantry map with the chinese maybe possesing a light jeep or two to help them get from the starting position and into the flags to defend them first.
  • The CP layout is subject to change as its not a completed map yet, still need to add in some more little houses/groupings along the river bank and there is a possibility of having a Chinese start in the north hills
If you ask me... isn't this order kind of awkward? Shouldn't it be U.S Main > Main Village > Temple then Village Outpost? It just seems odd to go for a CP that just seems placed off in the distance, while enemies are lurking in a village just across the river. Even better might be to go U.S Main > Village Outpost > Temple then Main Village, right now it just seems like a lot of going back and forth, but shouldn't an engagement be more of a straightforward push? I mean it would be like invading the U.S from the west coast, but attacking Dallas first, then going back for Los Angeles, then going for New York.
Ablack77
Posts: 209
Joined: 2007-06-06 09:48

Post by Ablack77 »

I like the order terra, and now that ive seen the minimap view i'm liking the map more and more.

keep it up mate ;)
There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
Nickbond592
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Post by Nickbond592 »

Terranova wrote:If you ask me... isn't this order kind of awkward? Shouldn't it be U.S Main > Main Village > Temple then Village Outpost? It just seems odd to go for a CP that just seems placed off in the distance, while enemies are lurking in a village just across the river. Even better might be to go U.S Main > Village Outpost > Temple then Main Village, right now it just seems like a lot of going back and forth, but shouldn't an engagement be more of a straightforward push? I mean it would be like invading the U.S from the west coast, but attacking Dallas first, then going back for Los Angeles, then going for New York.


to be totally honest i haven't put that much thought into the flag order, as the maps a long way till completion, but the little i have thought about it is the US securing one side of the river before pushing across to capture the other side, so when and if the US cap the outpost flag they'd be attacking main village from the North and South west making the defence a little harder. but also forcing the US forces to keep guys in reserve at the outpost due to the threat of recapture from the Chinese as the Chinese main will be in the hills to the North East.

my main aim of this map is to make it possible to attack a flag from almost any angle by leaving the map as open as possible (no natural barriers, apart of course the river)
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
Nickbond592
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Post by Nickbond592 »

Got an update for you all :wink:

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any feedback? :o
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
hall0
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Joined: 2007-06-09 17:20

Post by hall0 »

Just great. I realy like the cornfield and the crashed Zero :D
=Romagnolo=
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Post by =Romagnolo= »

It's ready to play !!!
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dbzao
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Post by dbzao »

Very nice looking... the yellow fields are a little weird to me... too bright.

Consider making the rice fields (green ones) in a position more sinked in relation to the ground. You can see that's how they do it irl to hold the water.

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Al Basrah have that kind of structure for those fields and it's great to have firefights since you have those berms in all sides and can be a little more in cover.

The crashed zero is a nice touch.

The village is getting very nice as well.

Consider having more bumps in the terrain to make it more "fightable". An example is Fools Road or even Road to Kyongani. But you can also not consider doing this an keep it more flat and let's see how it goes.

Keep it up! :)
MAINERROR
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Post by MAINERROR »

Awesome map can't wait to play on it.
$kelet0r
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Joined: 2006-11-15 20:04

Post by $kelet0r »

'[R-DEV wrote:dbzao;605542']Very nice looking... the yellow fields are a little weird to me... too bright.

Consider making the rice fields (green ones) in a position more sinked in relation to the ground. You can see that's how they do it irl to hold the water.

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Al Basrah have that kind of structure for those fields and it's great to have firefights since you have those berms in all sides and can be a little more in cover.

This is exactly what I was thinking - farmland on the flat left bank, jungle and raised terrain on the right bank. Small fishing village at a river crossing/bridge. Potential for a paradrop on the flat farmland. Think of the farmland in the 0.6 Helmand map but use the rice paddy fields (a good example of these is near the US Main on Daqing Oilfields.
You're doing great work though - People will all be having 'Nam flashbacks by the time you're finished 8)
Nickbond592
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Post by Nickbond592 »

'[R-DEV wrote:dbzao;605542']Very nice looking... the yellow fields are a little weird to me... too bright.

Consider making the rice fields (green ones) in a position more sinked in relation to the ground. You can see that's how they do it irl to hold the water.

Image

Al Basrah have that kind of structure for those fields and it's great to have firefights since you have those berms in all sides and can be a little more in cover.

The crashed zero is a nice touch.

The village is getting very nice as well.

Consider having more bumps in the terrain to make it more "fightable". An example is Fools Road or even Road to Kyongani. But you can also not consider doing this an keep it more flat and let's see how it goes.

Keep it up! :)
working on it now, i'll have some screenies up soon (tomorrow night GMT)
Thanks for the Input dbzao its much appreciated :)
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
motherdear
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Post by motherdear »

consider make the rocks in the picture a bit smaller and in a group, it seems very out of place to have a giant rock without any other rocks nearby, also consider adding small fireplaces inside the village areas (the round arounds in between the buildings) if ther is such a moddel, but except from that good map.
Nickbond592
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Post by Nickbond592 »

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still needs a bit of work, the water colour and height etc.
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
azn_chopsticks_boi
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Post by azn_chopsticks_boi »

looks good man :D
dbzao
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Post by dbzao »

Shaping up pretty good... keep it up :)
Dr Rank
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Post by Dr Rank »

Nice work Bondy ;)
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