[Map] Bagdhad (2km) [WIP]

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Freighttrain4
Posts: 52
Joined: 2010-11-12 20:26

Re: [Map] Bagdhad (2km) [WIP]

Post by Freighttrain4 »

epic open fights combined wit CQC and ambushes
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Jafferson
Posts: 9
Joined: 2009-01-09 15:17

Re: [Map] Bagdhad (2km) [WIP]

Post by Jafferson »

looks great, want to play this map
Noeme
Posts: 10
Joined: 2010-09-25 13:28

Re: [Map] Bagdhad (2km) [WIP]

Post by Noeme »

Impressive mate.... Looks really good...
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

bump updated post. New anouncement on baghdad. Keep tuned for some new screenies!
dunem
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

so after some serious serious work... and new statics, new ambients, new textures, new gameplay layout for AAS... ive set a date of 5/5/11 for the release of a new update for an event.

If anyone had played Bagdhad V1, youll notice some real aggressive changes to the map. The entire city has been remodelled to resemble sat data of baghdad, and im looking forward to showing you the new potential of this map.

Insurgency or AAS is the question to be answered after next update :)

5/5/11
dunem
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AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: [Map] Bagdhad (2km) [WIP]

Post by AnimalMother. »

dunem666 wrote: Insurgency or AAS is the question to be answered after next update :)

5/5/11
both?....
ex |TG-31st|
AnimalMotherUK - YouTube

vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl :o ops:"

Arte et Marte
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

Animal.Mother wrote:both?....
hmm... not sure tbh. I think it might have to stay as an insurgency map.

Besides, apart from jungle fire theres not much new insurgency to look forward to.

or is there? ;)

new screenshots up!!
dunem
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

new screenies up top y'all!
dunem
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Bagdhad (2km) [WIP]

Post by lucky.BOY »

Looks really good!
I know its still WIP, but i dont think that high fence right next to US helipads is good idea. I know there must be some protection from baserape, but IMO you should put the fence a bit further, so helicopters have enough space for their takeoff/landing maneuvers.

I am interested in that sand effect i saw on pics, good luck with making it fancy and resource saving ;)
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Bagdhad (2km) [WIP]

Post by dtacs »

dunem666 wrote: Besides, apart from jungle fire theres not much new insurgency to look forward to.
There isn't, since Jungle Fire is an AAS map (French v Chinese). Animal is right, having both AAS and Insurgency layers is totally fine, USMC v MEC/PSC v INS will mix things up a bit whilst still adding more variety to the mod.

And variety is the spice of life.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Bagdhad (2km) [WIP]

Post by Psyko »

love it love it love it!!!

read generation kill. the book not the show. the show leaves a lot out. theres vivid discriprions of what littered the streets. bodies,cables, buning cars. the city was raped by arty etc.

also, it says that there was a US checkpoint north of the city, RCT1 and a shitload of apcs called warpig went up north to hold back an enemy force of a few hundred tanks while the rest stormed into bagdad. theres a lot of additional information that probibly isnt contested by the MAs.

looks AMASING! i love the open fields wit the marschlands, looks very organic and real, the palace looks epic. Guud Jerb!
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: [Map] Bagdhad (2km) [WIP]

Post by Mellanbror »

dtacs wrote:...having both AAS and Insurgency layers is totally fine, USMC v MEC/PSC v INS will mix things up a bit whilst still adding more variety to the mod.
Yes to this. And if PSC ain't ready; USMC for both ;)

Saw the new pics, looks amazing dunem. GJ and keep it up!
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Bagdhad (2km) [WIP]

Post by Psyko »

please say the hands of victory will be in it.
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Bagdhad (2km) [WIP]

Post by dunem666 »

Psykogundam wrote:please say the hands of victory will be in it.
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you bet :)

they are not in the same place as in real life though, but ive replicated the area, and also have the static for the hands of victory....

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dunem
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mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

Re: [Map] Bagdhad (2km) [WIP]

Post by mockingbird0901 »

Upperclass Housing
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That looks awesome! :-o
Well, they all do, but you know what I mean.
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
-Albert Einstein
Volens et potens

Tema567 just might be my new hero
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Bagdhad (2km) [WIP]

Post by Rudd »

Firstly, nice moves - you've clearly taken my last feedback to heart.

Secondly, Nice use of Xpack and Booster statics

thirdly, Nice use of the Russian apartment buildings- I'd usually advise against using them, but your market place makes it look kinda Middle Eastern, Might be worth applying a different texture anyway.

Fouthly, Performance, I can see some issues coming up.

e.g.

The muttrah apartments, don't make them so high, that is wasting alot of resources, I'd say no more than 3 stories myself. Decreases performance, and also makes the buildings a bit simplier to fight over, as usually only the roof and floor underneath are used much. In insurgency, so many empty rooms is just annoying - for both teams when they are trying to find the cache.

iraqi_apartments (brown building, balcony, green garage doors underneath) DO NOT USE, its not optimised in the least, its only staying in the files because a couple of older makes are using it.
nice, just set the prios on your roads, its a little buggy but works eventually.
Dump this, use one of the other fields. This field is high performance intensive, use rice or another grass. I'll be sorter and look a bit less lush, but these fields cause trouble.
PM R-DEV Andy and he might be able to help you with some of the retextures
looks supsiciously like undergrowth, UG should not be long, otherwise people think it hides them in combat
building on the left, lower it slightly - its got no collision mesh on its pavement section (your feet go through)
wonder what retexture your gonna add there? :P
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ComradeChaos
Posts: 738
Joined: 2010-01-27 20:45

Re: [Map] Bagdhad (2km) [WIP]

Post by ComradeChaos »

Please don't tilt the screenshots. It hurts my head. ;-)
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: [Map] Bagdhad (2km) [WIP]

Post by AnimalMother. »

dunem666 wrote:hmm... not sure tbh. I think it might have to stay as an insurgency map.

Besides, apart from jungle fire theres not much new insurgency to look forward to.
makes no sense to me

have MEC feature for AAS and ins for well ins. Will make it awesome
ex |TG-31st|
AnimalMotherUK - YouTube

vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl :o ops:"

Arte et Marte
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: [Map] Bagdhad (2km) [WIP]

Post by Web_cole »

Animal.Mother wrote:makes no sense to me

have MEC feature for AAS and ins for well ins. Will make it awesome
Pretty much agreed on that one, more maps should be INS and AAS :)
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Bagdhad (2km) [WIP]

Post by Amok@ndy »

dunem666 wrote:Besides, apart from jungle fire theres not much new insurgency to look forward to.
huh? Jungle Fire is not Insurgency how do you came to that ?
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