[Map] Omaha Beach (2km) [WIP]

Rabbit
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Joined: 2006-12-17 15:14

[Map] Omaha Beach (2km) [WIP]

Post by Rabbit »

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WIP pictures.

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Layout I used

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I then adjusted the fields, roads, and trenches to match with this recon photo. I also began trying the make out specific buildings in the city.

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with this photo, and I could then figure out which buildings were which back in 1944.

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With that done, I went into google earth street viewer and found those buildings, and tried to retreat their size down the amount of windows.

All in all I used probably over 100 reff pictures but no ingame shots yet, we lost a lot of statics and are in the possess of recovering them. However, once that is done, we have only 2 statics left to get into it before the map is ready for a test.
Last edited by Rabbit on 2013-10-27 17:56, edited 2 times in total.
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AfSoccer "I just don't see the natural talent."
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3===SPECTER===3
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by 3===SPECTER===3 »

Rabbit you are a mapping MACHINE! :) realistic Omaha ftw. The right statics will really make this map great, hope you guys found some good static modelers. Can't wait to see some screen with the lighting and atmosphere
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camo
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by camo »

I agree rabbit you are a machine, this map looks awesome. Have you sorted out what assets you plan on having for each team? i.e tanks and half-tracks. Also will it have a night time para drop layer like op overlord did?
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Pvt.LHeureux
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by Pvt.LHeureux »

Night time paradrop map might be Brecourt Manor instead, as it offers more land and places :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
camo
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by camo »

Pvt.LHeureux wrote:Night time paradrop map might be Brecourt Manor instead, as it offers more land and places :)
Not sure how that would work, Brecourt has a nice feel to it because you push the Germans back and back with each flag kinda like (dare i say it) rush from modern BF games. I hope you keep the daytime layer as well night time paradrop layer.
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Rabbit
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by Rabbit »

camo_jnr_jnr wrote:I agree rabbit you are a machine, this map looks awesome. Have you sorted out what assets you plan on having for each team? i.e tanks and half-tracks. Also will it have a night time para drop layer like op overlord did?
Yes I have, however it will probably change after the playtest to better balance it. The US spawn on "docks" with landing craft and navel guns, there is also room to build mortars.

Coming into the beach there are 3 shermans (out of view for the germans) that the US can assault with.

Germans have several direct gun positions, (3 or 4) and several mortars (3). Direct line of sight guns have no respawn, mortars have 10min.

After the US capture the beach, their bleed will stop, and will also be given 2 support and 1 logi. After they begin taking the german defenses, more thing like half tracks, supply trucks etc will begin spawning on the beach.
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AfSoccer "I just don't see the natural talent."
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camo
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by camo »

Rabbit wrote:Yes I have, however it will probably change after the playtest to better balance it. The US spawn on "docks" with landing craft and navel guns, there is also room to build mortars.

Coming into the beach there are 3 shermans (out of view for the germans) that the US can assault with.

Germans have several direct gun positions, (3 or 4) and several mortars (3). Direct line of sight guns have no respawn, mortars have 10min.

After the US capture the beach, their bleed will stop, and will also be given 2 support and 1 logi. After they begin taking the german defenses, more thing like half tracks, supply trucks etc will begin spawning on the beach.
When you say "docks" do you mean like a floating dock that was in Op overlord way out to sea? Also i noticed the deep wading gear for the Sherman went up in priority https://www.realitymod.com/forum/f388-p ... tasks.html so are you hoping to get that into this map?
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Rabbit
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by Rabbit »

Yeah, like the ones in OP Overlord, but not those exact ones. I would like it get it into this level, but its not one of the statics that is needed. The two that are needed are the tobruk bunker which is almost complete. https://www.realitymod.com/forum/f388-p ... r-wip.html
and the German antitank wall static located the in request thread.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
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Re: [Map] Omaha Beach (2km) [WIP](PR:N)

Post by Amok@ndy »

renamed thread ..............

its that simple to read, i dont get it ..
https://www.realitymod.com/forum/f354-c ... w-map.html
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Rabbit
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Re: [Map] Omaha Beach (2km) [WIP](PR:N)

Post by Rabbit »

'[R-DEV wrote:Amok@ndy;1956790']renamed thread ..............

its that simple to read, i dont get it ..
https://www.realitymod.com/forum/f354-c ... w-map.html
Pr:ww2 grumpy, no longer pn.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
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Re: [Map] Omaha Beach (2km) [WIP](PR:WW2)

Post by Amok@ndy »

as im not gonna rename all threads its still (PR:N)
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Pvt.LHeureux
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Re: [Map][PR:WW2] Omaha Beach (2km)

Post by Pvt.LHeureux »

camo_jnr_jnr wrote:Not sure how that would work, Brecourt has a nice feel to it because you push the Germans back and back with each flag kinda like (dare i say it) rush from modern BF games. I hope you keep the daytime layer as well night time paradrop layer.
Brecourt can have multiple layers, one night and the others day.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rabbit
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Joined: 2006-12-17 15:14

Re: [Map] Omaha Beach (2km) [WIP]

Post by Rabbit »

Will release with AAS64 and AAS128 Any CPs with a line through it are AAS128 only

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US start on docks with 2 navel guns,commander arty from the start and obviously landing craft.

first set

Once D-1 is taken, Sherman and 2 supply trucks spawn.

Once Charlie is taken, 1 supply truck and 1 logi.

Once Dog green is taken 1 sherman, 1 logi.

second set

Once WN 73 is taken, 1 support and half track

Once WN 72 is taken, 1 logi

Once WN 71 is taken, 1 support and half track.

This will be all the vehicles in the level, Germans will have none with the exception of emplaced guns.
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AfSoccer "I just don't see the natural talent."
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Microwaife
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Re: [Map] Omaha Beach (2km) [WIP]

Post by Microwaife »

They won't even have logies or transport vehicles?

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Rabbit
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Re: [Map] Omaha Beach (2km) [WIP]

Post by Rabbit »

Microwaife wrote:They won't even have logies or transport vehicles?
As of this point right now, no. They have several supply crates at each flag, usually in a cluster of 2, plus several ammo points around.
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AfSoccer "I just don't see the natural talent."
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Tapolad
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Re: [Map] Omaha Beach (2km) [WIP]

Post by Tapolad »

Looks amazing....
Rabbit
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Re: [Map] Omaha Beach (2km) [WIP]

Post by Rabbit »

Updated with WIP pictures.
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AfSoccer "I just don't see the natural talent."
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Arc_Shielder
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Re: [Map] Omaha Beach (2km) [WIP]

Post by Arc_Shielder »

It's missing lightmaps, but it looks really good.
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Mongolian_dude
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Re: [Map] Omaha Beach (2km) [WIP]

Post by Mongolian_dude »

Thats very impressive, Rabbit. Very.


...mongol...
Military lawyers engaged in fierce legal action.

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