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Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2

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Old 02-16-2008, 08:06 PM   #1 (permalink)
 
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A green and pleasant land

I have previously made 2 separate attempts using the Bf2 editor to make a map for PR, the following is my third, and quite rightly, i got lucky!

Lucky to the extent that i got the damn thing in-game and i pleased with the results so far - ok, not impressive but i think the design is.

As the title suggests, the map is going to easy on the eye, lots of grass, hedges, and trees. But more importantly i design using the basic principle that every flag and the immediate area around it must be of real tactical importance, namely they provide a fantastic view over a large area and/or they control a vital transport rout.
This means the 3 non-main base flags are:

Flag (1) A Bridge, that is provides the only way for half a km up and down a wide river, for tanks and infantry to cross it. To control the Bridge you much hold both sides of the Bridge and in doing so, the team can easily move men and equipment many times more quickly to important areas of the map (rather than traveling half a km further to a small bridge along windy roads).

Flag (2) A highest hill on the map, that provides around 270 degree views for 300-600 meters. To control this you must secure the surrounding smaller hills, which will provide fire positions to suppress the flag hill.

Flag (3) A small industrial site, that provides fire position down the main map road, lined on one side with rail way carriages, therefore allowing safe transport across half of the map. TO control the site, you much hold a hill right next to it, this hill being surrounded by small hills. Creating a very similar situation to Flag (2) but the flag being on much lower ground and surrounded by much greater number of buildings.


As you can see, by securing the flag, you dont just gain control of the radius but you also given the ability to control many hundreds of meters of land surrounding the flag if you choose to (get players looking in x directions with machine guns ext.). Therefore making the flags truly represent the a way of wiping the enemy off the map, not just a way of making some small number in the corner of your screen change alittle faster!


However it is by applying this thought process to every single feature on the map, from small to big hills, woods, streams, rivers, buildings, ditches ext., that one can make a map that truly embraces and encourages tactics, but principally fire and/with maneuver tactics.


MORE and LESS to the POINT:

I have planned 3 main flags as well as 75 or so surrounding features (from large ridges to small patches of woods) on many many sheets of paper (most to scale).

At this very moment in the editor i am creating what i like to call a "proof of concept", namely roughing out 20% of final map around Flag (1) (see above) for 2 reasons: main one is to check i can easily use all the features in the editor and secondly to compare what it will really look like with the thousands of pictures i have of it in my head, and i mean thousands!




PLEASE NOTE: the following is just draft that took me a few hours and i actually only the 2nd map i have ever got to work!!!!!!!! So do as i have been doing for the last 6 months and use your imagination!



Flag (1) - note 2 bridges, red one will allow for only infantry to cross and the other for both inf and vehicles.











Note - woods near to the bridge that provide fire positions, allowing clever players to cut down rushing idiots.
















Note - a small valley on opposite side to woods near the bridges, will be deeper and will contain for hedges and grass. AND DIFFERENCE BETWEEN COVER AND CONCEALMENT - this will help to encourage fire fights.


















Note - little village at one end of the valley, that will provide GREAT views down the valley and will be situated next to the 1 of 2 small bridges crossings a small but important river. Again, similar to flag (1) situation but with out a flag next to it telling everybody of its importance.
















I am aiming to finish the "proof of concept" off at the end of this week so i might post 1 more update soon and then go quite for a couple of months..........lol!
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Old 02-16-2008, 08:24 PM   #2 (permalink)
 
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Re: A green and pleasant land

It sounds and, what you have so far, looks sweet. I can't wait to see the action on the bridge
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Old 02-16-2008, 08:29 PM   #3 (permalink)
 
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Re: A green and pleasant land

looks like Operation peacekeeper 1. What factions are going to be on it, russian and american?
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Old 02-16-2008, 09:17 PM   #4 (permalink)
 
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Re: A green and pleasant land

dont post the map on the PR website keep it a nice little TG secret lol
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Old 02-18-2008, 09:33 AM   #5 (permalink)
 
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Re: A green and pleasant land

I the sound of this! I hope you figure out a way to discourage a snipefest from happening, but I have no idea how you might do that, on a map with lots of long views and wooded cover!
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Old 02-18-2008, 09:45 AM   #6 (permalink)
 
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Re: A green and pleasant land

Looks cool, from the title of the thread I though it was gonna be an 'English' map.
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Old 02-18-2008, 11:21 AM   #7 (permalink)
 
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Re: A green and pleasant land

Lol Westy. Well i am going to base most of the woods, valleys ext. on places in England, so in that respect it is going to be an "English" map just with a few Chinese bumming round the place.

VERY MINOR UPDATE showing about 20% of the map:








EXTRA NOTES:

- This just a test version before the real thing

- Village to SOUTH EAST is made up of all enterable buildings and hopefully all of the buildings will be in the end

- It is also NOT A FLAG. Although on most maps it would be but on this map YOU HAVE TO DECIDE what features are important.

YOU HAVE TO MAKE UP YOUR OWN OBJECTIVES!!!!!!!!!!!!!!!!!!!!!!!!!!!

and as you can see, who ever controls that little south east village controls 1 of the ONLY 2 ways to cross that little river ( banks will be steep).

THEREFORE you dont have to hold the village becuase there is another bridge (not in picture) about 500meters further WEST but this does not changes the fact - YOU WILL NEED TO CROSS THE SOUTH RIVER!

So fingers crossed intelligent games will result in bloody and violent struggles for places that are not flags but are strategically important.


Only 5 flags TOTAL on the whole but tens and tens of REALLY IMPORTANT PLACES - like the village and that hill so THINK TACTICALLY OR DIE!!!!
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Old 02-19-2008, 10:19 AM   #8 (permalink)

 
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Re: A green and pleasant land

I like the hedge rows nice work over all.
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Old 02-24-2008, 02:37 AM   #9 (permalink)
 
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Re: A green and pleasant land

Looks fun, I would play it!
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Old 02-27-2008, 09:49 PM   #10 (permalink)
 
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Re: A green and pleasant land

Cool nice work
will all the bridges be destructible?
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Old 03-27-2008, 10:27 PM   #11 (permalink)
 
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Re: A green and pleasant land

nice work!
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Old 03-31-2008, 06:57 PM   #12 (permalink)
 
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Re: A green and pleasant land

I like!
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Old 04-04-2008, 01:03 PM   #13 (permalink)
 
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Re: A green and pleasant land

Looks nice!
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