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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - Port Fear (Custom TacMod Map) - Ok so I've finally decided to share the custom map I've been working on for
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    Shiner's Avatar

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    Port Fear (Custom TacMod Map)

    Ok so I've finally decided to share the custom map I've been working on for TacMod. The wiki will all the information and download link is here:
    http://www.tacticalwiki.com/index.ph...ps:Port_Terror

    Screenshots are available through a link on the tacticalwiki or just click here:
    http://biermantek.com/gallery2/main....w&g2_itemId=10
    I recommend setting the max size to "1024x1024" and "show more info" for descriptions.


    The map named Port Fear (was named Port Terror) is set in on a string of islands. The USMC and China forces are fighting for control of a vital port and railyard dock. This is a double assualt map with UCB's on both sides and a natural odd CP count bleed. The action will be most hectic between the city and the railyard, but there are many strategic options for alternative access. The map is set with a storm brewing, its overcast and dusk as the sun settles over the ocean.

    This map is intended solely for use in the TacMod and features most of the adjustments needed to make it work in that environment. I have added a great deal of cover including high undergrown (grassess) that are visible at 150 units vs the usual 50. I need to get some performance testing done to see if that is acceptable.

    Surrounding terrains have NOT been included, and feature a few bugs and terrain problems. This is a known issues I will address in future versions.

    I'm no star map maker so any constructive comments are greatly appreciated!
    |TG-12th| SHINER


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  3. #2


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    Re: Port Fear (Custom TacMod Map)

    Nice job Shiner. Looks like an interesting environment and has a good mix of terrain and urban/rural battle locations.

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  5. #3

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    Re: Port Fear (Custom TacMod Map)

    150 range undergrowth is a bit excessive, I think 80 is about as far as you can go without hindering performance, if you want bushes for cover, use overgrowth since it's visible from much farther. Also, I'd suggest using another sky and different light settings. Overcast sky settings are pretty boring and don't take advantage of the nice lighting engine BF2 has. You should try to copy the FuShe sky.con or the Sharqi one, and adjust the fog to your liking.

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  7. #4

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    Re: Port Fear (Custom TacMod Map)

    I like getting hold of new maps, in-progress. I'll D/L it tomorrow morning and give it a run through.
    Focused

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    Re: Port Fear (Custom TacMod Map)

    I like the map. I am no mapper, so the following are all suggestions (will include more when I get a chance to look at it again)

    Village Flag
    It seems to far away for a walk. This is not a problem, but I think there needs to be more trees, bushes, overgrowth so movement can be concealed and there is not too much wide open space

    Heli Spawn Flags
    Both of these flags seem empty. There doesnt seem much room for attack or defense and seem impossible to hold if the other team captures it due to its proximity to UCB. (Dalian chopper spawns are close to UCB but they are manageable to hold). I dont know what can be done if something is needed

    Train Docks Flag
    -Maybe include a boat at this flag
    -Open a sidedoor on the east side inside the warehouse. This way the defenders have another area to look at because the windows in the warehouse are great for shooting at enemy at city center
    -A mounted LMG at the guardhouse might be helpful

    Railroad Line
    What are your intentions for this? It is not very accessible. I think it could be more useful, but I want to know what you plan to do. The railroad bridge is pointless to destroy because you can still drive on it (Probably cant be fixed because the line is a different object)

    General
    -Flags to up fast with one person. It might be just me or a server setting though
    -Bleed does not work properly. I think you need 4 of 5 flags for bleed
    -On a full 64 player server, I think 1 or 2 more flags are needed
    -The two flags would probably need to be between the village and docks/city center and probably on the east island on the railroad line area (above the heliport area).
    -Bug: You get stuck over here: http://pages.stern.nyu.edu/~bss270/screen071.jpg


    I really like the map and these are just suggestions. Hopefully we can get a test game going to fix the gameplay bugs.

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  11. #6

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by Killrog
    150 range undergrowth is a bit excessive, I think 80 is about as far as you can go without hindering performance, if you want bushes for cover, use overgrowth since it's visible from much farther. Also, I'd suggest using another sky and different light settings. Overcast sky settings are pretty boring and don't take advantage of the nice lighting engine BF2 has. You should try to copy the FuShe sky.con or the Sharqi one, and adjust the fog to your liking.
    Ok I will definately tame this down some. However, I didn't want someone sniping thinking they are under cover when in realitity at distance the overgrowth isn't drawn. Overgrowth is an option, but I wanted to see if I could get tall grass working as this is certainly different than any stock map. Same thing for overcast. I originally sculpted the map in full day, but when comparing the two skys I've come to really like the atmosphere a dusk setting allows. Long shadows give good cover for slower moving troops. I'll continue to see if others want a brighter map.

    Quote Originally Posted by DrunkenSoul
    Village Flag
    It seems to far away for a walk. This is not a problem, but I think there needs to be more trees, bushes, overgrowth so movement can be concealed and there is not too much wide open space
    Interesting. I really wanted this CP to be seperated from the hectic battle. It should allow a slow flanking squad ample oppurtunity to attack and isn't subject to any "bum" rushes. I will work on adding addition overgrowth. Bushes are something I haven't included yet and would be a nice addtion.

    Quote Originally Posted by DrunkenSoul
    Heli Spawn Flags
    Both of these flags seem empty. There doesnt seem much room for attack or defense and seem impossible to hold if the other team captures it due to its proximity to UCB. (Dalian chopper spawns are close to UCB but they are manageable to hold). I dont know what can be done if something is needed
    Good points. I think on the Heliport I can expand the flag westward with some buildings and place the flag around them. The outpost (china heli) is a very confined space... Maybe I will also add some terrain around it for some additional military buildings.

    Quote Originally Posted by DrunkenSoul
    Train Docks Flag
    -Maybe include a boat at this flag
    -Open a sidedoor on the east side inside the warehouse. This way the defenders have another area to look at because the windows in the warehouse are great for shooting at enemy at city center
    -A mounted LMG at the guardhouse might be helpful
    Good idea on the boat, I will add one to the docks ramp.
    I can unlock

    Quote Originally Posted by DrunkenSoul
    Railroad Line
    What are your intentions for this? It is not very accessible. I think it could be more useful, but I want to know what you plan to do. The railroad bridge is pointless to destroy because you can still drive on it (Probably cant be fixed because the line is a different object)
    It is intended primarily as atmospheric, but strategically provides the US an alternate access route to the island. Their is a very easy path from the US UCB around the south and up onto the tracks. The bridge itself is destroyable, but the rail line not allowing a good driver to get through. That is a technical thing I don't know how to avoid.

    Quote Originally Posted by DrunkenSoul
    General
    -Flags to up fast with one person. It might be just me or a server setting though
    -Bleed does not work properly. I think you need 4 of 5 flags for bleed
    -On a full 64 player server, I think 1 or 2 more flags are needed
    -The two flags would probably need to be between the village and docks/city center and probably on the east island on the railroad line area (above the heliport area).
    -Bug: You get stuck over here: http://pages.stern.nyu.edu/~bss270/screen071.jpg
    I will get those settings changed and I've not figured out the bleed calcs yet.
    I fear you may be correct on the 64p version. I may need to expand the main island or add some additional islands to the northwest.

    Thanks for your suggestions Killrog and Drunken. I will continue mapping and tweaking and your comments are hugely helpful. Hopefully I can get the map cleaned up enough for us to put some players on it and start to see how it actually plays.
    |TG-12th| SHINER


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  13. #7

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by Shiner
    I originally sculpted the map in full day, but when comparing the two skys I've come to really like the atmosphere a dusk setting allows. Long shadows give good cover for slower moving troops. I'll continue to see if others want a brighter map.
    It's not so much the light settings as the sky itself. It makes the map look unattractive and the lighting is not as sharp as it could be. It looks like you used the Daqing settings and those have weak shadows and generally very "boring" lighting. If you want a lot of shadows, try the Kubra sky.con, it has a strong sunset. What you can also do is copy any map's sky.con so you get professional-looking lighting, but change the skybox to whatever you want, then readjust the sun's position. That's what I did with my map, I used Sharqi's lighting, then switched the sky to a less overcast sky and lined up the sun with the new skybox. Remember to redo your lightmaps to see the end result if you change the lighting though. "Final" resolution lightmaps make a huge difference in the visual quality of your map.

    Just remember not to go overboard on the darkness/shadows. In a forest setting, it's already hard to see the enemy and imo there's nothing more frustrating than not seeing where you're getting shot from, especially in TacMod, I think that'll piss a lot of people off. Originally my map had the Cleansweep lighting but it made it way too hard to see people in the forest so I switched it to a ~5-6pm "pre-sunset" and just put a lot more cover.

    Last thing, needs more terrain variation. The reason maps like Mashtuur are so great is because there are very few flat open spaces. Even the slightest deformation in your terrain can make a world of difference in gameplay imo, it takes a long time to put all that terrain detail in but it's worth it. The way I do my terrain is with the platform tool, then I smooth the edges slightly and throw in some bumps with the modify tool.

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  15. #8

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by Kilrogg
    It's not so much the light settings as the sky itself. It makes the map look unattractive and the lighting is not as sharp as it could be. It looks like you used the Daqing settings and those have weak shadows and generally very "boring" lighting. If you want a lot of shadows, try the Kubra sky.con, it has a strong sunset. What you can also do is copy any map's sky.con so you get professional-looking lighting, but change the skybox to whatever you want, then readjust the sun's position. That's what I did with my map, I used Sharqi's lighting, then switched the sky to a less overcast sky and lined up the sun with the new skybox. Remember to redo your lightmaps to see the end result if you change the lighting though. "Final" resolution lightmaps make a huge difference in the visual quality of your map.

    Just remember not to go overboard on the darkness/shadows. In a forest setting, it's already hard to see the enemy and imo there's nothing more frustrating than not seeing where you're getting shot from, especially in TacMod, I think that'll piss a lot of people off. Originally my map had the Cleansweep lighting but it made it way too hard to see people in the forest so I switched it to a ~5-6pm "pre-sunset" and just put a lot more cover.

    Last thing, needs more terrain variation. The reason maps like Mashtuur are so great is because there are very few flat open spaces. Even the slightest deformation in your terrain can make a world of difference in gameplay imo, it takes a long time to put all that terrain detail in but it's worth it. The way I do my terrain is with the platform tool, then I smooth the edges slightly and throw in some bumps with the modify tool.
    Good points Killrog I will definately play with the lighting soon. I've updated the map considerably since last post. I also see your point on the terrain and just started doing some of this as well at the new CP "Park" you can see it has some natural bumps and ditches to hid and advance in.


    Changelog: v02 - The focus of this version is to test for feedback on the new contest zones east and west of the city.
    Download


    Added two new contested points to the 64p map. The map now features a "Resort" just east of the city on an elevated ground. Just west of the city is a newly added "Park" featuring a temple and some outdoor scapes. The city center flag is now a no spawn flag. It will count as a bleed flag if held, but holding it will require a well protected squad leader or reinforcements from surrounding flags.

    Lightmaps have NOT been recompiled so ignore any shadow inconcistencies for now.
    Minimap has also not been updated
    Surrounding terrain still bugged
    |TG-12th| SHINER


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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by Shiner
    The city center flag is now a no spawn flag. It will count as a bleed flag if held, but holding it will require a well protected squad leader or reinforcements from surrounding flags.
    This is certainly intriguing. I don't think I've seen any other maps that have flags that you can't spawn at. Way to push the gameplay design envelope. Will be interesting to see how this works out.

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by SgtDuke
    This is certainly intriguing. I don't think I've seen any other maps that have flags that you can't spawn at. Way to push the gameplay design envelope. Will be interesting to see how this works out.
    Blah! I can't count the number of times I mentioned something like this to you. This was common in BF1942 / Desert Combat. Playing with where things spawn, how you spawn, etc. adds quite a bit to a map.

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by asch
    Blah! I can't count the number of times I mentioned something like this to you.
    Duke prolly tunes you out after awhile just like the rest of us.
    Never rub another man's rhubarb!

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by Hephador
    Duke prolly tunes you out after awhile just like the rest of us.
    I swear... I think he just nods his head and agrees just so I quit talking about something.

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  25. #13

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    Re: Port Fear (Custom TacMod Map)

    Current Version: Alpha v.03 Download Now Updated: 05/01/2006

    Changelog:

    v03

    1. Significantly overhauled the two attack chopper spawns Heliport and Outpost per suggestions by DrukenSoul *THANKS*.
    2. Changed mood a bit from dusk to overcast and lightened up the interiors.
    3. There is also a new "backdoor" crawling route on the Railroad wharehouse.. should make for some interesting attacks

    Some known bugs exist for surrounding terrain, mini-map is outdated again, Rocks at the heliport are floating. Overgrowth and undergrowth, and terrain around new developments at heliport need work. US and China UCB still need polish work done.

    Thanks for your continuing feedback!
    |TG-12th| SHINER


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    Re: Port Fear (Custom TacMod Map)

    Hey Shiner,

    Got a look at the map this morning. Its bout 5:30 am so I'm not at my best... lol.

    I didn't look at it from a detailed stategic view so i can't add anything about CP's and stuff but..

    You were so kind to add all those cool buggies and such at the spawn points but unless my sleepy brain is missing something, it seems like you cant get very far with them.

    Once the USMC crosses the bridge they might as well move past that point on foot. Maybe this was your intention. I think it adds alot to the game play when a defending team has to watch for those fast moving rails and jeeps. Helps keep the defenders a little tighter on the flags. A couple of jeep inserts and you lose the CP to a full squad.

    It might help gameplay some to open up a very small path where you have road blocks. Maybe make it barely wide enough to get a vehicle through. That way if the defending team is on the ball they can mine the opening but still have to pay attention.

    Is your intent for the RR track to be for infantry that is willing to risk the exposure to have a path across?

    I tried to get a buggy on it from the MEC side but ended up sliding down the hill.

    By the way..... the bridge is a fun jump. Since the MEC can't get a vehicle past the roadblocks... they don't get to join in the jumping fun.
    Meister

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  29. #15

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    Re: Port Fear (Custom TacMod Map)

    Quote Originally Posted by Pvt_Meister
    Hey Shiner,

    Got a look at the map this morning. Its bout 5:30 am so I'm not at my best... lol.

    I didn't look at it from a detailed stategic view so i can't add anything about CP's and stuff but..

    You were so kind to add all those cool buggies and such at the spawn points but unless my sleepy brain is missing something, it seems like you cant get very far with them.

    Once the USMC crosses the bridge they might as well move past that point on foot. Maybe this was your intention. I think it adds alot to the game play when a defending team has to watch for those fast moving rails and jeeps. Helps keep the defenders a little tighter on the flags. A couple of jeep inserts and you lose the CP to a full squad.

    It might help gameplay some to open up a very small path where you have road blocks. Maybe make it barely wide enough to get a vehicle through. That way if the defending team is on the ball they can mine the opening but still have to pay attention.

    Is your intent for the RR track to be for infantry that is willing to risk the exposure to have a path across?

    I tried to get a buggy on it from the MEC side but ended up sliding down the hill.

    By the way..... the bridge is a fun jump. Since the MEC can't get a vehicle past the roadblocks... they don't get to join in the jumping fun.
    Thanks for testing Meister. Those barracades aren't intended to be there!!! I had added them while I was trying to test the 32p version. I have a fear there is an overabundance of jeeps on that size. I will remove those barracades and re-up tonight.


    The RR track is definatley intended to prevent a stalemate trapping the US at their main base and conversly to provide a seperate vulnerability for the US at the heliport. It is definately possible to drive from the US base (turn left from the village and wind up behind the tracks) and for the chineese from the docks location. Its also likely some infantry will risk it, as its fairly elevated and protected from below. One thing I want to add in the future is access to the railroad tracks from the heliport on the US side by foot.
    |TG-12th| SHINER


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