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Making a map for PR

I've had this great idea for a Battlefield 2 map in the back of my mind for quite some time, so I've taken it upon myself to try and learn the editor and get it done. After a lot of playing around, it's become quite apparent that this idea is a little too special for the editor and is going to be very tricky to accomplish.

 

The map is called "Trinity Rising" and centres around three adjoining skyscrapers. It has been inspired by a mixture of the first Die Hard movie, Datadyne: Extraction in Perfect Dark and that scene from the first Matrix movie where Neo is hiding in his cubicle from the Agents.

 

I want these things to be tall. So tall, that when you're halfway up, you can no longer see the ground through the fog. The idea is that Team 1 begins at the base of the structures and must fight their way up, capturing key rooms and objectives as they push the enemy back. Team 2 begins with a majority of the upper structures captured (roofs, etc) and must stop Team 1 from pushing up through the buildings.

 

I'm trying to get players to focus on a directions they usually don't look in - up and down. I want this to be a vertical battlefield with soldiers racing like ants through these monoliths toward their objectives.

 

http://users.on.net/hindes/trinity_concept2d.gif

 

I want there to be as many ways to enter buildings as possible. You could go in through the lobby, take the elevator, through maintenance tunnels and areas of the buildings still under construction.

 

Because of the map's verticality, there's going to be a huge focus on grappling hooks. I want to reward players who find innovative places to grapple around the skyscrapers, creating speedier paths to key objectives and flags.

 

http://users.on.net/hindes/trinity_concept_iso.gif

 

The buildings will not of course be all level. They are of differing heights, and so reaching the top of Building 1 means you still have to fight your way up through Building 2, etc.

 

Crossing the buildings is a challenge I'd like to implement. You could take some conveniently placed beams that cross between structures - but these are easily guarded, and there is nothing between you and a three hundred metre drop. Or, with some conveniently placed cranes and shipping crates, players could create their own bridge between buildings with the use of "leap of faith" style grappling (throwing the grapple across a gap then jumping and holding E, catching on to the rope after falling a little). I want soldiers to be crawling all over these buildings, inside and out.

 

I'd also like to have destructible walls on certain parts of the buildings, so that cross-skyscraper combat can occur, with RPGs and UGLs flying between structures and putting massive holes in walls.

 

Additionally, I want to make an Extraction mode to go with the map. I think it would be perfect:

 

http://users.on.net/hindes/trinity_concept_extract.gif

 

The last checkpoint, aerial extraction, exists in the air. Therefore, the VIP must reach the chopper, get a pilot, get it to warm up, and then the pilot must take off and pass through the point, simulating the VIP's successful escape. The helipad would of course be off-limits to the opposition, but it could create some tense moments as the enemy waits with RPG's and explosives to get a clear, last-minute shot in desperation.

 

So, with this in mind, it's clear the editor just does not want me to get this done. There are no basic "wall" structures to speak of - anything to cover the outside of the buildings would need to be copied and pasted over and over. Furthermore, the only real "interior" placeables available are the construction site templates. These would also need to be copied and pasted on top of each other over and over in order to span the heights I'm aiming for. I also have no idea how to get the elevator script from Special Forces to work in PR.

 

So basically, what I'm asking for is advice from anyone with experience with the BF2 editor and how I might go about achieving these goals. The first problem I'd like to solve is just making my buildings get as high as possible whilst still seeming consistent. I have posted requests on the PR forums, but no one seems to reply.

 

I'd also like some general feedback as to what you think of the idea, and any suggestions you might have.

 

Thanks!

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i can't offer any advice dude, but that is a awesome vision you have! best of luck! :D

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~sila.white|chocolate

What you have to do is learn to model. Then once you have created this giant model of these skyscrapers, you will have to chop them up into bits. Then, once you've imported them into the editor, you can them re-arrange them so they form skyscrapers.

 

Word of warning though. It will probably lag like a bitch....

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The BF2 engine is basically a single-plane terrain renderer with drag-and-droppable static models for buildings, trees, and pretty much anything else that isn't landscape.

 

I think the only way to do it would be to model various floors of the buildings (a few different configurations) as static objects and then stack them on top of each other until you get the kind of heights you're after.

Unfortunately, like Lucid said, the engine might not be that fond of the idea.

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You could theoretically model only the rooms which you were after, and have an expandable section between the floors to get you the height you were after.

If you wanted the elevator, you would have to go into the level it is on (Iron Gator) and open it in the map editor and see what it says as its prefs i guess.

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Wow that would be one cool map....sorry no advice though.

Is this the first idea for a map you've had?

Or the first map you've tried to make?

Not that I'm trying to talk you down at all. (excuse the punt)

But it seems like your aiming very, very high. (excuse the punt)

Maybe (and i'm not bagging your idea one bit) you should aim a little lower,

Just get to know the bf2 editor and progress from there.

(start off small and work your way up)

I don't know much about mapping but it sure looks complicated.

(having looked through the pr mapping/modding forums)

 

Sorry maybe you are quite an accomplished mapper, I don't know.

But it does seem like your trying to start at the top.

 

Anyway, If you think you can do it....bloody well go for it.

 

Good luck with it all mate :wink:

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Unfortunately, like Lucid said, the engine might not be that fond of the idea.

 

You could test this by stacking a number of the TV tower buildings on top of each other and around to form your towers and putting some ladders and platforms around so that you could pass between from the lower to the upper. It doesn't have to look pretty!

 

This would at least test whether or not the engine could handle it and if the gameplay is workable. Though after thinking about the lag with the aircraft carrier on special forces that it might have a problem.

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After looking at what can we done with PR..I think it can be done.

 

Kashan Desert is huge.

Is it possible for extraction be done with the MEC? Its nice to have a change.

 

Also, I think this map has huge potential for the use of ziplines. Imagine spidermanning from tower to tower until you reach ground level.

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Thanks for the replies guys, I'll get working on what Godfrey said as a test as to whether or not it can be done.

 

Yes jmull, this is my first map, and yes, I think you're absolutely right in saying I should start off with something a little more standard just to get a feel for the editor. Might try something simpler a little later.

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Dont know anything about bf2 editor, but I've recently started modelling (ArmA addons) and i know how daunting the task may seem before you begin. I guaruntee you'll be amazed at how quickly you learn the fundementals, begin to grasp the general concept and start to visualize your end-result.

 

The hardest part is making the decision to go ahead and learn the trade, looks to me like you've already jumped your biggest hurdle. My only advice is: dont be afraid to post the most elementary questions.... and never give up!

 

*Perhaps the extraction check-points reversed would be more practical/realistic

 

good luck mate

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I suggest you check out this topic over in the Allied Intent Extended forums http://battlefieldsingleplayer.planetbattlefield.gamespy.com/forums/index.php?showtopic=7230 and try to find out some more about the map 'Running Man' it's the closest thing to a middle man map between normal BF2 and what you ultimately want.
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