Making a map for PR
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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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