1 (edited by Jamix 2007-12-01 19:30:11)

Topic: Insertion at Abridon

Hello folks, before I begin I must say that FireStrike is one of my favorite mods for BF2142. It is both fun and exciting to play (particularily as an officer).

for the last few weeks i've been working on a small map for this mod. Now, after finally getting a rough draft finished I have reached a point where I cannot continue without help or advice from an experianced mapper.

Without further adiu, I introduce:

Map Name: Insertion at Abridon
Planet: Abridon
Ground/Space: Ground

Weather/Lighting:Dusk, Cloudy

Layout Diagram:
CQ 16 - Four Control Points (Staging Point*, River, Forest, Bunker**)
CQ 32 - Five Control Points (Landing*, River, Hill, Front Line, Bunker**)
CQ 64 - Six Control Points (Landing*, Staging Point, River, Hill, Crossroads**, Bunker**)

*- This CP is a rebel uncap
**- This CP starts under imperial control

The general layout of the map is the rebels fighting up a steep hill with many winding switchbacks and rocky outcrops. The Rebels bleed tickets if they don't control two (three in 64CQ) control points, while the imperials will not bleed tickets unless they have no CP's. The map is not a night map, although the lighting is poor and the fog distance is low (only 150). However, the high amount of cover and foliage makes this map a haven for snipers. A few speeders are availible to speed up the initial capture of CP's. (plus speeders are fun to drive.)


Map description: Several months before the Adridon Nationalists had revolted against the Empire with the support of the Rebel Alliance. That uprising had been put down by Imperial general Brenn Tantor. However, while the Rebel presence had been destroyed, the Nationalists continued to fight, holed up in the industrial center of Sayan. After months of fighting that the Nationalists have appealed again to the Rebellion for aid, offering their allegiance and military supplies in exchange for driving the Empire off the planet.

Scarcely a few months before the rebel assault on Endor, the Rebellion has made the decision to relieve the planet. General Tyr Taskeen, the man who had commanded the first Rebel army has returned with Tantor, who had defected to the Alliance after refusing to follow orders from his superiors.

A Rebel spearhead has landed on the southern edge of the capital. Now they must capture the small imperial base just to the east of the landing zone, and deactivate the orbital defenses before Imperial reinforcments can arrive to destroy the small Rebel fleet in orbit.


Gameplay Description: 
Conquest: Rebel Assault.  16, 32, or 64 players.

Vehicles:
16 Players - x2 Speeder (Staging Point, Bunker)
32 Players - x3 Speeder (x2 Landing, x1 Bunker)
64 Players - x6 Speeder(x2 Lander, Staging Point, Crossroads, Hill, Bunker), x1 AT-ST(Bunker), X1 Hovertank (Landing (When availible))

Extra notes: I do not have BF2, and my editor is patched to work with only 2142. Because of this I have some problems when mapping. In particular, I cannot seem to add vehicles to my maps, and undergrowth causes many problems when I try to use it. I would like help with finishing this map if anyone is willing to give advice. Also, having both undergrowth drawn and detail textures on causes  graphical glitches on my editor... I do not know why.


Screen Shots:

The Rebel Insertion Point
http://img.photobucket.com/albums/v115/Forrt191/1Landing.png

A river cuts this battlefield in two. Allowing players to either choose one side to fight up, or giving them the option to cross the river... depending on the map settings. A peaceful dock surrounded by boats endures the blasterfire
http://img.photobucket.com/albums/v115/Forrt191/2Lighthouse.png

The Imperials have placed the enterence to their facility high uptop a steep hill, surrounded by two tall towers that are perfect to snipe from
http://img.photobucket.com/albums/v115/Forrt191/3Bunker.png

As you can see, the approach may be highly difficult
http://img.photobucket.com/albums/v115/Forrt191/4River.png

Removing the fog, this shot gives you a good perspective of the scale of the fight. Although it's open air, the map itself is very small and built to be an intense situation.
http://img.photobucket.com/albums/v115/Forrt191/5Overview.png

The previous occupants of this region have evacuated, leaving their home behind at the mercy of the two clashing armies.
http://img.photobucket.com/albums/v115/Forrt191/7Hill.png

This small base is a stepping stone for the rebel assault. Set up hardly a few hours before the first shuttles arrived by the Abridonian Nationalists, this forward base is hardly more than a smattering of tents and technology.
http://img.photobucket.com/albums/v115/Forrt191/6StagingPoint.png

Abridon could tip the balance of the upcoming battle on Endor... Fight hard, fight well, suceed.
http://img.photobucket.com/albums/v115/Forrt191/8End.png

The minimap, with hand-drawn CP representation.
http://img.photobucket.com/albums/v115/Forrt191/Minimap.png



Edit: The inspiration for this map was actually my favorite CQ map in vanilla, Cerbere Landing. The description itself was drawn from Force Commander (a so-so RTS) since Adridon seemed a very fitting planet (timeline and scenery-wise) to have the map set on.

Re: Insertion at Abridon

Cool wink

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Insertion at Abridon

Looking good. That 'highly difficult approach' one reminds me so much of an Imperial outpost on a certain GC map. What was it called again, Lok or something?

That last shot looked really good.

Looks promising.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Insertion at Abridon

Looks good smile

Also odd that the sun is underground? tongue

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Insertion at Abridon

Excellent work! Very detailed with the map showing of the cpus
I just have 1 question, the yellow dots are netural cpus? right?

6 (edited by lagueriniere 2007-12-02 07:05:48)

Re: Insertion at Abridon

to add vehicles:

_ Make sure the CP is selected and right click on the area you want to spawn a vehicle and select "Create ObjectSpawner". A empty window "Select Vehicles Type" will appear, click cancel.

_select your objectspawner, and look in the TweakerBar, in the box "Vehicles Team 1/2" choose what you want.

http://apu.mabul.org/up/apu/2008/02/22/img-18455166c2b.png

Re: Insertion at Abridon

Ah, thank you lagueriniere. That did it nicely.

Does anyone know if the current hovertank in the FS files is a working vehicle?