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Sahara: Desert Factory -- Updated 17/8/09

Posted: Fri Jul 25, 2008 7:24 am
by theultimat
Update

Yes. An update, after almost a year, I finally found the source files. So, without further ado, here it is. Sorry about the lack of pictures, but I will post more as I complete more.

--The Story--
(Note - I can't write stories properly, forgive me ;) )
I have decided that this map will be the first in a series of maps, which will be set in a near - futuristic time era. Basically, (I haven't put much thought in to this, so I'll update this with a more detailed version later) after some years of discussions, the United Nations was dissolved, and, in its place, a new alliance was placed - The Federate Republic. The FR followed much the same rules as the UN, but had it's own army.

The world continued to be as it always had been, but, as time dragged on, an army was created - in secret - to destroy the FR. The basic idea behind this organisation was that they had been cheated out of the FR. This organisation was called Slayer's Rebellion. The FR tried to talk to Slayer (leader of SR), and a meeting was organised. The FR wanted peace. However, the "meeting" turned out to be a trap. 3 key leaders of the FR were killed be machine gun fire.

In retaliation, the FR started to construct numerous bases all over the world, in very difficult to reach locations. The first to be completed was in the Sahara desert. Operations were organised from this base to search for the SR Head Quarters, and a coded radio signal was intercepted. The FR were overjoyed to have intercepted the signal, but what the didn't know was that this interception was to cause the base's downfall.

In order for the FR to pick up the radio signals sent by Slayer, they had to use radio signals in turn. The problem which the FR did not realise (until it was to late...) was that Slayer had been monitoring the radio message he had sent (the one which the FR intercepted). Due to this, Slayer could locate the Sahara base...
One evening in the Sahara Desert, Prvt. Smith, Prvt. Woods, and Prvt. Briggs were taking a stroll outside the mess. All was clam. It was silent, except for the sound of the music playing in the mess. Smith was humming along to the song.
"Could you cut that out?" snapped Briggs, "I really hate that song."
"Sorry..." murmured Smith, "I didn't know that you --"
"Listen," whispered Woods, "Can you here that?" All three of them fell silent. They could hear nothing.
"I don't hear --" began Smith.
"Shut it, and listen!" growled Woods. Then, they heard it. It sounded like a fly at first, but then the sound grew louder. 3 faint dots appeared on the horizon. Briggs pulled out some binoculars.
"I don't believe it," he murmured, "Aeroplanes."
"Who's?" asked Woods.
"It looks like....Oh [Diet Dr.Pepper]." Briggs slowing pulled the binoculars away from his eyes. He looked stunned. Woods and Smith stared at him.
"It's Slayer," said Briggs, "They're coming."
To be continued (ingame)...


--The Map--
I have finally added planning and barriers to the map, as well as fixing that pixilated sky, which was annoying all of us. The lighting remains the same, as it fitted perfectly. The terrain has been amended in both the blending, and the texture detail. In stead of the original plan of 8 CPs, I have gone for 5, as the game play is better this way. The map layout itself is essentially the same, although I'm considering adding a tunnel system underground. An easter egg is also in progress.


--The Game Modes--
The map now has different game modes. These are:
  • Conquest: Only GCW. SR vs. FR.
  • 1 Flag CTF: Only GCW. SR vs. FR. Need to get the bomb to the enemy base.
  • Hunt: Only GCW FR vs. Zombies.
  • Hero Assault: Campaign, where you continue the story. GCW only.

--The Sides--
The sides are relatively simple, and I will go through them by Game Mode.
  • Conquest

    Federate Republic

    Rifleman
    --M-16
    --Pistol
    --Knife
    --Frags

    Demolitions Specialist
    --RPG
    --Pistol
    --Knife
    --Mines

    Scout
    --Sniper Rifle
    --Pistol
    --Knife
    --Smoke Grenades

    Slayer's Rebellion

    Rifleman
    --AK-47
    --Pistol
    --Knife
    --Frags

    Demolitions Specialist
    --RPG
    --Pistol
    --Knife
    --Mines

    Scout
    --Sniper Rifle
    --Pistol
    --Knife
    --Smoke Grenades
  • 1 Flag CTF

    Federate Republic

    Special Ops. Trooper
    --MP5
    --Sniper Rifle
    --Knife
    --Remote Explosives
    --Binoculars

    Slayer's Rebellion

    Commando
    --AK-47
    --Sniper Rifle
    --Knife
    --Remote Explosives
    --Binoculars
  • Hunt

    Federate Republic

    Same as conquest, see above...

    Zombies

    Zombie Grunt
    --Close Combat

    Zombie Beast
    --Axe

    Zombie Deamon
    --Close Combat
    --Curse
  • Hero Assault

    Federate Republic

    Prvt. Smith
    --MP5
    --Pistol
    --Knife
    --Frags
    --Remote Explosives

    Prvt. Woods
    --Sniper Rifle
    --Pistol
    --Knife
    --Frags
    --Smoke Grenades

    Prvt. Briggs
    --RPG
    --Pistol
    --Knife
    --Frags
    --Mines

    Slayer's Rebellion

    Same as Conquest, see above...

Screenshots
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Blood!
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Thank you for reading :)


Old Post...
Hidden/Spoiler:
Ok, this is my newest map, the Sahara: Desert Factory. The map is actually an airfield, but I think factory sounds better. Basic information:
-8 Command Posts.
-Two modes (CW Conquest & CW 2 Flag CTF)
-Realistic sides (None done at the moment, and I will reveal what they are soon)
-New models of Vehicles.

Now for some screens:
The main hangar on the airfield:
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A few bomb shelters and bunkers:
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The tank shed:
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The Com-Tower, in the centre of the airfield:
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The helecopter landing pad, along with two wind turbines:
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The Oasis, behind the bomb shelters (I'm looking for some palm trees, where can they be found?):
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]General buildings around the AirField:
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Finally, the ruins, from which the attacking team starts:
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Most of the models above were produced by Squeddie. The map is about 70% done, and the sides are, well... 0% done. I will make my own Vehicles, and, if nesecery (<--bad spelling) a palm tree. Hope you like it, and please post any ideas here.

--TheUltimat

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 9:31 am
by Teancum
Hey good start dude. :thumbs: I dig that you're doing something a little different.

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 10:01 am
by woner11
Looks good! Keep up the good work!

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 11:03 am
by theultimat
Thanks guys! I'm trying to edit the sand dunes and the textures to make them look more "deserty".

EDIT:
Here's a pic I took in ZE of the updated terrain:
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Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 3:25 pm
by AQT
Nice! This will be Earth Era, right? Your map is looking great so far. I look forward to seeing those realistic sides.

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 4:53 pm
by wazmol
Look really cool man.

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 5:17 pm
by Redline
Nice map , but I would change the sky. :thumbs:

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 5:46 pm
by Lord Bardar
i think the sky looks fine, but since this is in the Sahara, maybe it should be lighter? map looks neat, airfields are cool n stuff.

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 5:49 pm
by RepSharpshooter
It's always best to change the default sky :) I suggest switching it to tatooine's sky. Also don't forget lighting. You should put at least one directional light called "sun" and make it the global light.

Re: Sahara: Desert Factory

Posted: Fri Jul 25, 2008 8:22 pm
by ARC_Commander
Looks pretty good so far. Nice usage of Squeddie's models. I do remember some discussion a little while ago about a palm tree model, I think one was made... Don't know where it is, though.

Although I'm not speaking out of experience, my limited forays into ZeroEditor have taught me one thing: Blend the terrain. It looks 200% better if your hills and potholes and stuff are rounded off at the bases and at the top.

EDIT: Oh, just saw your updated terrain pic. That's exactly what you're doing. :mrgreen:

Might also want to increase the size of each terrain texture square. This map looks like it will have a lot of open space, so you don't want a patterned-looking terrain. Maybe you could take a look at the Tatooine: Dune Sea world file in the SWBF1 assets for some inspiration? Still, nice work!

Re: Sahara: Desert Factory

Posted: Sat Jul 26, 2008 3:20 am
by Guest
hey nice work man (were you inspired by the sahara movie :P )

and i know there are some palm trees in Spira: Besaid map, so you could ask Maveritchell for them

Re: Sahara: Desert Factory

Posted: Sat Jul 26, 2008 5:15 am
by Bantha55
palm trees can be found in the saleucami assets.

Re: Sahara: Desert Factory

Posted: Sat Jul 26, 2008 6:24 am
by theultimat
Ok, unfortunately, I have a problem. Where can I get some realistic gun models? Or should I make my own?
Thanks for the posertive comments.

EDIT:
Oh yeah, I happened to notice that Rep' said something about setting up a light. How do you do it? Thanks.

Re: Sahara: Desert Factory

Posted: Sat Jul 26, 2008 9:44 am
by RepSharpshooter
theultimat wrote:Oh yeah, I happened to notice that Rep' said something about setting up a light. How do you do it? Thanks.
BF2_ModTools\documentation\BF2_lighting.doc

Re: Sahara: Desert Factory

Posted: Sat Jul 26, 2008 10:02 am
by theultimat
Thanks! *feels stupid* maybe I should've read the tuts abit better. :wink:

Re: Sahara: Desert Factory

Posted: Sat Jul 26, 2008 8:45 pm
by ARC_Commander
Wazmol made an awesome realistic looking rifle. It's in his asset pack, labeled "Shotgun" (looks like an assault rifle though), don't know where you'd find it.

But I do! http://www.gametoast.com/forums/viewtop ... 64&t=13002. -Staff

Re: Sahara: Desert Factory

Posted: Sat Jul 26, 2008 11:27 pm
by EraOfDesann
This looks very promising!

Re: Sahara: Desert Factory

Posted: Mon Jul 28, 2008 6:47 am
by theultimat
Thanks ARC_Commander (and GT Staff :D )! I'll try post some side progress soon.

Re: Sahara: Desert Factory

Posted: Sun Oct 12, 2008 7:13 am
by theultimat
Pardon the double post and the bump, but I felt like starting work on this again.

So, here's two pictures of the attacking team's sides.
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As you can probably tell, something is wrong with the colouring of the muzzle flash. I changed all the colours in both the ALL and Common folders, so what have I done wrong?
Credits for the Gun go to Warlord28 and credits for the skin of the unit goes to Elfie.

Waddayathink?

Re: Sahara: Desert Factory

Posted: Sun Oct 12, 2008 10:15 am
by EraOfDesann
Nice skin and gun. :)