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Muttrah City

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Here it is guys, finally after over a years work, here is Muttrah City v2.0!

For thous of you who never played the first Muttrah City in the early versions of PR, the map focuses on a Amphibious Air Assault via the USMC on the Capital of Oman, Muttrah City. The MEC are well dug into the city and it will take lots of street to street, hard urban combat to push them out and fully gain control While the MEC on the other hand, providing they can keep on there feet and shoot down the incoming choppers, can push the USMC right back into the sea.

Now I will say there was more I wanted to do with this map, and although yes this is finished for v0.8, I do plan on working on this map more for v0.85 and later to add the detail and things I wanted to but due to deadlines I could not do everything I wanted here. Never the less, the map is still VERY playable as seen in stress testing, loads of fun and dose not feel "unfinished" for the most part.

Enjoy, question and feedback are also welcome! :)

Credits:

Overall Design & Development: [R-DEV]Rhino

Muttrah Mosque static: matt.b (x-dev) & [R-DEV]Stigger

Muttrah Fort and Watchtower statics: [R-CON]Z-Trooper

New Middle Eastern City Static Buildings: matt.b (x-dev)

Dhow ME Boat static: [R-DEV]Cheeseman & [R-DEV]Rhino

Small Boat statics: [R-DEV]Cheeseman & [R-DEV]Rhino

White Car1 static: [R-DEV]Cheeseman & [R-DEV]Rhino

Octagon Paving Slab Detail Textures: [R-DEV]Chuc

Road Textures: matt.b (x-dev) & [R-DEV]Chuc

Sea Wall Static: matt.b (x-dev)

Cargo Ship static: matt.b (x-dev) & USI, BSS mod

Dock Shipping Crane Static: OPK, BSS Mod

Containers & Container block statics: matt.b (x-dev) & [R-DEV]Rhino

Container Handling Crane Static: [R-DEV]Rhino

Souk Entrance Static: [R-DEV]Rhino

Muttrah Lamp Post Static: [R-DEV]Rhino

Rock Armour / Wave Breaker statics: [R-DEV]Rhino

Map Overviews: [R-DEV]AncientMan

Oh Rhino Billboard texture: rangedReCon (winner of the public billboard compertion)

The Fag who convinced me to start this insane project over a year ago: [R-DEV] JS.Fortnight.A :P

AAS 64 Layout:

AAS_64.jpg

USMC

3 x Transport Littlebirds

2 x Transport Hueys

1 x Attack Huey (no respawn)

1 x Cobra (20min spawn delay)

2 x LAV-25 APCs

2 x RHIB (With a max of 10 spawning)

MEC

3 x Supply Truck

1 x Supply Truck (with no respawn)

2 x Vodnics (with 10min spawn delay)

1 x BTR-90 APC (with 20min spawn delay)

AAS 16 Layout:

AAS_16.jpg

USMC

3 x Transport Littlebirds

3 x Transport Hueys

2 x RHIB (With a max of 10 spawning)

MEC

4 x Supply Truck

1 x Supply Truck (with no respawn)

Skirmish 16 Layout:

skirmish_16.jpg

MiniMap:

muttrah_minimap_tn.jpg

(click to enlarge)

Screenshots:

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fixed the ref pics links :)

the fort can be entered, thou the watch tower you can not, but yo can land a sniper on the roof with a chopper ;)

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Beautiful!!! :wub:

Cant wait to play it..!!

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Can we can one or two more images please, you missed the one of the underside of of the red crate 500th from right thanks ;) ... nice work Rhino, a year wow, time for a nice rest and glass of nice cool juice.

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Hello,

wow, amazing work...

Just a question from an other mapper, just curiosity, how many time did you spend to generate shadows ? and what was your computer specifications, ram, proc ?

as you said, little details will enhance greatly the map wich is little too "clean" , but you planed to do it, and you already did a very nice work....

bravo

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cheers guys.

Fabiolo I did my lightmaps (shadows) in 3DsMax to get good results in a short space of time (considering how many I had to do).

10943171qs9.jpg

Took me around a week to do the Sun light, then anouther guy did the Sky light for me on anouther system :)

can check the tuts section for more info on 3DsMax LMs.

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Yep, ok

i was wondering that because with the bf2editor prog, it should take some month with a computer working 24/24 considering the number of objects on the map.

yes, the 3DS way is a better solution :)

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Very nice. It seems like lots of work has been put into this and the quality shows. Nice to see some of the fun layouts from the original (that grassy square with the fountain surrounded by high buildings always required some determination to take!).

Edited by [FH]ctz

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frigin brilliant work rhino and PR team...definetly the best bf2 map created,it puts strike at karkand to shame...lol

.

cant wait to play it.

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Man that must have taken f****ng ages to make, may very well be the most detailed map ever made for battlefield 2. Show it to DICE and they will kidnap you and make you start work on bf3 lol. Congrats great job!

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you work!...bf3!...china!...NO hijack rhino......f'in brilliant map.

.

edit again....thats quite a peice of work rhino,this map rrreallly shows what pc's today can do,im sure we can step it up from here.."rhino's spine shivers,further you say!!!"

Edited by BEEX

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Muttrah wasnt in 0.75.. and yes this is Muttrah v2..

and again.. just played it on local.. fecking brilliant map.. i love it :wub:

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hehe, cheers guys, and yes it is muttrah v2, I would hope it would look diffrent than v1 :P

and no PRSP yet for v0.8 yet, thou the SP guys are working hard on it thou.

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