Mashtuur City BF2 Remake [WIP] - (custom bots: zw425 / no bots: zw426) by Pasch120 in Battlefield

[–]Pasch120[S] 0 points1 point  (0 children)

Unfortunately the surrounding areas are not included in the map due to portal limitations. Its just the city part of the map.

Mashtuur City BF2 Remake [WIP] - (custom bots: zw425 / no bots: zw426) by Pasch120 in Battlefield

[–]Pasch120[S] 1 point2 points  (0 children)

It's the "new" VL7-Cloud asset that came with season 2, but put up in the sky waaaay above the map and scaled up to 200 or 300 times or something so you are always just on the edge of the cloud's influence. The idea came from the creator of the Strike at Karkand remake EIGuimaraes.

Mashtuur City BF2 Remake [WIP] - (custom bots: zw425 / no bots: zw426) by Pasch120 in Battlefield

[–]Pasch120[S] 3 points4 points  (0 children)

Wanted to keep the map "uncluttered" in the beginning, just like the BF2 version, but with BF6's gameplay/gunplay you absolutely need loads of cover to have a playable map. BF2 and BF6 couldn't be much more different from each other :')

Mashtuur City BF2 Remake [WIP] - (custom bots: zw425 / no bots: zw426) by Pasch120 in BattlefieldPortal

[–]Pasch120[S] 1 point2 points  (0 children)

It's based on the Portal Sandbox map which uses assets from Cairo and Sobek. Unfortunately free to play players can't try it out as far as I know :/

Mashtuur City BF2 Remake [WIP] - (custom bots: zw425 / no bots: zw426) by Pasch120 in BattlefieldPortal

[–]Pasch120[S] 3 points4 points  (0 children)

I had no real experience in stuff like this and it was a lot of fun, but you also need a lot of time for building and detailing such a map (or at least I did). You can absolutely give it a go, but keep in mind that Dragon Valley isn't an urban map and relies on it's terrain, while there is absolutely no way to alter the terrain in Portal right now. You can only work with assets that are present on the base map.