Oil Arsenic - United States Patent 6117333 process which involves removing hydrocarbons, arsenic and mercury from wastewater produced in oil and gas fields. An oxidant, ferric ions, and flocculent are sequentially added to the wastewater to form a removable sludge containing the arsenic, hydrocarbon, and mercury contaminants. The Oxidation-Reduction Potential of the wastewater is controlled by oxidant addition to allow the required arsenic oxidation to occur while maintaining the mercury in elemental form. The process requires relatively short residence times between chemical additions and provides for large wastewater throughputs. The cleaned wastewater is suitable for discharge to the environment.
Original Map Image and Video
What is this deja vu madness?
The FCMaps.net Map of the Month Winner, is back!
That is right...! You read it right...
No more racking your brain through sleepless nights on FC3 without an adapted version of one of the communities favorite maps.
Oil Arsenic II
The three main pillars remain but someone must of turned the system over because they have been remixed together to create another epic storm and lethal concoction.
Oil - Since the discovery of oil it has been a hustle and bustle lifestyle for the rapidly growing town, turning over every couple years. Sometimes contributed by lack of planning, sometimes inexperience, but most often greed. Those in control of the land keep patching the holes and ensure someone is always pumping the oil out of the ground. All of the equipment has seen better days, and older obsolete machinery has been replaced. Newer 'Grasshopper' Counterweight Pumps now replace all open wells allowing the for a deeper siphoning of the petroleum sludge.
Water - The landscape has begun to cave in as the underground aqueducts are pumped for contaminated water. Processing happens on site and the locals swear the water is completely safe. The even guarantee it through a government patent document 6117333 proclaiming the safety of the drinker water after the hydrocarbons, mercury and arsenic are extracted. However, the weight of the world has been irreversible on the landscape and the aggressive siphoning and lack of construction support have proven too much for the original sight to support. Sink holes and land slides litter the area and continue to swallow many lives. Through excavation, the terrains has distorted, exposing new tunnels.
Power - With time the erosion of sand carved out the underbelly of the old foundation and caused nodes to begin malfunctioning. In order to maintain the electrical integrity of the gird, the Plant needed to be moved closer to the mountain base to ensure its strong foundation on bed rock. Lots of the money earned to set up camps before has been blown moving the facility causing tempers to run hot. Maintenance crews and armed security often patrols most of the infrastructure to check for leaks and natural corrosion from the suggested, hostile environment. The Union has begun investigating the disappearance of top performers after claims surfaced about weak workforce moral. The claims sound to consist of mostly rumor currently, with no substantial proof and a movement for safety has begun with laborers claiming the air is toxic. Some of the workers are said to have gone missing, others wear masks constantly, but most argue for extra shifts.
Junk - Years of parked cars taking the blow of an IED explosion or a hand cannon coupled with the corrosion of time have rusted out and mangled most of the transportation stored nearby. Large cranes now pile up stacks of debris in a junkyard. The Iron is smashed and grind down to create a compact filler that helps plug in some of the sinking ground.
Land Slides - The ground steams under the soft soil causing cave ins around the premises. It's red color has been depleted and all that remains are sandbags and sheet metal. Mad Max left this desert town long ago in search for a higher noon on another planet. The locals mix and match pieces into a hodge hodge of structures, continually changing and chopping down abandoned structures. There is no time for experimenting anymore, they know exactly what their operation needs to survive.
Less then a month from the initial conversion to FC3 and the map was ready to play for a select few experts that could give me some serious feedback on what they hated. Again, like last time, after more Salt then the Lake City flats I went back to the drawing board.
It was time for release again and I hope you agree, this is another amazing Winner!
Download and decompress...![]()
I accidentally posted this in the general discussion area. Sorry for the redundancy but I got a message today that players are enjoying the map as much as the first! There are even Fan Made Youtube videos! Check them out.
Longer more informative with medium quality video.
To answer some of the questions and concerns brought forward:
You are an amazing friend and fan. I could go on for hours saying thank you for all the nice things you said.
The layout for Oil Arsenic II is actually an adaption of Nitrous Oxcide, which was a hard to search, spell, and remember, map I created for FC2. However as mentioned without the use of vehicles, and pulling the boundaries of the map inward so that it could have a more intense feel. This is a mapping style I began evolving when some of the newer FPS games started releasing so that I could attract some of the adrenaline junkies to stay. I struggled with base versus base in FC2 on Nitrous Oxcide because the flow almost asks players to keep moving. Consequently, without bases in FC3 it makes for a very aggressive and enjoyable new battle scene. I wanted to stay as true to the original, Oil Arsenic, as possible. The things I remember as Iconic features and gameplays were small areas that were...
1. Fortified Areas - so your team could move together and protect close areas very well. The original Oil Arsenic had long barren areas between these 'forts' so that it was risky moving around the map alone. In Oil Arsenic II, I wanted the player to feel more free to move around so I limited the complexity of the forts, and add more cover along short sprint paths marked by the road. Something that FC3 differentiates itself from FC2 by is the removal of bases. I think of forts like mini bases, and bases as full on property ownership for the land. In my mind, storming someones base should be super difficult. By removing the bases the game became more amorphous which I think makes for great gun and move and protect and hold for short amounts of time.
2. Oil Derrick - statues the players could move around and observe. I liked them because they were economic with game budget and set a strong tone for the maps location. I have since integrated them more closely into the map instead of isolating them and I also created many levels of verticallity so that the player can move around the now bigger and more accurate grasshopper pumps. This allowed me to showcase them better without putting them around the maps edges. Also, since there is some special lighting applied to them, it helps make them pop from the background areas and siphon players closer to the areas of conflict I paid the most attention.
3. Pride Rock and Tunnels - There was a level of detail in the caves in the original which included cave paintings of an old civilization that existed in the location for it was industrialized. I tried to make the tunnels more modern in the new version since the map takes place in the future, after Oil Arsenic II. The Tall Mountain was always a sniper favorite because of its great view of the entire map. Sadly I decided to take this out because, the sniper was hard to stop once they were up there and there was no real way to counterbalance. For Oil Arsenic II, I lowered the sniper perches so that other guns could reach them with skill and stealth. I also placed more of them around the map overlooking key areas for battle.
In previous version the path from A to B was very clear and as a result caused single file line of deaths from teams running from one place to another. Since FC3 has so much text on the HUD (i personally dislike all HUD) if you were lined up right, you wouldn't be able to tell friend from foe. By giving the paths and terrain more choice, the players don't run single file line anymore and it helps break up the clump confrontations where a friendly is behind a foe and you get killed because you cant tell who is who. Unfortunately, this may make the map confusing at first because it is intentionally not extremely clear between points.
Some other design challenges I faced were finding a way to shrink the mountain to spread the flow out. The terrain is lower near the base of the mountain so that it feels really big and empowering. I decided to ramp the terrain as is moved away so that I could keep players traversing the edges of the map. Since they exist at higher levels than the base of the Mountain. It dwarfs the setting when you are away and makes your current location more relevant while you are there. The reverse happens as you get closer to the mountain, where it actually feels like it gets bigger and more empowering as you are closer.
Another thing that is different is the Power Plant was moved to the base of the mountain. Two main reasons, as a close quarter area it enhightens the adrenaline of the play experience and the other is to invite only the strongest players in. I like that it puts you on edge and makes you feel as though you are trespassing. This is a close quarter area like many battlefield type confrontations. Since this is essentially the middle of the map, there is a lot of anger the player can get out.
Since the map now has zones of conflict I wanted safer trails to lead from one area to the other, however I needed to make sure the player stays in the center of the map so that they can find each other with all the cover. This is part of the reason why some of the rock slides block areas, or make them hard to move through quickly. The player needs choice, safe and slow, fast and risky, etc. The tunnel referenced in the video takes about 5 seconds to move through. This gives a player enough time to enter it and turn back is they need to. Since your gun is pulled down when you are out of bounds, you cant shoot while in the tunnel. I like that you can meet someone in the middle and realize it is now a sprint to the finish line before either of you can draw your guns. This makes the tunnels much much more dangerous and increases, the enter at your own risk idea.
In high confrontation areas there are lots of destructive pieces so that bullets and bombs will push around the pieces. You were able to find lots of areas of surprise on your walk through and watching you navigate the map allows me to learn more from the way you are playing and want to play than you could imagine. I might start asking special individuals to film themselves playing on some future maps since i find it so useful while mapping. I have one coming soon which has the working name 'Mutiny' which I could really learn a lot from watching playtime videos.
The playtime is the hardest part for me because I have a group of about 12 people that will regularly play together and give feedback, but actually watching people speeds up the process a lot. A map takes me somewhere between 30 and 80 hours. With the right kind of playtesting, and if i can stop myself from playing while making it I can cut that time in half. Oil Arsenic II came out quickly once I discovered how to use the new editor with its quirks. Crashing wasted about 4-6 hours to reboot constantly. I wish I could rotate objects with both Joysticks, or go from Multiplayer to the Map Editor without being forced to go to the dashboard every time. Those 2 or three minutes add up over time.
As for cross platform. I have FC3 on xbox ps3 and pc. If the map gets enough downloads I will create it for PS3 and than PC.
Video Maker Feedback - I would like to leave you a critique of your video...
- Work on setting up your camera better and focus on the brightest area of the map so everyone can see what you are looking at when you navigate.
- Don't scroll around with the camera faster than 2x.
- Make your videos shorter or talk faster.
- Tell a story about something you enjoyed doing on the map while you played with others
- Some things you are doing well is describing your feeling about a level and why you think something is or isn't working.
- You are also very articulate and its easy to take what you say seriously as a result. If you can try and stay neutral you will grow a larger following overtime.
Thank you for all your kind words!
Shorter less informative review with stunning HD quality
Addressing concerns and questions:
There is a lot of information on the mood of the different areas that can be found in this thread. Oil, Water, Power, Tunnels, Rocks Slides, etc. and they can help answer some of your questions about what this place is.
There is a history in this map as it is the sequel to another great map. To improve on the first map for the new game I made some pretty radical changes. One of the most obvious ones is the amount of cover, and the amount of vertical areas. There is lots of cover to help add choice for the player so that teams don't get killed traveling in a single file line. The terrain is aggressive to keep the player on edge so that they don't stay put for too long. Each area is fortified so that small squads of players can move to and hold areas quickly.
The radar has a map edge so the players can see very clearly where they can and cannot go. I tend to use less construction near the edges of the map, or change the terrain detailing significantly as the player approaches the edge of the map. I also make the terrain really wild so the player cant access areas as easily. All of these techniques help me give hints to the player that they are going the wrong way.
Video Maker Feedback - If I may also leave you a critique of your video...
- The HD captures really makes the video look great!
- When you say the map name, leave text on the screen that shows the map name while you say it. This will allow people to remember your announcements and the map more efficiently.
- Be sure to turn the grid and HUD off before you start your video. Sometimes there are lots of pink lines and its hard to see everything.
- You have a !! Radio Voice !! and you talk at the right speed but your voice inflection makes it hard to understand if you are happy about something or dislike it. The first time I watched the video the nightmare statement made me think you didn't like it. but the second time i listened I got a more positive description of the map. I am trying to learn from reviews of my maps so I can make better maps
- Go through the map thoroughly before navigating so you don't get lost looking for a very small part. or work up some conversation about other parts as you get there.
- Don't scroll around with the camera faster than 2x. There was some idle time during your map where you are trying to navigate around but the camera is moving too fast.
- Some things you are doing well is describing the intensity of detail of the map.
- Tell a story about something you enjoyed doing on the map while you played with others
- While reviewing, be conscious not to alienate your viewers by communicating strict opinion. You can be much more informative by spending more time describing the ups and downs of your comments.Start by saying, I like this and than describing, or I dislike this because of blah. Those small parts will add a lot of context so I can improve my map, and others can feel what you are saying.
Also, I really like the music you used and would love to get the audio and vocal tracks from your video in case I edit together some clips for a fight montage in the future.
Thank you both for all your kind words! Thank, thank you, thank you guys for trying to get some exposure for my map!
I actually ran into this in the Silver Playlist lastnight with a full lobby. I haven't looked at it in the editor yet, my only experience is playing it with a full lobby the one time.
I will say though, that from that brief match, it was a bit chaotic and not in a good way. This could be just because it's hard to get the layout on the first play and see the full map, but there appeared to be no real "Flow" or "routes" to the map. No matter where you were, you could be killed from every angle, full 360 degrees. The cover pieces only provided protection from like 10 degrees if that, most of the time. You didn't feel secure no matter where you were.
I would describe the match as a total ****storm, and by about a quarter of the way through more than half of the enemy team had left (even though they were winning) and two of my teammates had left also. I hate to give it a negative review because I can tell that you've put a lot of work into it. Visually it looks great, and object placement looks organic and real. I would describe it as a big blood bowl map with chaotic deaths happening constantly.
What I would do to improve the negatives I mentioned, would be to add more visual cover if anything. If you don't want more physical cover, add some things like plants and thin fences that merely keep you out of sight better in some areas.
Yeah I can totally agree with the Mad Max vibes. hahaOriginally Posted by Leadstorm76 Go to original post
It seems to be getting a lot of play. Good or bad, it is nice to see people using it. Since the new map rating system is so different from FC2 its hard to track if the map is a success with the community. At least I know one person (or a lobby) hated it. If you truely disliked the map, you should have talked others into staying until the end and down vote it. Don't forget though, not everyone is playing with the same motivations, maybe you just couldn't get enough kills for your team to catch up? Any chance you were playing Team Deathmatch? I believe of the modes that is the least clear because it doesn't tell players where to go.Originally Posted by TheRealDrewdelz Go to original post
Also I wanted to say you gave some really great feedback, although mostly negative. I have mentioned before that the map is a teamplay map for returning players. I didn't want people to camp and I talk a lot about that above. It is a very dangerous place to be without teammates. This map requires a strong squad to feel secure. Maybe you would like my other map, Mutiny, better. It has lots of camping holes and visual cover. I also feel like I was able to get the hang of the map editor from my first FC3 map, for it.
Not to play down your concerns at all. I am very sad you had a bad game but I am glad you didn't make the map...Originally Posted by TheRealDrewdelz Go to original postI think it is important that maps have different personalities. Like the original, this one is very dry and open which is why I stayed away from vegetation. The original had no foliage at all, so it's super interesting that you want even more. Maybe this one just didn't suit the round. Or maybe you just don't like it, that's ok too. I will keep your suggestions under considerations if I ever make a third. It is unfortunate that every player now, needs to feel like an expert as soon as they touch a map for the first time. However, it is very valid.
Thank you! I really like that by pressing them under the ground the splashes don't show and the mist looks black like smoke.Originally Posted by Leadstorm76 Go to original post
No, its not Launch. I don't play COD much so I am largely unfamilar, sorry. Is that a good map for CODs style of play? Mine is called Launch Code because it takes place in a military setting with a large armed Nuke. Would you mind talking about Launch Code in its respective thread? I am trying to keep the information about each map separated.Originally Posted by Leadstorm76 Go to original post![]()
This looks amazing, Im a noob map builder and this is just awe inspiring.
The style looks similar to what I am trying to create on my Fallout inspired map, ( Dark, low vegetation, high detail, custom housing )
If you have the time I would love some constructive feedback on it, and hear what you think ( its still in development, so not published but its online on xbox )
BoZ Tribal Fallout
Dont mind the spawnspots were placed in fort to test early version, its all about the design atm, not even added texturesjust building and adding details atm.
Trying to make a nice layout, but its harder then it looks!
Anyway thanks for the inspirational maps!
lol I never said I hated it, I just was pointing out a negative experience on it. It was Team Death Match, btw.Originally Posted by neokinesis Go to original post
I don't want to camp on it, it's actually the opposite. I wanted more cover to promote moving up and advancing on enemies. Advancing, even as a squad, is a death wish in an area with very little solid/wide cover. With the way it played out in my match, people camped the outer edges of the map and just basically sniped at the players dumb enough to be anywhere near the middle.Originally Posted by neokinesis Go to original post
Obviously some greenage would look out of place here, it was just a general idea that I used to describe what I meant, visual cover such as bushes or thin fences that only provide cover visually but if an enemy was to shoot at you through it you'd be unprotected. So anything else that you could come up with to provide visual cover would work also, maybe even the dried out dead plants? Or destroyed building leftovers that are just wall framing/exposed 2x4s, ect.Originally Posted by neokinesis Go to original post