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Old 08-18-2012, 09:16 AM   #171
[R-DEV]Amok@ndy
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

yeah but have you got some feedback before so you are sure you wont change anything ?


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Old 08-18-2012, 10:14 AM   #172
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by [R-DEV]Amok@ndy View Post
yeah but have you got some feedback before so you are sure you wont change anything ?
the only thing i was thinking of changing would be that tiling visible in the grass texture, but im not shure how to do it, and darken it up just a tiny bit, on the terrain light
but other than that it is all good


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Old 08-18-2012, 11:42 AM   #173
[R-DEV]Amok@ndy
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

if you change the textures i have to redo the minimap


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Old 08-18-2012, 05:39 PM   #174
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

http://wtrns.fr/oNZh8V-rmC0Alf
ok here is the last version of the map, i managed to get rid of that tiling, also this version is not playable
here is the minimap preview:

what i still havent manage to fix is the dissapearing buildings in some edges of the map, i hope you dont have this problem amok


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Old 08-19-2012, 03:49 AM   #175
[R-DEV]Amok@ndy
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

no i dont have this problem, cause im doing about 30 pics from above and creating a minmap from it

talked with AD and we came to the result that im doing the minimap when PR:N is close to a new release so you can still work on your map


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Old 08-20-2012, 07:29 AM   #176
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by [R-DEV]Amok@ndy View Post
no i dont have this problem, cause im doing about 30 pics from above and creating a minmap from it

talked with AD and we came to the result that im doing the minimap when PR:N is close to a new release so you can still work on your map
mmmmh im not really going to work much more in my map, well only if soemthing new comes out, but ok,
anyways i was bored and wanted to try out photoshop so I tried an idea i had:

it badly done but I think it ended kind of funny


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Old 08-20-2012, 01:35 PM   #177
[R-CON]sylent/shooter
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

aerial view from a recon plane perhaps? That would actually be really cool for all the normandy minimaps


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Old 08-20-2012, 01:41 PM   #178
[R-DEV]Amok@ndy
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by rodrigoma View Post
mmmmh im not really going to work much more in my map, well only if soemthing new comes out, but ok,
anyways i was bored and wanted to try out photoshop so I tried an idea i had:

it badly done but I think it ended kind of funny
im usually spending about 3-4 Hours creating a minimap (see silent eagle which took me more then 3 days or Yamalia which took 4 Hours

so i just dont want to redo it again if you can understand my point


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Old 08-20-2012, 02:20 PM   #179
[R-CON]rodrigoma
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Quote:
Originally Posted by [R-DEV]Amok@ndy View Post
im usually spending about 3-4 Hours creating a minimap (see silent eagle which took me more then 3 days or Yamalia which took 4 Hours

so i just dont want to redo it again if you can understand my point
oh i had no idea, is it so you can get the most resolution?


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Old 08-20-2012, 02:51 PM   #180
[R-DEV]Amok@ndy
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Default Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

im creating it in a resolution of 8192 square and scaling it down to 1024 then to get the best result, also im spending much time to make sure i have everybuilding and every bush on the minimap to prevent "black spots"


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