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#21 |
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Mapping Manager
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as fuzz suggests.. dont even bother with the flags till much later down the road..
just create the environment with the objective of keeping it layed such that objectives can work in various orders.. drop in a temp flag for testing but aside from that all the assets and flags should be left till later. As for map ideas.. I would recommend a few more flag locations and utilization of the upper right section of the map.. a fuel depot or train line with attched supply warehouse might be good ideas as a secondary objective. something like a main-2-2-2-main is alot more fun than the 1-2-1 you are proposing. a few things I might do to diversify the map..just ideas.. 1. Bump the upper left village up in size and expand it into the forested area and make a nice full town out of it.. 2. possibly wrap the 2 bottom right villages into each other around the left side of the depression to create a signifigant urban area. not the focus but a major "event" in the map.. 3. bump the upper right village into the right side crossroads. the obejctive being to create space for the fortifications on the ridge, which Im assuming is the "enemy" start? things I like about the concept thus far. The depressions, if well done. Could be great fun.. make them fairly deep and treacherous for the tanks and they would be great escape routes for infantry. I would suggest edging the depressions with ditches or irrigation channels (which the villagers would naturally create to manage water) great escape routes for infantry again. also causes some bridges to be needed which can bottlneck mechanized units. really have a look around where you live and see how ditches function they make such a large difference in any map. make the players feel they are in a functional terrain. anyway.. I can go on for hours...lol.. peace |
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#22 |
![]() Join Date: Jun 2008
Location: Vadsø
Posts: 1,168
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I think you should make some small "paths" into/out of the elevated/lowered areas, because as I see it, you would probably do that in real life.
This also provide, as IronTaxi pointed out, an escape route for infantry, and a way for the OPFOR armoured vehicles to get away, and possibly rearm in one of the elevated/lowered areas. (But, as IronTaxi also pointed out, I'm probably one of those 50%, if not more, people you shouldn't listen to |
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#23 | ||
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Banned
![]() Join Date: Mar 2009
Location: Germany
Posts: 281
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![]() Testing combination of trees which will pose as hedges. (why are the bushes sometimes displaying totally garbled? is this a LOD issue? I fixed it by changing viewdistance scale to 3. Does that have a severe performance drag? There is no proper lighting and texturing yet on this pic. Quote:
Quote:
For the depressions I plan them to be either small swamps, however I am not sure how the game hands different water bodies (if that is possbible) or sandy dry eroded fields. Depends on how well I can paint it. | ||
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#24 |
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Mapping Manager
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I was going to suggest swampy bogs actually. lots of divets..
![]() some ideas. i suggest utilizing elevation as much as possible with the bogs/depressions.. something like the image above would provide a hell of a deterrent to tanks and the like when accompanied by a swampy hell below..that large drop is really key to making the depression effective.. The tree lines look fine.. we do have a hedgerow static mind you.. might be better if you combine it with some of the more busy bushes to break it up.. definitely would be alot easier on the polies than all those bushes.. honestly there are so many factors affecting lag and frame rate in game its hard to tell what will really drag down a maps framerates.. the primary lag monster is lightmaps though for sure.after that draw distance in conjuntion with under/overgrowth and their relative scaling.. |
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#25 |
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Banned
![]() Join Date: Mar 2009
Location: Germany
Posts: 281
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The way the map looks on the plan it would require 10000 bushes for the hedges alone on the map. Then there is the large forests. I would assume that the map will need 20000-25000 overgrowth objects. Can the engine take this? The drawdistance is planned to be 750m. The hedge static are not very useful because i have very hilly terrain.
About the bogs. Your picture gave me the following idea for a "bog" vegetation setup. High grass (~half player size) + many small rocks for tanks to get stuck + some larger bushes. Does the engine allow solid rocks for overgrowth? |
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#26 |
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PR Mapper Team
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Well I have 132070 objects in sangin so far, the vast majority of which is overgrowth, with about 3 times that still left to add. So hopefully the engine will manage! Looks good so far.
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#27 |
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Mapping Manager
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Here is my philosophy AgentParker
make the map.. as you want.. you can always thing things out later.. dont gimp the map before you have made it...go for broke.. |
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#28 |
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PR Mapper Team
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I had the same worry when I started to work on my map. I currently have like 14,000 Overgrowth Objects and everything seems to be working OK. The think that Dr. Rank told me to watch out was if your overgrowth collision file got bigger than 10MB .. Mine is at 3MB right now. So I am guessing you could almost go to around 40,000 overgrowth before you would run into a problem. But like he said to me you could always just start placing the tree manually at that time.
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#29 |
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Banned
![]() Join Date: Mar 2009
Location: Germany
Posts: 281
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I noticed that prolongued exposure to Reality Mod mapping degenerates people's ability to spell . myself included. Also found some epic typos in the statics list and even some in the editor log reports
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#30 |
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Looks nice, reminds me of some POE/OPK maps...
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| 2km, fox, map, map or terrain, scrapped, trap, wip |
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