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Old 08-26-2009, 04:50 AM   #11
[R-DEV]fuzzhead
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Default Re: [Map] Tumen River (4km) [WIP]

Looking nice there dispo.

There is definitely some new enterable chinese statics in the the making, but I wont mention more on those until the guys making them feel they want to talk about them, but just keep it in mind we will see more of these available over the next release.


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Old 08-27-2009, 11:09 AM   #12
d1sp0sabl3H3r0
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Default Re: [Map] Tumen River (4km) [WIP]

August 27th Update

First, new mini-map (just from the editor, it looks like crap but it gives you a basic idea of the map). You'll notice a change....

http://farm4.static.flickr.com/3620/...086529b9_o.gif


Gravel Pit/Quarry

Added the gravel pit. Only thing left to do is possibly add more detail and touch up the terrain a little bit, but I'm happy with the overall layout of the area:

http://farm3.static.flickr.com/2488/...7b9e26fa_b.jpg

http://farm3.static.flickr.com/2668/...b9af052f_b.jpg

A view inside the pit:

http://farm3.static.flickr.com/2516/...98d1e53a_b.jpg


Temple Complex

Listened to Johny's advice and the more I thought about it the more I had to agree. Here is the changes (well, just one) made to the former temple complex. Not as sexy, but actually much more sexy because of it's simplicity.

http://farm4.static.flickr.com/3137/...2e5893c3_b.jpg


Cement Plant

Again, listened to some advice and agreed. I am moving the cement plant, but that isn't done yet and is on my to-do list next, so expect to see the results of that change in my next update.


Stay tuned....Rhino released his tut on placing overgrowth fields and so I will be fleshing out the farms soon as well.


octo-crab: I already did the cowboy and the construction worker
dispo: I bet you did
dispo: did they call you back?

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Last edited by d1sp0sabl3H3r0; 10-10-2009 at 01:33 AM..
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Old 08-27-2009, 11:46 AM   #13
MaxBoZ
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Default Re: [Map] Tumen River (4km) [WIP]

Since were talking about N Korea here, why don't you make it into a listening post or so? The former Temple complex..


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Old 08-27-2009, 12:50 PM   #14
05grottim
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Default Re: [Map] Tumen River (4km) [WIP]

is ther any chance of showing on the minimap where all the flags will be placed?
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Old 08-27-2009, 01:01 PM   #15
d1sp0sabl3H3r0
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Default Re: [Map] Tumen River (4km) [WIP]

Quote:
Originally Posted by 05grottim View Post
is ther any chance of showing on the minimap where all the flags will be placed?
Yes, but my approach on this is to fill up the map first with areas/objects that make sense, then figure out where the flags should be. I think this approach will let me build the map in a more realistic manner by letting the real world dictate where the flags are instead of letting the flags dictate where the real world is.


octo-crab: I already did the cowboy and the construction worker
dispo: I bet you did
dispo: did they call you back?

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Old 08-27-2009, 02:33 PM   #16
Jonny

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Default Re: [Map] Tumen River (4km) [WIP]

The old temple complex is definately looking better, but the terrain still needs some work around the edges of the hill top to get rid of the plateau effect and make it seem a lot more like a sharp peak. Some re-texturing would help a lot with making it fell high up, as would some more static rocks on the slopes. I would consider making the hilltop quite a sharp peak and placing the tower at or near the top, with the hut being a little further down the hill, below it.

The pit is a good start, it really looks like the terrain has been dug away. It also needs some different textures though, a rock texture would probably be the best option as you can place static rocks for a more interesting quarry than the qinling one. The much sparser placement of equipment definately helps. I would add a pit somewhere inside the central quarry area with a ramp down into it, as if most of the quarrying is concentrated there rather than a level bottom with a few remaining mounds as it is now.

When you ome to placing the fields, try to remember that they are relatively simple to reskin and so can be used pretty much anywhere you think some vegitation would go well. Grass, flowers, crops, weeds in the river, reeds beside it, low lying dead bushes, etc.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 10-09-2009, 06:51 PM   #17
d1sp0sabl3H3r0
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Default Re: [Map] Tumen River (4km) [WIP]

Time for an update:

Since my last post I did some serious re-thinking on this map and eventually came to the conclusion that the map in it's current state wasn't going to work. I had taken an area that was about 16kmx16km and tried to cram it into a 4kmx4km area. Yes, I managed to get some really cool terrain features, but the problem was the villages and cities would need to be scaled down to fit that it wouldn't be worth adding them. The scale didn't work.

I went back to the drawing board and grabbed a 6kmx6km area that would give me the features I wanted in the map and, thanks to Google Earth, grabbed the lat and long boundaries that allowed me to grab that exact territory in real-life terrain data.

Here is the new mini-map (please note that this is the Google Earth shot I'm using as my color map for now to place objects on the map - real color map and subsequent painting to follow):



It is essentially the same main area, only smaller region than originally selected.


Areas of interest:


Russian Main:

The Russian main, which actually just a staging area for their forces.




The story here is that the Russian forces have hastily created this staging area near the swamps in the north on the map. They have used the rail system to quickly move their forces and assets into the theater and to avoid detection via camouflage.

Game play: I am going to have the assets (trucks, apcs, tanks) spawn near the rail cars, with statics on the flatbed cars, to simulate unloading of those assets to take into combat. This area will be safe from attack by enemy forces via dome of death and terrain cover.


Train Depot:

An ignored and run-down train depot is located south of the Russian main.



Game Play: Not sure if this would serve as the last flag for the Russian forces or not - I haven't really decided on too many flags yet. It really doesn't have any strategic value other than to possibly be used to cut off Russian reinforcements from the north, but it brings the area a little bit of "life".


City of Khasan:

This city is a run-down, dirty little town with a population of 750 in real-life. It is on the Tumen River and is the closest Russian community to North Korea (again, in real-life). The town is dominated by the rail yard and surrounded by little quarries. I've added a factory and a strip mine for coal that is loaded onto the trains.



I'm not sold on the trees, and the town itself looks a little too much like suburbia for me. I'll be making changes, but the layout is basically there. A picture of the apartments in the real-life Khasan can be seen in the first post of this thread.


Tumagen Rail Yards:

Located in North Korea (RL) directly across from Khasan is the city of Tumagen. Again, a majority of the area is a large rail station that I've tried to model without going overboard.



View from the large fuel tanks in the hills to the south of the rail yard:



Game Play: This should be a fun area to fight over. It obviously has strategic importance because of the railways and the fuel located there. My main concern is to break up lines of fire and provide some terrain cover for units as they try to advance on enemy positions. Lots of work left to do there.


East Tumagen:

The community to the west of the rail yards. I've broken this up into an East and a West to provide large areas of urban combat. This community, mixed with the large storage/industrial buildings in the area should prove to be a nice mix for combat. I've still got some work to do here to bring the area to life.




Battle of Lake Khasan:

A site for a fierce battle between Russian and Japanese forces during WWII, Lake Khasan provides me an opportunity to put in military positions that make sense in the real world (albeit they haven't been used for fighting in 70 years). This old fortress provides a commanding view of the river valley.



Last picture is a view from the river looking up at the fortress complex. A cookie to the first person who can find my tribute to the battle fought there during WWII.




Lots of work left to do, but the map is going well. I will post more updates as they make sense. As always, feedback is appreciated and welcomed.


octo-crab: I already did the cowboy and the construction worker
dispo: I bet you did
dispo: did they call you back?

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Old 10-09-2009, 07:07 PM   #18
HughJass

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Default Re: [Map] Tumen River (4km) [WIP]

not to bad man, looks pretty solid. get them textures done.


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Old 10-09-2009, 07:11 PM   #19
Element66

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Default Re: [Map] Tumen River (4km) [WIP]

Quote:
Originally Posted by d1sp0sabl3H3r0 View Post



Last picture is a view from the river looking up at the fortress complex. A cookie to the first person who can find my tribute to the battle fought there during WWII.
that crazy looking orange tree/statue of the guy with the flag? (right in the middle of the background)


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Old 10-09-2009, 07:35 PM   #20
Portable.Cougar
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Default Re: [Map] Tumen River (4km) [WIP]

Dig it.


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