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Old 10-09-2009, 07:58 PM   #21
$pyker
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Default Re: [Map] Tumen River (4km) [WIP]

that hurt my 56k
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Old 10-09-2009, 08:08 PM   #22
[R-DEV]Adriaan
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Default Re: [Map] Tumen River (4km) [WIP]

Looking good! I especially like the train depot with the oil storages, it looks like a nice area to fight over.
I also happen to see a downed zero lying in the valley, i wonder...


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Old 10-09-2009, 08:38 PM   #23
d1sp0sabl3H3r0
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Default Re: [Map] Tumen River (4km) [WIP]

Quote:
Originally Posted by Adriaan View Post
Looking good! I especially like the train depot with the oil storages, it looks like a nice area to fight over.
I also happen to see a downed zero lying in the valley, i wonder...
Winner!


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Old 10-10-2009, 05:54 AM   #24
[R-DEV]Outlawz7
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Default Re: [Map] Tumen River (4km) [WIP]

Quote:
6 out of 9 current PLA maps have a temple, with the removal of kyongan-ni that might be 6 out of 8 having a temple. Are ancient temples really such a strategically important thing for a modern army?
Kyongan Ni does not have a temple static anywhere on the map, also a very promising map.


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Old 10-10-2009, 07:20 AM   #25
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Default Re: [Map] Tumen River (4km) [WIP]

@ outlawz:
Yes, thats what is meant by the quoted post....

@ disposable:
This is looking a LOT better now.

One of the only issues I see ATM is the layout of the town. It doesn't look quite right with the appartments you have chosen. There are lower, wider and more open ones available that I think would be more realistic. There seem to be a lack of trees in the town. The different kinds of buildings chosen seem far too seperated with appartments on one side of a road and low-rise housing on the other, they should be a little more mixed, with the low-rise housing starting to surround the apartments or at the very least it should look like a single town instead of 2 being very close to each other.

The RU staging area needs to be redone with some help from one of the MAs. Right now, the tracks just dont look right. I would assume there would be a few unloading areas under camo netting, and a couple of quite large caches of ammo & equipment near both the tents and the unloading area, under more camo netting. There should be footpaths between the tents and possibly the more heavily used patrol routes. There should be some foxholes in place around the perimeter, possibly roadblocks using the FB geometry without the thing being destructible and without a spawn point (needs some new statics coding, the model is already done though), and definately a commander trailer in the rail yard. Also, think about where the vehicles would be driving around in the staging point, and where people would be walking the most. Dont just place a random road around the staging point.

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Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

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Old 10-10-2009, 08:25 AM   #26
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Default Re: [Map] Tumen River (4km) [WIP]

please stop making rivers i the middle of maps. please...

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Old 10-10-2009, 09:01 AM   #27
MaxBoZ
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Default Re: [Map] Tumen River (4km) [WIP]

Very nice looking way better!


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Old 10-10-2009, 09:14 AM   #28
[R-DEV]Hans Martin Slayer
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Default Re: [Map] Tumen River (4km) [WIP]

Looks promising.

One thing catched my eye though:



How would a train derail at that location, at the end of the railway?

Or was there some explosion?


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Old 10-10-2009, 02:33 PM   #29
d1sp0sabl3H3r0
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Default Re: [Map] Tumen River (4km) [WIP]

Sloppy engineer work I guess. I have enough trains sitting on tracks everywhere else on the map I wanted some variety. I'll probably back it up against the stop to make it look like an accident.

@Jonny:

The town of Khasan is following the RL layout of the buildings. It also is not done, especially around the apartments - I moved on to other things for a while and will return to fill it out later. It gets very tedious laying out buildings and walls all the time. There will be more houses around those apartments to fill it out.

The idea behind the RU staging area is that this is a very hasty assault, however the area will be fleshed out more. I have a TON of work to do on this map, and a majority of the time I've spent on it has been putting down train tracks and getting them aligned. The map will have uninterrupted train tracks running across all 4 kilometers. Eeesh.

@hiberNative: Rivers make a very interesting natural barrier that challenges a team's ability to move troops and especially logistics effectively to push their attack on their opponent. It also tends to focus the combat as each team fights to control an access point across the river. Why wouldn't we want maps with rivers in them?


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 12-20-2009, 03:12 PM   #30
[R-DEV]AFsoccer
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Default Re: [Map] Tumen River (4km) [WIP]

I know I'm a little late on the comments, but it looks great Dispo! I'm actually in day 5 of making a new Chinese 4km map and it's a steep learning curve so I may give you a "call" on TS. LOL

PS: How's the map coming along?



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