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Old 10-30-2009, 11:34 AM   #1
Redfox
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Default [Map] Chaghcharan (2km) [WIP]

Hi all, Im here to write you about new map we are working on.
Its a town Chaghcharan in Afghanistan. It will be Insurgency and Skirmish map here you can see how it has to look:



Hope you will like it, some photos here:

Photos of Chaghcharan


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- Project Reality CZ/SK and Czech Army Forces web
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Old 11-02-2009, 07:03 AM   #2
Stiller_001

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Default Re: [Map] Chaghcharan (2km) [WIP]

good luck mate, looks good.


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Old 11-02-2009, 07:31 AM   #3
162eRI

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Default Re: [Map] Chaghcharan (2km) [WIP]

The bridge looks exactly like BF2 one ^^ And for the flat shop buildings, there is a similar buildings beeing made for PR.
I guess you have everything you need in assets to make an awesome and realistic map Good luck.


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Old 11-03-2009, 08:44 AM   #4
Laskuna
Default Re: [Map] Chaghcharan (2km) [WIP]

would you make the trees with green leaves and a bit of grass or autumn look like- on the photo?
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Old 11-04-2009, 11:59 AM   #5
<CSa>pipino003

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Default Re: [Map] Chaghcharan (2km) [WIP]

(: " training center of taliban "


Edit: woodblock was fix
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Last edited by <CSa>pipino003; 11-04-2009 at 01:33 PM..
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Old 11-04-2009, 12:32 PM   #6
[R-DEV]Amok@ndy
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Default Re: [Map] Chaghcharan (2km) [WIP]

this woodblock in the middle should be removed ! this will not work in real life lol


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Old 11-07-2009, 05:40 AM   #7
<CSa>pipino003

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Default Re: [Map] Chaghcharan (2km) [WIP]

Some new pictures ( don t watching on yellow line )


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Old 11-07-2009, 06:41 AM   #8
Jonny

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Default Re: [Map] Chaghcharan (2km) [WIP]

Stop watermarking those editor shots. You are wasting your time and making it harder for people to give decent feedback.

Get rid of the object spawners when taking SSs for this thread. AFAIK, you have absolutely no part to play in the decision about which assets will be on the map if it gets added to the mod. You are inviting unhelpful faction and asset comments, too.

Take a look at the refs available on google earth, they are a great source of information.

Swap the hesco around the helipad for some without razor wire. The primary purpose of any hesco like that (AFAIK) is to reduce the damage done by mortar strikes. Razor wire is really not needed.

Ensure that ALL bases hav decent enterance, with speed traps. Ensure ALL bases are surrounded by the higher hesco barriers, not partly surrounded by the lower hesco.

Re-think your office building and control tower use. Have a look on google earth at the refs, and then have a look at your choice of buildings. You either need those replaced, or reskinned.

The ground underneath hangers must be absolutely flat to avoid it glitching in.

Play around with the octaves setting on the roads.

Make use of intersections (see tut section of forums).

Protect the bottom of radio transmitters from collision with vehicles.

Why the random house on the right hand side of pic #2, next to the hesco?

Also, a certain DEV who shall remain anonymous is working on some VERY good statics that you will definately be wanting to use on this map, with a slight re-texture. I expect you will be able to use them once v0.9 comes out.

EDIT:
I just found the military base on google earth. What you have so far is a good effort, but it could be VASTLY improved with little extra work by adding more vehicle shelters, re-doing the central building with different statics, having just one enterance, and removing most of the paved road for a concrete ground texture instead. The area immediately east of the base is probably devoid of any houses, the structures you see are most likely to be walls around a planned building site, or ruins.

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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Last edited by Jonny; 11-07-2009 at 06:58 AM..
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Old 12-15-2009, 11:38 AM   #9
<CSa>pipino003

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Default Re: [Map] Chaghcharan (2km) [WIP]

Hi, after long time I have got lot of picture of map !
- Weather is not maybe finally..
- water too.
All picuture who i take are >> THERE <<
Some best picture :




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Old 12-15-2009, 05:36 PM   #10
[R-DEV]J.F.Leusch69
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Default Re: [Map] Chaghcharan (2km) [WIP]

some tips about showing progress/screenshots of your map in the futur:
-a good minimap can help a lot to understand the map concept
-enable "draw detail textures"
-disable anything like "roadsplines" or "controlpoint connections" or better us ingame shots

somethings i can point out about this map:

-tweak your frog/sky/VD (viewdistance settings a lot. this way your map can look ways better and a VD for at least 500m should be your aim, while 1000m would be perfect. so try to work with the highst possible VD for your map.

-dont use the default BFEditor ground texture colors. make custom ones with PS (photoshop) or GIMP (equal but free software). Tutorials on this can be found around the web.

-try to stick as much as possible to your RL location. it looks like you placed a lot of statics on the grip (no rotation to them) which makes the map feel a bit vbf2 and not PR. i know its more work but it will result in a more realistic map (its also quite impossible to place all the statics on grip because in RL most landscapes arent like this).

-avoid to use statics from every "set". those kashan village statics take a lot of performance (they all got pretty unique textures which the game needs to load too), also try to get some variation in there, i can see some statics just placed next to each other which looks odd.

-also FIRST the terrain THAN the STATICS. your terrain looks quite untouch apart from some random hills and the river. try to grather some ref´s of the RL location and go from there.

good luck with the map and try to improve it now and before throwing it away when you already put hours in it!


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