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Old 05-17-2008, 01:18 AM   #11

HughJass's Avatar
Re: [WIP-MAP] Dragons Mouth

Quote:
Originally Posted by Superior Mind View Post
The rice paddies seem a bit out of place in south east Russia. The beach is way to boxy, it looks very unnatural. The woodland seems too thin, it should be denser I think, unless this area is a steppe environment, if it is then put a lot of work in to the grass and shrubbery. Make the city look less standard Chinese. If this is near the border of China, in Russia, I expect architecture to be similar to Chinese, but not Chinese. The idea of a Buddha statue is plausible, but the city defiantly needs different statics. Some Russian writing on buildings and billboards might be cool.
Well I based it on pics roma gave me, and there was a rice paddies type place in there, with very chinese looking architecture.


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Old 05-17-2008, 01:22 AM   #12

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Re: [WIP-MAP] Dragons Mouth

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That doesn't look like Vietnam at all.

Besides making the city look more authentic, I would elongate the beach as seen in the reference photo. Have bases and bunkers at only like 3 points along the beach so the Marines have a chance of cutting through the Chinese defenses and hitting their rear flank. As seen in the reference picture the city is to the south, and to the north is forest. Model your map like that so there could be three types of fighting: beach, city, woodland. The city CPs and the forest CPs could be capped at the same time so the battle would be spread out, more realistic in a beach assault. You would focus all of your forces in one line and go from one CP to the next, you would spread out and attack many points at the same time.

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Old 05-17-2008, 01:23 AM   #13

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Re: [WIP-MAP] Dragons Mouth

Yea,this could turn out to be an awesome map.

Good looking so far!


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Old 05-17-2008, 01:24 AM   #14

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Re: [WIP-MAP] Dragons Mouth

Quote:
Originally Posted by Superior Mind View Post
ImageShack - Hosting :: imagem7rd4.jpg
That doesn't look like Vietnam at all.

Besides making the city look more authentic, I would elongate the beach as seen in the reference photo. Have bases and bunkers at only like 3 points along the beach so the Marines have a chance of cutting through the Chinese defenses and hitting their rear flank. As seen in the reference picture the city is to the south, and to the north is forest. Model your map like that so there could be three types of fighting: beach, city, woodland. The city CPs and the forest CPs could be capped at the same time so the battle would be spread out, more realistic in a beach assault. You would focus all of your forces in one line and go from one CP to the next, you would spread out and attack many points at the same time.
good suggestions but wait, what? Kinda confusing wording, and english is my second language.


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Old 05-17-2008, 03:41 AM   #15

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Re: [WIP-MAP] Dragons Mouth

it is? thats amazing!

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Old 05-17-2008, 04:54 AM   #16

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Re: [WIP-MAP] Dragons Mouth

I just got that Normandy feel...lol

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Old 05-17-2008, 07:22 AM   #17
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http://i32.tinypic.com/33398nn.jpg
why was this not built in a clearing?
It honestly looks like it was put there for the hell of it.
If it was on top of a cleared hill (some tree stumps?) it would look a lot more believable, beside a road would also be good as a kind of check point with the tower on one side and bunker on the other.


Why is there a carrier apparently half way up a mountain?

Why do your rivers not go into the sea? They do on your reference pic.
They should fill the valley and flood the town ATM. It cant be hard to put a very very shallow area down on the beach and then a small waterfall to stop boats reaching the city, Alternatively you could alow boats to get there, but place static MGs over the river enterances so that they must first be captured before your boats can have a chance of reaching the city intact. Your paddie fields will turn into a lake quite soon if you are not careful.

Paddies:
I think it could look a little better if you lowered the partitions and then used the walkways alone to seperate them, so you would get a large shallow field effect while water would run through from deeper rivers either side.

Also, if you place a large grid of fields then you get really crap looking joins because of lighting, BUT if you place a grid like that, select it all and copy it then offset the copied version by 1/2 a field width in one direction and 1/2 in a perpendicular direction it gets rid of the joins and thickens the fields.

I have tried this and it really does look quite good. In every field you end up with areas of bright crops and equal amounts of shaded crops, which really breaks up the monotony of crops all shaded the same.
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Old 05-17-2008, 10:31 AM   #18

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Re: [WIP-MAP] Dragons Mouth

Guys, go in google earth and look at the chinese costal line, IT IS CROWED EVERYEWHERE !!!

So, we used a russian place because it has the ideal place to do an amphibius invasion, there is only one place to gain access to the land, the beach, the rest are just cliffs.

Quote:
Originally Posted by Superior Mind View Post
ImageShack - Hosting :: imagem7rd4.jpg
That doesn't look like Vietnam at all.
I used those pictures just to have an idea how the terrian would be, but it is an chinese map.




@ Topic:


Hugh, the map is amazing, you gave it life! The city is very well made. The few bunkers behind the bunkers line looks very good.

The statics with a viatnam looking at the paddies are great too.

Nice work

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Old 05-17-2008, 11:14 AM   #19
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Re: [WIP-MAP] Dragons Mouth

Nice city, but I just noticed that the train would be a little better being further back. You could use one crossing normally and put up a ramp through the train at the other one.

Nice villag too.

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Old 05-17-2008, 01:52 PM   #20

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Re: [WIP-MAP] Dragons Mouth

Thanks guys, johnny I'm looking in to your suggestions.

Little update:

Loadout:

There is currently 6 apc's and 3 boats for USMC
2 tanks, 2 apcs, and an AA for the chinese.
A tank, and an apc spawn for counter attack.
Not sure what to do for the AA?


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