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Old 2012-12-09, 21:48   #2
[R-DEV]Mineral
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Default re: [Map]Torgan Valley (2km) [WIP]

wow. Really nice work.
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Old 2012-12-09, 21:53   #3
rodrigoma

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Default re: [Map]Torgan Valley (2km) [WIP]

cool moar maps !
looks really good, especially like the layout of the town and map in general,
Only thing that looks off to me is the ground textures, You could use T-paint but you would have to redo everything else
and get the low-detail textures in, and mess a bit with the lighting to tone down the colors?

And that horrible looking water HAHA XD
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Old 2012-12-09, 22:15   #4
Rabbit

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Default re: [Map]Torgan Valley (2km) [WIP]

Textures need fixed.

Fields need a higher top tiling around 80 to 100.

Also, click on "General" just above layers and go into tweak and apply values like these
"Fartoptilinghi"between 6 and 10
"Fartoptilinglow" 32

Also go into your grass that is blocky and change the color tiling to something like 10/10, 15/15, 20/20 jsut see what looks best. You will have to repaint that and the fields once complete with these values.

Looks good though.
"farsidetiling" 5/3
"farwide offset" 0
"lodswitchdistance" 150-200

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Old 2012-12-09, 22:39   #5
[R-COM]Arc_Shielder
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Default re: [Map]Torgan Valley (2km) [WIP]

Nice work Grob.

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Old 2012-12-09, 23:09   #6
AFsoccer
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Default Re: [Map]Torgan Valley (2km) [WIP]

When I look up Torgan, Afghanistan in Google Earth, it looks like this:



Which looks really cool. If possible, try to use this more closely as a reference (i.e. get rid of the lake, make the terrain less flat, etc.). Maybe even use one of the terrain generation methods from the tutorials and import the real world terrain.

It's important when you first start a map to decide basic placement and have an overall game plan, so I would suggest taking your minimap and drawing layers on top of it. Getting everything laid out will prevent having to re-do areas later.

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Old 2012-12-09, 23:25   #7
[R-CON]​sylent/shooter
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Default Re: [Map]Torgan Valley (2km) [WIP]

Quote:
Originally Posted by [R-DEV]AFsoccer View Post
Getting everything laid out will prevent having to re-do areas later.
Listen to this man; I didn't and I have CONSTANTLY gone over areas because they didn't look good xD -----> that and he is my mapping idol <(O_O<)

lol


good start already though.

Killing the enemy sylently
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Old 2012-12-10, 06:54   #8
[R-DEV]​AfterDune
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Default Re: [Map]Torgan Valley (2km) [WIP]

http://img15.imageshack.us/img15/1604/37064005.png

Is that runway long enough to take off from? And more important: is it long enough to land on?

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Old 2012-12-10, 07:38   #9
Phoenixo_Idaho

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Default Re: [Map]Torgan Valley (2km) [WIP]

Pretty nice Draft !

Some good works has already been done. However, i support AFsoccer advices. Can't wait to test your map.

Keep up the good work !

Phoenixo_Idaho ; Medic & Mortars Specialist
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Old 2012-12-10, 08:43   #10
Grober
Default Re: [Map]Torgan Valley (2km) [WIP]

Quote:
Originally Posted by [R-DEV]AfterDune View Post
http://img15.imageshack.us/img15/1604/37064005.png

Is that runway long enough to take off from? And more important: is it long enough to land on?
This runway is for helis not jets

http://www.youtube.com/watch?v=F6IEAAtDods
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Last edited by Grober; 2012-12-10 at 08:49..
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