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Old 2013-10-15, 22:40   #1
Rabbit

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Default [Map] Carentan (2km) [WIP]



Map was created by Bad1n, but due to him taking a leave of absence, I am doing the final touches, lighting, OG fields, updating the city and creating gamemodes, though 99% of the work was done by him.

AAS 64 will be as historically accurate as I can make it.

Will also have VW, which I am looking forward to on this one.

Pictures for you all.
















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Last edited by Rabbit; 2013-10-15 at 23:05..
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Old 2013-10-15, 22:46   #2
[R-DEV]Mineral
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Default Re: [Map] carentan (2km) [WIP] (PR:WW2)

http://i.imgur.com/cw0bwWb.jpg

Needs some UG grass no?

Looks much better then I thought. Love the terrain and colors.

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Old 2013-10-15, 22:49   #3
Rabbit

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Default Re: [Map] carentan (2km) [WIP] (PR:WW2)

Quote:
Originally Posted by [R-CON]Mineral View Post
http://i.imgur.com/cw0bwWb.jpg

Needs some UG grass no?

Looks much better then I thought. Love the terrain and colors.
Editor shots, no UG turned on or else you get that weird see through look. You know what I'm talking about.

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Old 2013-10-15, 22:51   #4
SShadowFox

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Default Re: [Map] carentan (2km) [WIP] (PR:WW2)

Wasn't it 4km?

Anyway, good to see it being completed, especially by you.


[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.
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Old 2013-10-15, 22:56   #5
Rabbit

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Default Re: [Map] carentan (2km) [WIP] (PR:WW2)

Quote:
Originally Posted by SShadowFox View Post
Wasn't it 4km?

Anyway, good to see it being completed, especially by you.
Nope 2km.

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Old 2013-10-15, 22:57   #6
Pvt.LHeureux
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Default Re: [Map] carentan (2km) [WIP] (PR:WW2)

Looks so good now, awesome job

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Old 2013-10-15, 23:05   #7
Amok@ndy
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Default Re: [Map] Carentan (2km) [WIP] (PR:N)

thread moved.

i would not use the vBf2 sandbags ... they look so aweful


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Old 2013-10-15, 23:10   #8
[R-DEV]Mineral
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Default Re: [Map] Carentan (2km) [WIP]

yeah I agree, but I try to avoid them myself really since this:

https://www.realitymod.com/forum/f35...your-maps.html

Quote:
Destructible Sandbags
objects\staticobjects\pr\military\sandbags\sandbag corner_4m
objects\staticobjects\pr\military\sandbags\sandbag corner_8m
objects\staticobjects\pr\military\sandbags\sandbag wall_4m
objects\staticobjects\pr\military\sandbags\sandbag wall_8m

these should not be used since mixing and matching these sandbags with vbf2 ones just dose not work out and as they are dest they add to the overall networkable count of your map and also offer more or less pointless protection since they can easily be destroyed which that is not what sandbags are about.

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Old 2013-10-15, 23:32   #9
Heavy Death

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

Nice, but the the housing is yet again aligned to grid and it looks horrible like that imo. If its like that IRL, then ok...

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Old 2013-10-16, 06:03   #10
[R-DEV]​Rhino
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Default Re: [Map] Carentan (2km) [WIP] (PR:N)

Looks good but I'm a bit worried about how you seem to be working on three different maps at the same time and even scrapped one as a result?

Quote:
Originally Posted by [R-DEV]Amok@ndy View Post
i would not use the vBf2 sandbags ... they look so aweful
the vBF2 sandbags are the best ones we have ingame unless someone is willing to make a entire new replacement set. The others ingame aren't a good replacement.

Quote:
Originally Posted by Heavy Death View Post
Nice, but the the housing is yet again aligned to grid and it looks horrible like that imo. If its like that IRL, then ok...
Only really from the minimap. Not working on the grid means less accurate placement which can result in gaps between statics etc since the BF2 editor can only save the object position/rotation to so many decimal places and working on the grid seriously speeds up how fast you can map and what you can also do with the terrain. Although I agree in some cases best to work off the grid, especially if your making a r/l location but a lot of modern cities etc are built on a grid now.

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