[Map] Jormdarreh Range (4km) [WIP]
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
if you think archer is boring you maybe play Insurgency a lil bit wrong 

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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
thx to [R-Dev]Hans Martin Slayer for the feedback !!!
i started workin on some spots hans told me to and finally i can see a light at the end of the tunnel !
Minimap update:

i started workin on some spots hans told me to and finally i can see a light at the end of the tunnel !
Minimap update:


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Silly_Savage
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Re: [Map] Jormdarreh Range (4km) [WIP]
I see you removed the airfield and added more village. Excellent.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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Sniper77shot
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Re: [Map] Jormdarreh Range (4km) [WIP]
Looks great maybe try to blend in the caves a bit more by making the surrounding more rock like.

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Rudd
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Re: [Map] Jormdarreh Range (4km) [WIP]
nah, use a client texture instead, just darken the cave texture a little and include it in a objects_client and a clientarchives.con I bet you know how to do this, but if you don't look at operation archer which also does itSniper77shot wrote:Looks great maybe try to blend in the caves a bit more by making the surrounding more rock like.
I am really looking forward to you map mate, it looks brill!
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Maxfragg
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Re: [Map] Jormdarreh Range (4km) [WIP]
love it, its allways the point, that community mappers want a map with airplanes, and some in the end remove them, when they see that it does not fit, forcing airplanes in every map feels so vbf2
, i'm glad, that you changed your mind
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fuzzhead
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Re: [Map] Jormdarreh Range (4km) [WIP]
Also glad about airfield removal I think it's now looking excellent!
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marcoelnk
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Kowalski
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Re: [Map] Jormdarreh Range (4km) [WIP]
seems to be nice!
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AcornBeing
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Re: [Map] Jormdarreh Range (4km) [WIP]
Awesome map!!! To me it looks as the superior alternative to Korengal. And it does look so natural... Keep up the great work. 
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Tannhauser
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Re: [Map] Jormdarreh Range (4km) [WIP]
Cheers for the airfield removal! I'd rather leave the airfield to the 4km² map CRF was making with one hidden behind a high no-go-zone mountain. The one on this map would have been constantly spammed with RPGs from everywhere using SL+BVR.
Also, good thing you add villages.
Also, good thing you add villages.
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- [R-DEV]Masaq
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=Romagnolo=
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Re: [Map] Jormdarreh Range (4km) [WIP]
You just need a road leading to the base. It is wierd to see a single base in the middle of nothing without a road nearby.
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
there are a lot outposts that are only supplied by air and there is a road on my map !

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Gammlgandalf13
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Re: [Map] Jormdarreh Range (4km) [WIP]
Testet the map yesterday...great work...Taliban now can hide unter trees.
Keep it up, looking forward to playing this on public :>
Keep it up, looking forward to playing this on public :>
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Gammlgandalf13
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Re: [Map] Jormdarreh Range (4km) [WIP]
Looks like your low quality Minimap, shouldnt it be 4096x4096 pixels? 
Thats what you told me. Map kicks *** and sight distance is absolutely awesome (at least double of kashan) ;D
Thats what you told me. Map kicks *** and sight distance is absolutely awesome (at least double of kashan) ;D
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
Well the ingame map has a resolution of 4096x4096 but its too big to post it up on the forumsGammlgandalf13 wrote:Looks like your low quality Minimap, shouldnt it be 4096x4096 pixels?

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PatrickLA_CA
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Re: [Map] Jormdarreh Range (4km) [WIP]
Great map especially for the Apache ( map with attack helo = my faveourite map ) but check that blufor commander tent, it is a bit high of the groung
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
wip ....PatrickLA_CA wrote:but check that blufor commander tent, it is a bit high of the groung

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Rudd
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Re: [Map] Jormdarreh Range (4km) [WIP]
yeah the CPs are annoying as hell[R-CON]Amok@ndy wrote:wip ....
iirc go to the visible team bit in the tweakbar and set it to 2 so that the editor loads the geometry so you can place it accurately
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Amok@ndy
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Re: [Map] Jormdarreh Range (4km) [WIP]
no I just dont use the dummy[R-CON]Rudd wrote:yeah the CPs are annoying as hell
iirc go to the visible team bit in the tweakbar and set it to 2 so that the editor loads the geometry so you can place it accurately
but switching my GPO from GB to German Forces after every change of the GPO and its annoying to have an vehicle stuck in the ground so its just a know issue and not a problem for the gameplay or whatever ...



