[Map] Mustaj (4km) [WIP]

Maps created by PR community members.
Tomking
Posts: 110
Joined: 2010-02-13 03:55

[Map] Mustaj (4km) [WIP]

Post by Tomking »

Map Name: Mustaj (Not Mustache)

Map Size: 4km

Map Region: Mustaj/Konar River Area

Map Factions: US Army Vs Taliban (Blufor could change.)

Map Focus: Insurgency.

Semi-Fictional Scenario (May Change In Time):
US Army Forces have tracked Taliban Commanders to the Mustaj River Valley. Hilarity ensues.

I'm not placing any static buildings until new approved afghan statics are released.
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Map/Terrace Steppes Inspiration
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4km Mini-Map & Screen Shots
NOTE:These shots have added vegitation and effects and are teasers of progress. Please take that into consideration before offering feedback.

As a technical discussion I would like to discuss how I have used photoshop to add farm/crop detail to the colormap. Will this cause problems. I have noticed that at infantry point of view in the editor it is hard to notice the detail. But in the sky it adds a very cool fly over detail.

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Last edited by Tomking on 2011-08-11 17:28, edited 15 times in total.
Reason: August Something
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [MAP] Mustaj - 2 km

Post by VapoMan »

That colourbig file looks really good and so does the terrain overall :)

It look like your pretty handy with photoshop.

Image"Eight glorious sides and eight stunning angles!"Image
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [MAP] Mustaj - 2 km

Post by BloodBane611 »

Looking great so far, keep it up!
[R-CON]creepin - "because on the internet 0=1"
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Outdated Links Deleted.
Last edited by Tomking on 2010-11-15 13:15, edited 1 time in total.
Reason: Edit Nov 15
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Mustaj (2km) [WIP]

Post by J.F.Leusch69 »

i wouldnt move the base that close to the map border. 150m away is the minimum, also good if you can somehow block the directview out of the main into the surrounding terrain, because thats always lower quality and yeah, not as nice as your map itself.

your road looks good too, for me its just a bit too close to the boarder
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: [Map] Mustaj (2km) [WIP]

Post by Startrekern »

On the other hand if you put the base right against the edge you have more map space to utilize.
warlab
Posts: 10
Joined: 2008-08-15 20:04

Re: [Map] Mustaj (2km) [WIP]

Post by warlab »

Very cool Tom, Keep it up Bro :-P
|TG-189th|warlab - Tactical Gamer Content Development Manger & PR Administrator
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

[R-DEV]J.F.Leusch69 wrote:i wouldnt move the base that close to the map border. 150m away is the minimum, also good if you can somehow block the directview out of the main into the surrounding terrain, because thats always lower quality and yeah, not as nice as your map itself.

your road looks good too, for me its just a bit too close to the boarder
I'm going to move it East, center of the mountain region. Then create roads that will bottom out north and south so that it doesn't loom over the map like the korengal base.

thanks for the heads up, i didnt know that it was a stipulation to have bases x-distance from map edge.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Mustaj (2km) [WIP]

Post by J.F.Leusch69 »

well it depends on the map itself, but we try to moved away from the policy of having mainbases always at the very edge of the maps especially on insurgentcy maps
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Propsed Alternate BluFor Main Location
http://i1038.photobucket.com/albums/a46 ... loc001.jpg

Check mini map for green camera marker.
It's centered about 250m from the stouh edge. Thoughts?
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

I'm having a hard time deciding on what set of Afgan Statics to use to build my village structures.
Thoughts? Pros - Cons?

Also are the village sets that are tabbed "staticobjects/pr/village/vh" destructable?
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Deleted Outdated Links
Last edited by Tomking on 2010-11-15 13:15, edited 2 times in total.
Reason: Nov 15
pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

Re: [Map] Mustaj (2km) [WIP]

Post by pfhatoa »

Tomking wrote:Placed a ladder on this to get insde. But when i go into solder camera i cant climb all the way up it.. normal?
http://i1038.photobucket.com/albums/a46 ... derwtf.jpg
Yes, it will work in game though.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Mustaj (2km) [WIP]

Post by Amok@ndy »

you need to improve your roads
- set Octaves to 0
- use less spline-points or the road will look angled
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Map] Mustaj (2km) [WIP]

Post by Shovel »

The map is very nice! Will we see a beta in the future?
Shovel009
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Map] Mustaj (2km) [WIP]

Post by BloodBane611 »

Tomking wrote:I'm having a hard time deciding on what set of Afgan Statics to use to build my village structures.
Thoughts? Pros - Cons?

Also are the village sets that are tabbed "staticobjects/pr/village/vh" destructable?
Yes, they are.

As far as which ones you should use, many of the Afghan statics aren't really suitable for new maps (according to Rhino's statements in the past). I recommend using the ones that Deer used on Kokan, which are in staticobjects/pr/afghannorth
[R-CON]creepin - "because on the internet 0=1"
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: [Map] Mustaj (2km) [WIP]

Post by usmcguy »

Would be cool to see a USMC-Taliban map for once..lol (since you said blufor may change) *hint*
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: [Map] Mustaj (2km) [WIP]

Post by Tomking »

Andy - octaves changed a lot thanks for the tip. I'll have to finess the roads once I get more of the compound:farmland ratio established.

Blood - I'll have to sparingly use the village house statics then. I didn't want to go full on Afghan North statics because coming close to the beauty that is Kokan is a daunting task. I think I will try to blend the Afgan and N.Afgan wall sets together.

USMC- Who knows who the blufor will end up being. I'm just trying to set the stage first. I learning about setting faction content is something I will have to do later on. Was Korengal Valley Map USMC or USArmy?
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Map] Mustaj (2km) [WIP]

Post by dtacs »

Korengal is US Army, currently the only USMC Insurgency map is Fallujah, while the Army has Ramiel, Karbala, Korengal and Kokan.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Mustaj (2km) [WIP]

Post by Rhino »

Tomking wrote:I'm having a hard time deciding on what set of Afgan Statics to use to build my village structures.
Thoughts? Pros - Cons?

Also are the village sets that are tabbed "staticobjects/pr/village/vh" destructable?
I wouldn't use any of them if I'm going to be honest. The long term plan is to phase out these statics and any maps that use them unless they are "updated". I would concentrate work on all the other areas of the map, the terrain, overgrowth/undergrowth, the main bases etc and just have an idea where your going to have compounds and what your going to do with them, but dont put any down, unless your just putting them down as a place holder to get an idea of how it will look, but really, nothing more.

Also thous ME "village" buildings that are used in Kashan are not Afghan buildings and tbh, look nothing like Afghan buildings. I would do some research on Afghanistan, even if your map is fictional and not based off a r/l location, I would still base the basic architecture off a region of Afghanistan as each region has its own type of architecture pretty much. Going by your rough outline of your terrain, I would say your map should be based somewhere in the north of Afghanistan.

[R-MOD]BloodBane611 wrote:Yes, they are.

As far as which ones you should use, many of the Afghan statics aren't really suitable for new maps (according to Rhino's statements in the past). I recommend using the ones that Deer used on Kokan, which are in staticobjects/pr/afghannorth
The "Afghan North" statics are pretty much the same as the static Afghan buildings, other than they use different textures. They have the same flaws and are not very good and are going to be phased out of the mod in the long term.
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