He replaced most of the eye level things to large trees to see how it would look and perform.[R-CON]AFsoccer wrote:You might think about:
- Placing more OG that's has foliage low to the ground (at eye level) because it will help provide the density feeling that you're looking for (bushes and ferns, etc. work well for this).
Good luck![]()
[Map] Operation Hailstorm (4km) [WIP]
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TH3_BL4CK
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Re: [Map] Operation Hailstorm (4km) [WIP]

"My stomach was making the rumblies, that only hands would satisfy!"
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Amok@ndy
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Re: [Map] Operation Hailstorm (4km) [WIP]
i think some noise of the terrain would look much better atm i looks really clean, some small bumps wouldnt hurt

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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]
New minimap, just low res lightmapped the terrain.

Can actually see the trees now.

Can actually see the trees now.
"Eight glorious sides and eight stunning angles!"
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Amok@ndy
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]
There are shallows in the places on the minimap that look like shallows, but because you cant see them in the editor (which means you cant see it in the un edited minmap), I photoshopped it in.
EDIT here is an example:

EDIT here is an example:

Last edited by VapoMan on 2010-10-13 12:40, edited 1 time in total.
"Eight glorious sides and eight stunning angles!"
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]
New build of my map.
Download operation_hailstorm_14_oct.rar
Some new screenshots. The light maps still need work, as the shadows are WAY too dark, could I have some pointers to what lightmap settings could be better to use for a overcast/stormy day.

http://i681.photobucket.com/albums/vv17 ... -26-97.jpg
http://i681.photobucket.com/albums/vv17 ... -49-79.jpg
http://i681.photobucket.com/albums/vv17 ... -59-94.jpg
http://i681.photobucket.com/albums/vv17 ... -58-15.jpg
http://i681.photobucket.com/albums/vv17 ... -46-46.jpg
And the latest minimap yet:

Download operation_hailstorm_14_oct.rar
Some new screenshots. The light maps still need work, as the shadows are WAY too dark, could I have some pointers to what lightmap settings could be better to use for a overcast/stormy day.

http://i681.photobucket.com/albums/vv17 ... -26-97.jpg
http://i681.photobucket.com/albums/vv17 ... -49-79.jpg
http://i681.photobucket.com/albums/vv17 ... -59-94.jpg
http://i681.photobucket.com/albums/vv17 ... -58-15.jpg
http://i681.photobucket.com/albums/vv17 ... -46-46.jpg
And the latest minimap yet:

"Eight glorious sides and eight stunning angles!"
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AfterDune
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bosco_
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Re: [Map] Operation Hailstorm (4km) [WIP]
http://i681.photobucket.com/albums/vv17 ... -46-74.jpg
Reminds me of Fallout 3: Point Lookout (this is a compliment)
http://images1.wikia.nocookie.net/__cb2 ... _Swamp.jpg
Reminds me of Fallout 3: Point Lookout (this is a compliment)
http://images1.wikia.nocookie.net/__cb2 ... _Swamp.jpg

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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]
Haha it does look like that eh. Thanks guys.
"Eight glorious sides and eight stunning angles!"
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BloodBane611
- Posts: 6576
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Re: [Map] Operation Hailstorm (4km) [WIP]
Wow, that looks fantastic! I did a quick little fly/drive around, it looks like it'll have some sweet jungle combat
[R-CON]creepin - "because on the internet 0=1"
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]
Ive been busy with lots of school work due to it being the end of the year, but now that school is over for me Ive started working on the map again.
First thing I did was shift the entire map further South West, to allow for more room for the US carrier in the North East.
I have completed most of the PLA main base. I removed the airstrip and replaced it with a much more realistic looking military base. I am still working on an entrace/exit and something to go in the middle, maybe a communications station or bunkers.
The lightmaps have been removed as they were too dark and wouldnt match up with the new terrain.
I also tweaked the overgrowth yet again
for better performance, and I changed the undergrowth to look better too. Im not concered about the jungle looking dense atm, I really just want to focus on the villages as most of the fighting will be in the them.
NEW PLA MAIN

NEW MINIMAP

OLD MINIMAP

Some new screenshots
http://i681.photobucket.com/albums/vv17 ... -34-59.jpg
http://i681.photobucket.com/albums/vv17 ... -28-47.jpg
http://i681.photobucket.com/albums/vv17 ... -41-00.jpg
http://i681.photobucket.com/albums/vv17 ... -24-94.jpg
http://i681.photobucket.com/albums/vv17 ... -58-49.jpg
First thing I did was shift the entire map further South West, to allow for more room for the US carrier in the North East.
I have completed most of the PLA main base. I removed the airstrip and replaced it with a much more realistic looking military base. I am still working on an entrace/exit and something to go in the middle, maybe a communications station or bunkers.
The lightmaps have been removed as they were too dark and wouldnt match up with the new terrain.
I also tweaked the overgrowth yet again
NEW PLA MAIN

NEW MINIMAP

OLD MINIMAP

Some new screenshots
http://i681.photobucket.com/albums/vv17 ... -34-59.jpg
http://i681.photobucket.com/albums/vv17 ... -28-47.jpg
http://i681.photobucket.com/albums/vv17 ... -41-00.jpg
http://i681.photobucket.com/albums/vv17 ... -24-94.jpg
http://i681.photobucket.com/albums/vv17 ... -58-49.jpg
"Eight glorious sides and eight stunning angles!"
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AFsoccer
- Retired PR Developer
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- Joined: 2007-09-04 07:32
Re: [Map] Operation Hailstorm (4km) [WIP]
I like a lot of the changes, but wanted to offer two bits of advice... 
http://i681.photobucket.com/albums/vv17 ... -28-88.jpg
The repetition of tents and such seems way overboard. To me, it comes across as you're just trying to fill space. It might be better to make the island smaller (even if that deviates from the real world location).
http://i681.photobucket.com/albums/vv17 ... -58-49.jpg
Be careful with undergrowth that's too tall. It's great for close quarters areas, but if there's any possibility that one soldier will engage another soldier more than 100m away, then it won't render and provides a false sense of concealment. And with guys that have their settings on low, it will render at considerably less than 100m. It's best to use undergrowth as decoration only.
http://i681.photobucket.com/albums/vv17 ... -28-88.jpg
The repetition of tents and such seems way overboard. To me, it comes across as you're just trying to fill space. It might be better to make the island smaller (even if that deviates from the real world location).
http://i681.photobucket.com/albums/vv17 ... -58-49.jpg
Be careful with undergrowth that's too tall. It's great for close quarters areas, but if there's any possibility that one soldier will engage another soldier more than 100m away, then it won't render and provides a false sense of concealment. And with guys that have their settings on low, it will render at considerably less than 100m. It's best to use undergrowth as decoration only.
Last edited by AFsoccer on 2010-11-22 07:26, edited 1 time in total.
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: [Map] Operation Hailstorm (4km) [WIP]

Shouldn't those tank traps be closer to the shore to help prevent landing craft from unloading?
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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Rhino
- Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]
in some ways yes and no. First of all it depends if this map is set in low tide, if so then yes/no, since some beach defences can be set below the tide line but most would get washed away, depending on how strong the currents are of course.Silly_Savage wrote:http://i681.photobucket.com/albums/vv17 ... -28-88.jpg
Shouldn't those tank traps be closer to the shore to help prevent landing craft from unloading?
The general's may also not expect a landing in low tide, since a landing in low tide means the attackers need to cover more ground after dismounting from there landing craft. The Germans in WW2 thought that if the allies did attempt a landing on the French coast, they would never land at low tide so they only put there anti-tank defences above the high tide mark and then they where quite shocked to see when the landing did take place, it was done at low tide.
Anyways as for the base itself, still dont think the base on that island is a very good idea myself but I think I've gone into that enough on my past posts. I agree with what AF has said, it seems that the way the base has been set up is just to use as much space as possible, which is pretty much the opposite way to how a r/l base would be set up. The tents are ok in that sort of fashion but where they are, with two of them, on on each side and this huge empty space in the middle etc just doesn't look at all right. Try and give everything some meaning, always think why is this here, what is its purpose (in r/l and/or ingame) etc. Also try looking at some pics of r/l FOB etc setups, might give you some ideas, Camp Bastion should give you some good inspiration
Last edited by Rhino on 2010-11-22 08:07, edited 1 time in total.
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pfhatoa
- Posts: 917
- Joined: 2009-08-27 19:26
Re: [Map] Operation Hailstorm (4km) [WIP]
That island looks highly artificial like it is created for the base. I guess if the base was smaller it would look more natural.
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VapoMan
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Re: [Map] Operation Hailstorm (4km) [WIP]
The undergrowth is shorter in open areas, in the dense jungle is where Ive placed the higher grasses, but yeah I think I will shorten it, I got a bit carried away there.
I also got carried away with the tents
. In going to remove one of the tent blocks to make room for more helipads or a barracks, not really sure what to put in.
Im also going to move stuff around to make it look less symmetrical.
Ive also got a few ideas from real bases that im going to use
Thanks for the feedback.
I also got carried away with the tents
Im also going to move stuff around to make it look less symmetrical.
Ive also got a few ideas from real bases that im going to use
Thanks for the feedback.
"Eight glorious sides and eight stunning angles!"
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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]
Also another point I was going to add is your main base island needs some more overgrowth. A few trees in the compound and if you made the compound much smaller, outside too would be good.
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pfhatoa
- Posts: 917
- Joined: 2009-08-27 19:26
Re: [Map] Operation Hailstorm (4km) [WIP]
I'm not sure but wouldn't you cut down trees as they hinder the view at allows the enemy to sneak close to the base?[R-DEV]Rhino wrote:Also another point I was going to add is your main base island needs some more overgrowth. A few trees in the compound and if you made the compound much smaller, outside too would be good.
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Rhino
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Re: [Map] Operation Hailstorm (4km) [WIP]
I was thinking more trees inside the compound and on the fence line. But ye most outside would be most likely cut down.
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VapoMan
- Retired PR Developer
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Re: [Map] Operation Hailstorm (4km) [WIP]
Here is a reference site I found, it talks about the history of the island.
Story of Tonoas in WW2
War in the Pacific NHP: War in Paradise
Pictures of WW2 remains in Truk Lagoon and descriptions.
War in the Pacific NHP: War in Paradise
WW2 timeline
War in the Pacific NHP: War in Paradise
Story of Tonoas in WW2
War in the Pacific NHP: War in Paradise
Pictures of WW2 remains in Truk Lagoon and descriptions.
War in the Pacific NHP: War in Paradise
WW2 timeline
War in the Pacific NHP: War in Paradise
"Eight glorious sides and eight stunning angles!"


