Hey Andy, Nice Duck you have there
For starters, are you basing your terrain off a real life location? IMO its always good to base a map off a real life location and even if the terrain layout is fictional, I still think its a good idea to base the map in a certain area/province as will help you get a realistic feel for the map
Your terrain looks like it still needs quite a lot of work so would continue to work on that before you start thinking of populating it with statics
Now in terms of statics, as I posted in this topic in post #20:
https://www.realitymod.com/forum/f354-c ... ost1488888
'[R-DEV wrote:Rhino;1488888']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 (located in objects/staticobjects/pr/village/) 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;1488733 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.
As such, I will give the same advice again here, don't use any of the current afghan statics as we are planning to phase them out of the mod since they do not look very good and many of them also have big performance issues with them. This includes many of the detail objects that come with them, like stairs etc.
As such, for now concentrate on the other areas of the map like terrain, overgrowth and undergrowth, main bases etc
As for your map plan, what type of gamemodes are you planning? Standard gamemode for maps with the Taliban in them is Insurgency where the Bluefor hunt for caches etc, but AAS could be possible considered but in an AAS mode for this map, it looks like your terrain will be basically spiting the attack into two on each side of the river in its current form. You may also want to consider a few more bridges, as 2/3 crossing points isn't very many for a 4km map, even when you add CSBs into the equation and will make ambushing the USMC very easy, epically when the Taliban start very close to the bridges and the USMC really far away, the Taliban would have all day to set there IEDs on the bridges and hide away before the USMC come along.
But other than that, looks like a good start
