anyway. change your measurements so they are in multiples of 8
[Map] Operation Khanjar (2km) [WIP]
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Doc.Pock
- Posts: 2899
- Joined: 2010-08-23 14:53
Re: [Map] Operation Khanjar (2km) [WIP]
indeed lucky. my mistake. i somehow thought the squares were 3x3...
anyway. change your measurements so they are in multiples of 8
anyway. change your measurements so they are in multiples of 8
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: [Map] Operation Khanjar (2km) [WIP]
Lads,
I wan to say that I'm having a few problems and need to resolve them, so until the end of this month I'll not work on the map and probably won't even check the forums, see you guys on December!
I wan to say that I'm having a few problems and need to resolve them, so until the end of this month I'll not work on the map and probably won't even check the forums, see you guys on December!
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KiloJules
- Posts: 792
- Joined: 2011-03-17 18:03
Re: [Map] Operation Khanjar (2km) [WIP]
Good luck solving them. Solva da shit out of 'em!
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: [Map] Operation Khanjar (2km) [WIP]
In really hope you have seen the wrong sides from Kokan, since I assume compound warfare is one of the main things in this map. In my opinion, to make it more fun and realistic, it is best to make the grass high in the fields and the compounds surrounded by growth, trees, creeks and some small hills. This to make it feel less like Kashan Desert + compounds. Look at videos from Ross Kemp, or the series called "Our War" from the bbc. That should definitely help. Otherwise it is just constant sprinting over the fields. And please make the ground, so that IEDs can be a real threat to the enemy.
Anyway, good luck, the idea seems awesome!
Anyway, good luck, the idea seems awesome!
We are staying up!
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: [Map] Operation Khanjar (2km) [WIP]
I'm now continuing the map.
B.Pronk, don't worry, I think that this map will work different from other Insurgency maps.
There will be two large villages, each one in one side of the river, as well as some small compounds spread on the map.
If the Taliban gets organized, they can ambush the USMC anywhere they want, but, to help the USMC to avoid this, I'll put some UG that will be able to cover the USMC since they stay crouched or prone, this UG will also cover the IEDs, this will make the USMC walk carefully on the fields.
B.Pronk, don't worry, I think that this map will work different from other Insurgency maps.
There will be two large villages, each one in one side of the river, as well as some small compounds spread on the map.
If the Taliban gets organized, they can ambush the USMC anywhere they want, but, to help the USMC to avoid this, I'll put some UG that will be able to cover the USMC since they stay crouched or prone, this UG will also cover the IEDs, this will make the USMC walk carefully on the fields.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: [Map] Operation Khanjar (2km) [WIP]
Undergrowth, too lazy to write the entire word.
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: [Map] Operation Khanjar (2km) [WIP]
Dont use UG to create cover as it will just block the vision of the dudes hiding in it while giving no concealment due to the way UG works.

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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Operation Khanjar (2km) [WIP]
Yep, you need overgrowth to create long range cover, best use with UG together as UG will thicken the vegetation in close ranges.
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: [Map] Operation Khanjar (2km) [WIP]
You're right, but I still need to find something to create cover for anyone that goes to the fields, just a question, what about if I use that UG that is used on the Al Basrah fields? I play on low and I can see they even from a distance.
EDIT: Just saw what Lucky wrote, there is a way to get the UG and place as OG isn't there? I saw a tutorial around here, need to find it.
EDIT: Just saw what Lucky wrote, there is a way to get the UG and place as OG isn't there? I saw a tutorial around here, need to find it.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: [Map] Operation Khanjar (2km) [WIP]
I believe those are overgrowth fields [the basrah ones].SShadowFox wrote:You're right, but I still need to find something to create cover for anyone that goes to the fields, just a question, what about if I use that UG that is used on the Al Basrah fields? I play on low and I can see they even from a distance.
EDIT: Just saw what Lucky wrote, there is a way to get the UG and place as OG isn't there? I saw a tutorial around here, need to find it.
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: [Map] Operation Khanjar (2km) [WIP]
Yes they are, just found the tutorial.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: [Map] Operation Khanjar (2km) [WIP]
What about some small narrow tunnels in the villages to turn it more into a little fortress?
We are staying up!
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: [Map] Operation Khanjar (2km) [WIP]
Then I'll need to either make them or request for someone to make. Most likely it won't happen.
EDIT:
Please someone that get a hand on Operation Khanjar videos, please send me via PM.
EDIT:
Please someone that get a hand on Operation Khanjar videos, please send me via PM.
Last edited by SShadowFox on 2012-12-06 18:51, edited 1 time in total.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: [Map] Operation Khanjar (2km) [WIP]
SShadowfox have you been working on this map lately and could you post some screenshots if possible
?
We are staying up!
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: [Map] Operation Khanjar (2km) [WIP]
Unfortunately I'm not working on it now, I'm trying to solve some problems with it first.
Here we go, I was testing it, to see if the spawners and everything else are working fine, but the map lags as hell, even though it's only the USMC MB and the VCP alongside with some trees, I think that's the secondary terrain, also for some reason, the secondary terrain is elevated 100 meters.
Here we go, I was testing it, to see if the spawners and everything else are working fine, but the map lags as hell, even though it's only the USMC MB and the VCP alongside with some trees, I think that's the secondary terrain, also for some reason, the secondary terrain is elevated 100 meters.

