MAP STATUS: wip / Custom statics: WIP
Map Name: 2 Towns, Afghanistan (working title!)
Map Size: 4km
Map Region: Gardez and Wizah, Afghanistan, Province of Paktia, near the border with Pakistan
Map Factions: BLUFOR vs Taliban
Map Focus: to be decided
Features:
-
Real area of operation (real nasa & google data in use) -
Recreation in spirit of the area and keeping the bf2 engine/pr assets in mind -
Multiple rivers and water body's -
Wide mountain area with small compounds scattered -
Dense populated areas with loads of "open" buildings -
Long roads... -
Snowy areas, the afghan desert, the underground... -
A landscape marked by decades of war and fighting... -
Lots of vegetation along the rivers -
Some call it castle Greyskull...and it got dungeons... -
BLUFOR Air Force & Armor will be "rewarded" -
The Taliban will have places to hide & move around undetected -
BLUFOR victory will rely on airpower (Transportation & CAS)

[real world location: 33.594331, 69.258585] | developed area so far / latest ed. screen
All statics so far - an overview:

All OLD images (that includes outdated images!):
http://picasaweb.google.com/sandgamer/SandgamerSGaWiMap?feat=directlink


. Videos (what you see may be outdated, changed or removed/reworked):
[recorded @ June 6.] YouTube - yt01
[Nov. 22. / latest update (no. of reply's @ this update: 137 / page 14
(old wip-render, as posted 2 months ago)Well as i had allready leaked about 2 months ago, i have been working on a rather complex/large object for the last months: the
Gardez police station compound (gapol)
The work on this one started on august 30. - but besides the last week i did not develop it as fast as i would have liked to do. (It could be around 100 hours put into this, could be more) And there is still some work to do / errors to work out / refinements to be added, so it is still sort of WIP.

I grabbed a new texture-set for this one, considering it the first of a few concrete buildings (not loam walled) to be build and i guess i am narrowing in on possible terrain textures too. That small messy brick wall on the lower parts is also planned to replace my former wall texture, so those loads of compound dividing walls all over wizah are soon going to change their face.

A photography of this police station (slightly elevated front view, not my pic. so please click) and the google-maps image (*blurry*) served as reference for this model.

However i did take the freedom to interpret some tactical aspects into the building (such as ventilation / hidden underground entrances) and of course i made up some inside area: i ended up with 3 levels featuring:
- 2 prison cells (interconnected and accessible from another room via vents, accessible from outside via grappling-hook, or you can just blow up their entry-doors of course):

- a generator room (with a ventilation-access hidden behind it):
[non-clipped view from below]- a torture prison cell (todo, currently an empty room on the lowest level),
- sleep & ready rooms (todo, currently just empty rooms),
- command and control (todo, currently just empty room):

- access to all towers:

- sniper outlook:

- chopppppeeeerrrrr landing on the roof (with "direct" ventilation access to the c&c room),
- 2 (independent) ways from outside the walls to access via underground:

- 2 (independent) ways to get from the inside ground level to the lower level,
- 2 (independent) ways to get from the (inside) ground level to the upper level;
The overall dimensions for the terrain-block is something like 100m x 100m,

and it is divided into 3 parts (currently):
the terrain (4 lods) featuring the entire collisions - once again modeled singleplayer friendly, so my col2 is waterproof

the station (4 lods)

and the inside/vent-shafts/caves (1 lod)

All the wooden window/door stuff seen on the reference image will be added
as i get them finished, most of it should be destroyable to provide additional access to the building, that is why i spared it on the main model, to keep that navmesh-friendly.
I am very glad and happy that finally i got this developed/exported so far, more eye-candy might as well be featured in a later revision...
On a side note: (i did not mention this earlier i believe)
before i started to model the shop, which i did before this police-compound, i revised ALL my (required) "east-afghan-mud-buildings" to the new designed "afghan-loam-buildings(r4)", changing the textures and re-modeling most of them, and replaced them on the map, so its all starting to fit together by means of texture and style. That adds 7 statics fine tuned to meet with the one i changed at first. Also all the higher buildings got kicked and replaced. I will put some screenshots up once the compound-walls are re-textured as well (atm its uncle sam on them). or i might move on to "milestone 2" stage: re-texture the caves (making it all fit together) and record a video...grrrrrr so much work....
stay tuned for more and again thanks for any advice and help & comments!
sg
QUESTIONS / Please help me with:
- Has anyone got a trick i do not know to get a bunch of splines from a con file into max by any means? I have used a road to do some terraforming and it would be nice to have that in max as a reference
[not solved]
thanks 4 reading and replying,
stan "sandy" sandgamer







