[Map] Musa Qala (2km) [WIP]

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James2464
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Re: [Map] Musa Qala (2km) [WIP]

Post by James2464 »

Beautiful! Keep it up!


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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Looks better, but a little bit weird and ignore the fields.

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Ason
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Re: [Map] Musa Qala (2km) [WIP]

Post by Ason »

Nice, mountains looks much better! Only thing I find a bit weird is the square shape of the fields. Maybe give some of them a more unique shape? Also imo you should fill the valleys in the mountain area with more vegetation.
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Thanks, For the square shape fields, it will be really hard to optimize the corn fields if they are more unique to each other, because of their high tris counts, but with the poppies fields it will be really easy to optimize them.

Many corn fields (darker green) are divided by two statics, each static is barely under the tris limit.
At the moment I only have 4 fields statics, Two corns and Two Poppies.

I'm trying out a new Overgrowth for the mountain area with leaves-less trees to try represent the eastern area of that area. (this sentence has too many areas!)


Also, I finished painting most areas, still WIP on paiting

Without Grid
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
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Rabbit
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Re: [Map] Musa Qala (2km) [WIP]

Post by Rabbit »

I would really look into the working the fields like ason said.
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Would be much easier if I do them crop-less...

or UG them
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
Rabbit
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Re: [Map] Musa Qala (2km) [WIP]

Post by Rabbit »

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Ason
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Re: [Map] Musa Qala (2km) [WIP]

Post by Ason »

max nice wrote:Would be much easier if I do them crop-less...

or UG them
I would try to just connect some of the existing fields with eachother using either 50m fields or smaller 10-20m (whatever fits best) and use smaller pieces to round of edges of the fields a bit.

For example at I11kp7 it looks like you could easily connect those three fields to form a big one with some of the smaller field pieces. I know performance can take a hit but I think doing something like this on just 5 places around the map would give all of the fields a more natural look.
Anyway just my two cents, the map looks really nice even with square fields so keep them or try my advice but please no cropless, crops are nice :)
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Tomorrow, I'll start working on the west side of the river, I'll try to bring that unique feel. Then applying it to the whole map.
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

I tried a few things on the west side today.

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Some L shape fields that I could add a smaller field in a 45 degree angle in A12kp4 and A9kp2

But the field that I like the most in the one in A1kp3,
It has a circular shape and not to big, and I will probably populate G12 area and on the east and west side of the main river.

I still have to build some compound in those new areas.
Last edited by Max_ on 2015-10-21 05:14, edited 1 time in total.
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

Been doing a lot of work since 1.3.5. (mostly details)

Still need to add some building on the West side and North East area.

Also, I really love the new market tarps.

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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
Rusty_42
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Re: [Map] Musa Qala (2km) [WIP]

Post by Rusty_42 »

Dirt roads, I think you need to use them too.

I thought new market tarps has not yet been added :shock:
Rhino
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Re: [Map] Musa Qala (2km) [WIP]

Post by Rhino »

Looking good but I agree with Rusty, you need to use a lot more dirt/sandy roads/streets, hardly anywhere in Afghanistan has tarmac roads and for w/e you use tarmac roads, make sure you use intersections at any junctions: https://www.realitymod.com/forum/f189-m ... tions.html
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Outlawz7
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Re: [Map] Musa Qala (2km) [WIP]

Post by Outlawz7 »

Rusty_42 wrote: I thought new market tarps has not yet been added :shock:
Mappers will be able to find this static in v1.3.5 under \objects\staticobjects\pr\afghannorth\static\props \market_tarp_v2. Not yet featured on any maps.
Fixer-upper - Project Reality Forums

It's in 1.3.5, just not on any released maps.
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Max_
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Re: [Map] Musa Qala (2km) [WIP]

Post by Max_ »

I used to have dirt road around the map until I repainted it a long time ago, they were out of place, not fitting with the new color map. I tried many other dirt/gravel type of road and all of them was either too dark, too bright, too brown, too gray, too... So I switched them to the smaller afghan1 roads.

The city had the afghan_wide road for a long long time, there I had problem with my intersections for not having the same color. Tried to make my own and failed. So, since the afghan_wide have a "discrete" border I decided to just overlap them.

I would like to keep the afghan_wide/afghan1 for the city main roads. (the one that goes down to the river and the one with all the markets around).

I think OSS_road_xpack2 is one one that looks decent, but its a little too bright, might try to edit it with my professional Photoshop skills *sarcasm*, or change my color map.

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EDIT: Changed my color map and look way better, but not near the afghan_wide roads.
EDIT2: Image
Last edited by Max_ on 2015-11-05 20:11, edited 2 times in total.
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
Rusty_42
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Re: [Map] Musa Qala (2km) [WIP]

Post by Rusty_42 »

'[R-DEV wrote:Outlawz7;2104724']Fixer-upper - Project Reality Forums

It's in 1.3.5, just not on any released maps.
Do they have lm samples?

And also I found this -
\pr\citybuildings\apartment_narrow_enterable_v1 :smile:

Sorry for offtopic.
Outlawz7
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Re: [Map] Musa Qala (2km) [WIP]

Post by Outlawz7 »

Rusty_42 wrote:Do they have lm samples?
No, but you should be able to generate them with BFMeshView.
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Ason
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Re: [Map] Musa Qala (2km) [WIP]

Post by Ason »

Hey max, any progress on this? I hope you're still working on it! :D
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Arc_Shielder
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Re: [Map] Musa Qala (2km) [WIP]

Post by Arc_Shielder »

Do you think this road would suit your map?

http://i.imgur.com/b3mc8U9.png

It seems to fit your map's ground color.
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W.Darwin
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Re: [Map] Musa Qala (2km) [WIP]

Post by W.Darwin »

Max Nice,

This map looks quite interesting! Seem's like the next feeding map for servers. Simple design is always a winner!

Congrats for this work.

Although, I have one concern wich is the north section of the map.

I understand its a little village with surrounding crops but it becomes a little bit redundant don'T you think?

Maybe placing an underground cavern under the forest in the north would be cool?

Or any point of interest?

Otherwise, Good job!







HERE,
I just quickly edited your map picture to get you an idea of what I tried to explain!

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In B1, At the edge of the road, you could place a gaz station with something of interest, leaving this area interesting for possible action!


In E1-F1, This forest is interesting, but if you would add subterrain underneath it, it would be even cooler!

At last, I thought about placing someking of fortress in I2 ( or Kilo-4 ??! ), something that could mix with the mountain, somekind of castle like in Operation Archer.

(I know L3 is a underground cavern, yet it doesn't keep you from adding more in the mountain area)

:D

I hope you consider my suggestions
Have a nice day!
Last edited by W.Darwin on 2016-01-21 17:02, edited 4 times in total.
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