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Re: [Map] The big one.

Posted: 2009-01-22 19:04
by Glimmerman
for 90% yes.

Re: [Map] Uruzgan

Posted: 2009-10-21 10:07
by Glimmerman
For those who dont read the DEV blogs, [R-DEV]Hans Martin Slayer did a nice little media break a while ago on this map:

[map] Uruzgan - 4km
[WIP] - Project Reality Forums

Re: [Map] Uruzgan

Posted: 2009-10-22 04:38
by HangMan_
'[R-COM wrote:Glimmerman;1164618']For those who dont read the DEV blogs, [R-DEV]Hans Martin Slayer did a nice little media break a while ago on this map:

[map] Uruzgan - 4km
[WIP] - Project Reality Forums
So is Hans' map following the same idea you had for this map? With 2 blufor bases?

Re: [Map] Uruzgan (wip)

Posted: 2009-10-22 07:29
by Glimmerman
Yep one big mainbase and 1 or more FOB's

Re: [Map] Uruzgan (wip)

Posted: 2009-10-28 00:03
by NyteMyre
That video was freaking sweet :-)
Good job.... dutch forces for 0.95 :p

Re: [Map] Uruzgan (wip)

Posted: 2009-10-28 07:38
by Glimmerman
.95 hopefully, we need all the help we can get if we want to make that deadline but we will do our best.

Re: [Map] Uruzgan (wip)

Posted: 2009-10-29 03:11
by McBumLuv
It's quite a beautiful map, though it'd be made that much MORE beautiful and practical if the view distance was increased by around 300 or 400 meters.


Otherwise I can't comment concretely on any AA plans, mainly because it is always changing, but I do think a single MANPAD would be enough of a Taliban asset to keep it both realistic, and give them a chance to sometimes shoot the Coalition rotary winged assets down (as I expect and hope it would be mostly useless on jets such as the F-16). If there are many kits or if it has a fairly low respawn the kit looses its importance as a singular asset for the Taliban and wouldn't represent realistically their actual AA capabilities.

Re: [Map] Uruzgan (wip)

Posted: 2009-10-29 07:14
by Glimmerman
Thanks for the input, we will keep it in mind when we finally decide on the asset layout when the map is done.

Re: [Map] Uruzgan (wip)

Posted: 2009-10-29 12:26
by McBumLuv
The asset layout doesn't exactly matter to me, because it should be up to the mapper to decide, as they would have the desired flow of the game in mind while they design the map, but it might be nice to experiment with a larger VD for sure.

Re: [Map] Uruzgan (wip)

Posted: 2009-10-29 12:56
by Glimmerman
The terrain isn't done yet by far, many things will be added and or changed and off course the view distance will be looked at but thats like the asset list done in later stages :)

Re: [Map] Uruzgan (wip)

Posted: 2009-10-29 13:29
by McBumLuv
Cool, well it's looking like it's coming along very well. I remember this old thread about Kandahar airport, didn't know its turning out like this but it's all good :p

Re: [Map] Uruzgan (4km) [WIP]

Posted: 2009-11-20 17:16
by NyteMyre
Why are all map-threads removed from the dutch section :s

Re: [Map] Uruzgan (4km) [WIP]

Posted: 2009-11-20 17:19
by JohnnOmar
'cause DAF is a community mod, and community maps belong in community maps thread ;)

Re: [Map] Uruzgan (4km) [WIP]

Posted: 2010-03-31 18:12
by Glimmerman
Made some new screenshots of the current situation.

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Re: [Map] Uruzgan (4km) [WIP]

Posted: 2010-03-31 18:38
by Rudd
Glim mate, loving the terrain colour

edit, HMS great color choice :)

Re: [Map] Uruzgan (4km) [WIP]

Posted: 2010-03-31 18:43
by Glimmerman
You can thank Hans Martin Slayer for that, he is making the map. :)

Re: [Map] Uruzgan (4km) [WIP]

Posted: 2010-03-31 18:54
by Rhino
everything has a really green tint to it, epically things like the roads...

Re: [Map] Uruzgan (4km) [WIP]

Posted: 2010-03-31 19:17
by Outlawz7
[R-DEV]Rhino wrote:everything has a really green tint to it, epically things like the roads...
I'm guessing overkill on terrain colors.