Greetings Jonny!
well its a shock to myself every day when i think about how much mapping remains to be done...thats why my inner clock keps kicking me out of bed at 5 in the morning
colored areas :
statics and terrain refinements to be done!
red=dense population
blue=medium dense pop.
green=almost no population
BLACK= mapped area
[with some parts almost final, others to be refined a little more...and as noted before, all terrain coloring, overgrowht and lightning stuff and so on is a todo for later steps on my task list]
!ALL Static Buildings are currently scheduled for revision (structure,textures)
= i am starting to rework all static buildings so far, in regards to:
wall thickness (to be 0,4 at least),
textures (to use my rev4 pallets),
roof features and roof design (those overhanging ugly ones),
and i will try not to forget anything you guys told me to keep in mind
i am thinking about shifting the statics design more towards an even more afghan style that i have seen lots of references in the last weeks, but that is not decided yet.
Some of u might have seen another post of mine, regarding a availability of this map (if technically possible) on a possible bf3 engine: the chances are rather minor if the design is too dependent on exclusive pr (static) objects.
That is why i have made some things of my own i didn't even want to do.
These things have at least one pro and one con:
as Jonny is correct they are unnecessary if the map is chosen by the pr team for promoted or included release!
(at that point perhaps the bushes will be exchanged to use the much nicer PR ones, just a swift select all/replace all/select all & tweak placement-height

[bushes use a dedicated texture]
On the other side my statics use my texture palllets, and reuse them all over again

The rocks are the same texture as on some of the archs, and of course make their return on my caves. So there is, to some point, a potential for optimisations

yet the rocks are very closely modeled and anchored to the PR ones, so an exchange could be done without having to tweak the placement of them
The good news: i am on it
last days a few minor props have finaly made their way through the exporter that will allow me to add some little details here and there, all again using my pallets. Next big to do is to bring the older buildings of mine up to date, and than i will start to slam them into the map again, at that point i should be able to pick up some speed removing those colored areas...
so actualy right now my mind is in the process of evaluating an optimal
workflow to rework my buildings

- to do this as fast as possible
sg
