I had discussed it earlier in development, but now i find things changing. I've decided against making all the mountains off limits. I'm going to try and put in as many small foot paths going up into the mountains. I'm not sure how well marked i want to make them.A_Grounded_Pilot wrote:lol @ the ending, I was waiting for that for 10 minutes. This map is going to be a ***** to move around on. It will really concentrate the fighting into three or four small areas, for better or worse. The mobility will have to be carefully balanced. I see you discussed this quite a bit up thread, so I'll leave it at that.
My biggest concern is Taliban transportation. I don't want to have too many big vehicles. But some people really hate bikes. So currently i'm planning on adding lots of bikes. No technicals, just some unarmed pickup trucks, maybe an SUV, one bombcar, and a civ boat if i can find someone to make me one.
If you have any ideas for transport/assets please let me know, i'm open to any suggestions. I'm thinking getting the assets right will make or break the map.
LOL yeah, i knew someone would notice that. There also some black islands in the bay. I tried to stay away from the non-completed areas as best i could.A_Grounded_Pilot wrote:At 7:35 you can see where the cave model is hanging over the terrain, I'm sure you're aware of that.
I just wanted to make it look like the terrorists set fire to the bridge and it spread to the whole cabin area. I might tone it down a bit, but the way those ships are built, it wouldn't surprise me to see that part of a ship catch fire and burn for hours before anything major happens to the rest of the ship. Unless of course the containers are filled with gasoline or gunpowder or something flammable.A_Grounded_Pilot wrote:I like what you did with the ship, both with the containers and otherwise. I see a lot of SA-7s and M67s in that ship's future. I like the idea of it being in distress, but perhaps tone it down just a bit? That thing is in SERIOUS trouble, and at high risk of catastrophic explosion depending on what's in those containers. Maybe make it only the bridge and half of the deck below it? I don't care who I am and what I'm fighting for, I think I'd be less than inclined to run around carrying explosives if I was on that thing. Another idea, can the ship static be rotated? Often times ships in that condition end up with flooded machinery compartments and develop a list. Maybe five degrees or so? Just enough to make it noticeable.
Thanks, I have really only done final detailing along the beach area. I plan on doing the same to the whole village soon enough. And adding a lot more power lines, since in real life there are excessive amounts, and in that video you can see how easy it is to skim the rooftops with the helicopter, something i'd like to make more difficult.A_Grounded_Pilot wrote:The village looks good, especially all the wires hanging everywhere. Those make a big difference. Once you feel you have the final placement of the buildings and walls, fill the open areas with lots of "stuff." I wouldn't just strew trash all over the streets like Ramiel, as this village hasn't been in anarchy for twenty years like Mogadishu has. But in general, people have lots of stuff in their yards and houses. I saw in the other video that you are taking the time to place lots of chairs, tables, couches, etc inside the buildings. That goes a long way for immersion, and has always been a complaint of mine in PR maps. I assumed some sort of lightmapping issue made interior statics not worth the effort, as many enterable buildings are completely empty. Either way, exterior clutter will make the town feel lived-in as well. I see you used some tin shanties near the shore and the inland edge of town. Maybe scatter a few more really small ones in some of the courtyards, and add some tarps, carts, barrels, crates, boxes, even a chair or two. Maybe one guy's shop could have an old junker car out back. I see a little of this in the video, but the ref pic looks very cluttered and as of now the village looks a bit devoid of life.
Keep working at it... it looks like it's forming up to be a hell of a map.
How do the mountains look? I've spent a lot of time lately on making them look more realistic. There are still some areas that need work, but overall they're coming together as i hoped they would.
Thanks for the comments guys.






