Well in Wicca's defense he did say he didnt finished the FOB's nor the flags (nor the minimap for that matter)
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-07-04 19:14
by Amok@ndy
CroCop wrote:Well in Wicca's defense he did say he didnt finished the FOB's nor the flags (nor the minimap for that matter)
well i just comment the map as it is atm
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-07-05 02:23
by Wicca
Thank you for the feedback, to the rest of you. Thats how its done.
Im currently redoing that "village" in the valley cause its always been pissing me off lol.
Also those Glitches are easy to fix. And yes that is a WIP project that i only got that far.
I hope to fill the empty spaces asap, thank you mate
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-07-13 12:30
by Wicca
ok im currently updating the main center village, with a river.
So im giving myself a list:
Main Village/River
FOB
Helicopter base
Mains
Then fill up North eastern side of map.
Eastern Village
I have to say though, not everypart of afghanistan is populated with lots of compunds, its easy to see places where there arent any. So i want to keep some parts of the map, just with terrain cover. But the already existing compunds and such can be expanded.
BTW!
Im LOA from today to errr friday. Since im going to a funeral.
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-03 22:21
by KP
Some inspiration for you, terrain-wise:
Zimmer wrote:
Don't overdo it with the villages, is all I ask! Terrain-based maps is a concept I quite like.
How about that semi-dark dusk lighting that can bee seen in the first vid? That dark-blue sky, with it about to turn dark? Would make for an interesting change IMHO.
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-03 22:25
by H.sta
Especially if it is a desert map with grass
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-23 08:24
by Wicca
God damn it, stupid ligtmaps did the buildings wrong
Stay tuned for an event!
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-23 13:16
by H.sta
My current concern is that the fields look very strange and unnatural
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-23 19:25
by Amok@ndy
thats cause he hasnt changed the sky.con there is an ambienttree and an suntree color its all in rhinos tutorial
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-23 22:11
by Wicca
The fields are all ligthmapped in low, cause i just wanted to place them individualy. To "unchecK" them when i did the terrain lightmaps. God i hate lightmapping
But it looks so good in the end
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-23 22:33
by Amok@ndy
the field overgrowth is Vegitation and Vegitation doenst have samples
its only the lightsetting 2 clicks in the editor to fix it
Q: Why dose the light on my fields look uneven with one half of the patches being dark/black and the other half really light?
A: This is due to your map's light settings for the overgrowth. Try making the TreeAmbientColour really light and make the TreeSunColour really dark and you should find it will help a lot.
move it to the top or at the bottom of the hill but dont let it in the way it is now
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-08-25 16:24
by Wicca
Yes andy
Sorry ive gotten the flu my eyes and nose are dripping..... And dripping and dripping.
My head is red, my body feels like its been banged by a number of different jailed members of a high security prison.
I will put the main on the hill. Maybe add another village but not right now...
Must fight.... Must not die... Gaaah....
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-07 21:22
by Unit3d_Kill3r
I saw this post on *NwA* forums.
I will try my best to get there, but I am playing a gig at the time.
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-12 21:00
by Web_cole
Ok, so first of all, I really like the map. The terrains looks great and the view distance really sells it. I hope you won't have to reduce the VD by much, if at all.
However, Wicca I think you need to realise that if the map is going to be used it needs to have flags, or it needs to be insurgency (or both!) It just doesn't work otherwise. At all.
Also assets: for AAS an attack chopper could be pretty awesome on this map, APCs and tanks would be cool, especially with that view distance! Maybe no APCs, just tanks w. choppers for trans. Something a bit different.
As for insurgency, I think it could totally work so long as the Blufor didn't have any heavy assets. Just light vehicles with .50s and trans choppers. Maybe a light attack chopper. But no APCs or Tanks. That would be interesting, and kinda unique.
Anyway, thems my thoughts
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-12 21:24
by BroCop
Well Web, he did told to a couple of us that one part of the event was to help him decide the flags.
Anyways:
- Spam some more UG and OG (well OG could be added on a few spots but it would benefit from some density increase)
- Water...I think its obvious
- Terrain is some skewed on some parts (heavy morphing issues here and there, most visible by that dried out river on the more shallow parts). Oh and the sunflare seems to be coming from underground
- Could use roads (i mean at least make some dirtroads here and there or something)
- Surrounding terrain needs to be done. Its not cool getting near the edge of the minimap only to see a flat giant, editor stock colored, desert
- There seems to be alot of Z-Fights in that big village just south of the MEC main (overlapping static textures). I think you might wanna ask around on what can be done
If you need me to be more specific on what im talking about just tell me and ill get screens
Oh and almost forgot. You might wanna add up more assets (by assets I dont mean spam Apache's or Tank's). You seem to have alot of choppers but not enough ground transport.