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Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-10-03 17:13
by Zeno
max nice wrote:I removed every roads. Because a lot of road had a bug

I need to update my screen.

Edit:
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bad static placement... look at referance pics and you will see that its not even closely similar :?

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-12-30 06:53
by Max_
Major update on the city:
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Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-12-30 08:30
by AfterDune
Is that the Muttrah mosque put in the ground there, in the center?

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-12-30 08:43
by Max_
yes, I try to make the real tower my 3D max keep crash...

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Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-12-30 09:20
by Dougalachi
Some other mapper did something similar with the Muttrah mosque a while ago and was told by Rhino (I think) that it was a bad idea because a person has to load up the whole model, even if only the minaret/tower is visible.

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-12-30 10:28
by BroCop
It is a bad idea considering the fact that you will load an entirely new texture pallet for a static thats only 10% visible hence increasing loading times for such a minor feature

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-12-30 18:21
by Max_
So now I have placed "xp1_tower" in the middle

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2010-12-31 07:16
by Element-X_IV
Looking better now max.

You could improve your static placement a bit more by seperating buildings or spacing them out a bit, if you want them to be beside each other, it should be in a way where they match.
Hard for me to explain, but just use walls and stuff, good example would be Fallujah, it's a beautiful map to learn static placement from. (for me atleast)

Good luck on your map, looks good.

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2011-01-05 16:54
by usmcguy
Looking good man, but are you going to dirty up that Mosque a bit?

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2011-01-05 16:59
by Ironcomatose
OMG! I didnt know this was happening! I about creamed my pants when i saw this. This is where i was deployed. I wish i had known so you could have made a replica of where i was ;) I have thousands of pictures and some video so let me know if you need anything. (FYI Musa Qala is a district so this map represents only a small part)


EDIT: BTW that minaret has been rebuilt and is now pink :lol: Seriously. Im going to find the pic and post it

EDIT 2: There it is as of 2010


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Re: [Map] Musa Qala (4km) [WIP]

Posted: 2011-01-29 03:47
by SeanRamey
Holy Freakin Cows of Awesomeness!!! :grin: This map is lookin amazing!

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2011-01-29 20:02
by PatrickLA_CA
If there is gonna be an Apache in the final version, then I like it :P

Re: [Map] Musa Qala (4km) [WIP]

Posted: 2015-02-17 03:06
by Max_
Lets bump this!
But I'm still working on this, the reason I stopped working on it was when I saw the new Arfghan Statics a few years ago, but I really want to finish this project.

The ANA faction was just a test, I might bring it for Community Faction, but we need a second map first.

Minimap:
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Video:


I need to remake a lot of stuff first, mainly the Overgroth, but I need to focus on the compounds layout.

EDIT: Can we change the title for 2Km instead of 4Km

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

Posted: 2015-02-17 09:11
by Amok@ndy
changed title

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

Posted: 2015-04-04 16:47
by Max_
Here's a minimap update.

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

Posted: 2015-04-05 11:33
by Zeno
Whats up with the west river?

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

Posted: 2015-04-05 14:55
by Max_
I'm redoing the rivers, because I changed the water elevation recently.

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

Posted: 2015-05-02 16:53
by Max_
Minimap Update,

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

Posted: 2015-05-04 22:59
by Ason
really nice man, keep it up! How many statics and OG objects do you have atm?

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

Posted: 2015-05-04 23:55
by Max_
Objects: ~10300
Overgrowth: ~4075

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I use these fields as a guide for the moment, I will remove some them to make some open field, and I will weld them together using Mineral's tutorial for turning Static/OG as one Static Object.

I might also decrease OG density if it become a problem.