Where I had put the tanks was just in front of the MEC bunkerline which follows a line of dunes (which terragen placed there by the force of probability), the rest of the map is much more duney.
http://www.xfire.com/video/173b2a/
its a bit different now as I've smoothed over the whole map a bit, but thats the gist.
here's around 100m futher on from the screenshots above,
http://screenshot.xfire.com/screenshot/ ... b8e8f7.png
as you can see the dunes are go on for a while after that.
I'd like to use the ripple texture to make it look even more like dunes, but it just looks silly as the transition is so obvious.
http://blog.fitnessfootwear.com/wp-cont ... esert1.jpg
that is basically what I'm aiming for, rolling dunes.
http://www.kbears.com/climates/desert.jpg
those kind of dunes found in the larger deserts of the world aren't what I'm aiming for, the main reason being that sharpish pinacles etc would morph ingame, and also the sand wouldn't behave like sand. At least on smooth dunes, you aren't expectig sand to start cascading down the steep dunes.
Edit, I'm really after specific crits atm, so here are pictures of the bases which are designed to have infantry havens where appropriate.
British main
http://screenshot.xfire.com/screenshot/ ... cfb2f9.png
to be done - mostly I want to make the enterance look more robust with some kind of meaner looking checkpoint, also an admin/residential area will be added probably near the apaches (thats the only space that isn't going to be used on a regular basis)
MEC main
http://screenshot.xfire.com/screenshot/ ... 8d5510.png
I was just painting tarmac on the floor and leaving it at that, but I found the taxiway road template and thought i'd try it out. I think the internal road system needs a bit of love, but the layout is just right I think.
Bunkerline
http://screenshot.xfire.com/screenshot/ ... 9e04a0.png
my plan is to make this the first flag the Brits must take, it won't be MEC owned at the start but it will have MEC 5minute RPs on it, the idea being that the Brits have artied it before their assault. The MEC infantry spawning there will have supplies for HATs etc, but their armour support will have to come from main, and their air support is on a delay. the Brits might get an active air attack asset at the start, or might not. I think I need to make the craters slightly less uniform, but they are pretty good atm with very little morphing ingame.
British FOB
http://screenshot.xfire.com/screenshot/ ... 46497c.png
the only part of the map with a significant change in height.
The idea of this area of the map is that you need a combined ground and air assault to claim it fast. If you want it slow there are nearly compounds you can take over from which to give suppressive fire. The village in the picture is far from done (gonna add some fields and what not) and is 650m away. Just outside an easy sniper shot (you actually have to compensate for drop at this range)
SW Village (the main village of the map)
http://screenshot.xfire.com/screenshot/ ... 1f1c24.png
Most of the village is destructable, however we have used non-destructable walls to stay under the destruct limit. The walls will encompass fields, but they will need to be tweaked to take in to account the nature of that process, as I've only just got to grips with that tut.
Oil Fields
http://screenshot.xfire.com/screenshot/ ... 26c27c.png
The newest addition to the map.
I had qualms putting this base on the map, as I don't think any man in his right mind would fire a tank shell near those oil silos. But I needed a place to base an area around, and this was all I could think of. If I had destructable silos, I'd use them and have fun, but I dont
The Bunker Complex
http://screenshot.xfire.com/screenshot/ ... e1294e.png
the main focus of the map ofc. This are features 2 sizeable underground areas. 1) the missle silo that I'm passing off as a munitions bunker, 2) the trenches. The trenches arne't really for fighting over specifically, though I'm sure many will, they are to move between 3 differnet parts of the bunker complex without being observed or molested. I'm certainly hoping that a couple of ZPUs will feature and be connected in this way.
The fence is not destructable, sorry about that. however there are 3 easy enterances for vehicles, and numerous holes in the fence. So a grapple isn't even a pre-requisite for a sneaky enterance. Though I'd recommend bringing a rope if the enemy are hiding in the 'munitions bunker', you'll need it to go down the 'ventilation shafts'
