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Old 2023-11-11, 12:32   #11
[R-DEV]Mats391
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Default Re: [Map] Operation Fading Reach (2km) [WIP]



Why is the south west map so far away from corner? You are wasting an entire grid of map for nothing.
Also the map has 850m view distance. You can shoot into that main base from the forest to the east

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2024-04-17, 16:16   #12
izmash
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

Hi,
Changes since last time:
-Moved REDFOR Main to the edge
-Placed more trees to cover main bases
-Tweaked sun/sky setting
-Repainted main terrain in some areas (mainly fields)
-Repainted surrounding terrain
-Remade undergrowth
-Sculped terrain to be more bumpy in certain areas (e.g. forests)
-Changed dod areas to be bigger
-Remade flag routes (there are 3 now)
-Fixed many more minor things

I still have problems with baking lightmaps so if Dev team decide to put that map ingame i will need some help with lightmapping.

I will post flag routes later.















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Old 2024-04-17, 19:53   #13
[R-CON]​CAS_ual_TY
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

looking great


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Old 2024-04-18, 04:51   #14
[R-COM]M.MCC
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

The base in the upper right corner is well adjusted, but the base in the lower left corner should be optimized a little more (just a personal suggestion)

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Old 2024-04-18, 07:17   #15
[R-DEV]Mats391
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

Can you post overview with combat zones? As MCC mentioned, bot left mainbase looks still very open and might cause issues with ATGM camping.

The colormap for fields looks better, but some of those fields do look rather small to me. Is it like that in Poland? Here most of those fields interrupted by a strip of grass would be continuous fields. And if there is interruption like this, it would probably be for a road/dirt path to access field or drainage ditch. The later could also add gameplay value.

The one sole spot hit by artillery looks a bit out of place. Everything on map seems intact, but fuck that one trench

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2024-04-19, 11:27   #16
[R-DEV]​Ason
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

looks alot better!

I agree with Mats, could merge some fields to create bigger ones.

Mainbase could use some dirt, especially since there is a dirt road leading to it, grass should be broken up a bit with dirt to make it look like vehicles have been moving and parking there.

the pic where you stand in the field, it looks like the field in the distance is floating, not sure.

forest undergrowth looks ok, but imo should add more dirt texture and add some rocks and sticks to ug, and reduce grass ug.

I would add some ditches on sides of roads.

Imo some of the small wooden family houses look a bit weird, there are some modern family houses you could use like on ascheberg. I would also expand the city by surrounding it with smaller family houses, usually a town starts off with smaller buildings on the outskirts and gradually increasing in size when moving towards the city center.

Keep it up!

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Old 2024-04-19, 20:57   #17
izmash
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

Quick update:
I've merged all fields that i could and they look better now indeed. I've sculpted few ditches aswell and i will try to add few more. I will try to dig in asset library to get some of the new buildings, surely some of them will fit this setting and i will try to mess with forest undergrowth a little bit more. Fields have still some floaters, but I will fix them later.

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Old 2024-04-19, 21:46   #18
[R-DEV]Mats391
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

The helipad on the H building is too close to the building to be safe. Probably better to move it to the grass area west of it with a small footpath to the building

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2024-04-19, 22:13   #19
[R-DEV]​Ason
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Default Re: [Map] Operation Fading Reach (2km) [WIP]

Quote:
Originally Posted by izmash View Post
Quick update:
I've merged all fields that i could and they look better now indeed.
I think it will look even better if you paint the merged fields to be the same texture, it still looks like a bunch of mini fields.

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Old 2024-06-09, 22:26   #20
Rabbit
Default Re: [Map] Operation Fading Reach (2km) [WIP]

Looks really good, I think the low detail texuters, UG, random debris and maybe 1 more river crossing? ldt looks stock, UG looks really basic and 1 note, I see a lot of areas with concealment but no or little cover. Dont just focus your objects around flags but the areas between them for people to move to. Looks like you only have 2.5 river crossings and 1 only right out of main for North East main.
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