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Old 2015-11-05, 18:23   #111
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

Been doing a lot of work since 1.3.5. (mostly details)

Still need to add some building on the West side and North East area.

Also, I really love the new market tarps.

Imgur Album


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Old 2015-11-05, 19:01   #112
[R-DEV]​Rusty_42
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Default Re: [Map] Musa Qala (2km) [WIP]

Dirt roads, I think you need to use them too.

I thought new market tarps has not yet been added
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Old 2015-11-05, 19:12   #113
Rhino
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Default Re: [Map] Musa Qala (2km) [WIP]

Looking good but I agree with Rusty, you need to use a lot more dirt/sandy roads/streets, hardly anywhere in Afghanistan has tarmac roads and for w/e you use tarmac roads, make sure you use intersections at any junctions: https://www.realitymod.com/forum/f18...rsections.html

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Old 2015-11-05, 19:24   #114
Outlawz7
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Default Re: [Map] Musa Qala (2km) [WIP]

Quote:
Originally Posted by Rusty_42 View Post
I thought new market tarps has not yet been added
Quote:
Mappers will be able to find this static in v1.3.5 under \objects\staticobjects\pr\afghannorth\static\props \market_tarp_v2. Not yet featured on any maps.
Fixer-upper - Project Reality Forums

It's in 1.3.5, just not on any released maps.

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Old 2015-11-05, 19:57   #115
Max_
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Default Re: [Map] Musa Qala (2km) [WIP]

I used to have dirt road around the map until I repainted it a long time ago, they were out of place, not fitting with the new color map. I tried many other dirt/gravel type of road and all of them was either too dark, too bright, too brown, too gray, too... So I switched them to the smaller afghan1 roads.

The city had the afghan_wide road for a long long time, there I had problem with my intersections for not having the same color. Tried to make my own and failed. So, since the afghan_wide have a "discrete" border I decided to just overlap them.

I would like to keep the afghan_wide/afghan1 for the city main roads. (the one that goes down to the river and the one with all the markets around).

I think OSS_road_xpack2 is one one that looks decent, but its a little too bright, might try to edit it with my professional Photoshop skills *sarcasm*, or change my color map.



EDIT: Changed my color map and look way better, but not near the afghan_wide roads.
EDIT2:


Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
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Last edited by [R-DEV]Max_; 2015-11-05 at 20:11..
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Old 2015-11-05, 20:35   #116
[R-DEV]​Rusty_42
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Default Re: [Map] Musa Qala (2km) [WIP]

Quote:
Originally Posted by [R-DEV]Outlawz7 View Post
Fixer-upper - Project Reality Forums

It's in 1.3.5, just not on any released maps.
Do they have lm samples?

And also I found this -
\pr\citybuildings\apartment_narrow_enterable_v1

Sorry for offtopic.
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Old 2015-11-06, 14:08   #117
Outlawz7
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Default Re: [Map] Musa Qala (2km) [WIP]

Quote:
Originally Posted by Rusty_42 View Post
Do they have lm samples?
No, but you should be able to generate them with BFMeshView.

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Old 2016-01-20, 11:54   #118
[R-DEV]​Ason
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Default Re: [Map] Musa Qala (2km) [WIP]

Hey max, any progress on this? I hope you're still working on it!

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Old 2016-01-21, 13:30   #119
Arc_Shielder
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Default Re: [Map] Musa Qala (2km) [WIP]

Do you think this road would suit your map?

http://i.imgur.com/b3mc8U9.png

It seems to fit your map's ground color.

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Old 2016-01-21, 16:50   #120
W.Darwin
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Default Re: [Map] Musa Qala (2km) [WIP]

Max Nice,

This map looks quite interesting! Seem's like the next feeding map for servers. Simple design is always a winner!

Congrats for this work.

Although, I have one concern wich is the north section of the map.

I understand its a little village with surrounding crops but it becomes a little bit redundant don'T you think?

Maybe placing an underground cavern under the forest in the north would be cool?

Or any point of interest?

Otherwise, Good job!







HERE,
I just quickly edited your map picture to get you an idea of what I tried to explain!






In B1, At the edge of the road, you could place a gaz station with something of interest, leaving this area interesting for possible action!


In E1-F1, This forest is interesting, but if you would add subterrain underneath it, it would be even cooler!

At last, I thought about placing someking of fortress in I2 ( or Kilo-4 ??! ), something that could mix with the mountain, somekind of castle like in Operation Archer.

(I know L3 is a underground cavern, yet it doesn't keep you from adding more in the mountain area)



I hope you consider my suggestions
Have a nice day!
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Last edited by W.Darwin; 2016-01-21 at 17:02..
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