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Old 2015-03-04, 20:34   #21
Zeno

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Default re: [Map] Ulungur Dam (4km) [WIP]

Quote:
Originally Posted by Jedimushroom View Post
Thanks for all your help Rhino. One more thing, I'm looking for the wooden bulwarks that are featured on several maps, for instance they surround the AT guns on Fools Road, but I cannot find them for the life of me! Do you know what they are called?
Staticobjects-PR-Bunkers-Woodenbunker
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Old 2015-03-04, 20:37   #22
Jedimushroom
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Default re: [Map] Ulungur Dam (4km) [WIP]

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Originally Posted by Zeno View Post
Staticobjects-PR-Bunkers-Woodenbunker
Thanks, but it looks like trench_5m was what I was looking for after all!

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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Old 2015-03-04, 23:02   #23
Zeno

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Default re: [Map] Ulungur Dam (4km) [WIP]

Quote:
Originally Posted by Jedimushroom View Post
Thanks, but it looks like trench_5m was what I was looking for after all!
ohh yea, that one
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Old 2015-03-10, 16:19   #24
Jedimushroom
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Default re: [Map] Ulungur Dam (4km) [WIP]

I'm have changed the name to Ulungur Dam, setting it in Northern China. Also major changes have been made to the layout of flags and the river valley is taking shape. Stay tuned!

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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Last edited by Jedimushroom; 2015-03-10 at 17:19..
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Old 2015-03-30, 19:37   #25
LITOralis.nMd
Retired PR Developer
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Default Re: [Map] Ulungur Dam (4km) [WIP]

Jedi, Less placement of statics on grids and perfect 90 degree intersections of fences, less parallel buildings etc,

otherwise looking good.

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Old 2015-03-31, 20:06   #26
Mongolian_dude
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Default Re: [Map] Ulungur Dam (4km) [WIP]

I would suggest putting more thought into the areas of human activity, and think about the practicality and functionality of the statics you place and where you place them.

For example:
Q: What is required of a 'main base' or 'staging area'?
A: Living (shit, eat, sleep), Protection (cover & concealment, HESCOs, fighting positions, wire, MG positions, AT positions, AA sites, Radar, lookout towers), Facilitating Warfighting (Vehicles, parking spaces, helipads, shooting range), Logistics and Command & Control (supplies, ammo, communications and antennas, command bunker, CO post, vehicle pool).

Q: What is required of human civilisation?
A: Living spaces (shelter, latrines), food & agriculture (farm, tractor, grain, boats, fisheries), Commerce and Trade (markets, shops, advertising), Industry & Infrastructure (factory, processing plants, carpentry, wells, pipelines, distilleries, roads and trails, bridges) Recreation (sport, public meeting points).

These things are key to making your map live and breath!

Military lawyers engaged in fierce legal action.
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4km, dam, map, temp, title, ughur, ulungur, wip

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