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2014-11-20, 17:16 | #31 |
Join Date: Nov 2013
Posts: 340
Canada
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
Hmm, well that's not good then. I want my map to be believable, even if it's fictional.
If I made the canyons very shallow (only 10m high at most), would it be more believable? The river would have enough strength to cut a shallow canyon like that, I think. Though, if I made the canyon more shallow then I'd have to take the caves out. Or would making the terrain more rough and mountainous help make the canyons more believable? |
2014-11-20, 18:21 | #32 |
Retired PR Developer
Join Date: Sep 2010
Posts: 1,604
Portugal
Location: Porto
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
It's not that unrealistic based on a curious (and yet quick) research I did.
Canyons and Caves of Vietnam and Laos ? We Love Canyons! Question is if there were any battles going on in such places. If yes, then all you have to do is to change the name accordingly. |
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2014-11-22, 23:31 | #33 |
Join Date: Apr 2010
Posts: 92
Netherlands
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
Liking your map so far! Perhaps this is a good reference for the river/canyon.
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2014-11-23, 11:02 | #34 | |
Retired PR Developer
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
Quote:
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2014-11-23, 11:28 | #35 |
Retired PR Developer
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
Very basic video that doesn't go into much detail but that is the typical type of river formations. There are also U shaped valleys to the traditional V shaped valleys which is caused by glacial erosion, high up in mountains etc where you get or had glaciers. |
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2014-11-23, 16:26 | #36 |
Join Date: Nov 2013
Posts: 340
Canada
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
I've made a few changes to the river canyons. They're more eroded, thinner, and the terrain around it slopes down more steeply than before. It's not really a 'V' shape as in the reference pictures, because I still want to retain the cliff-style canyons, but do you guys think it looks more believable now?
Does it make it less believable that these rivers are less than 16m wide? Do thinner rivers have less erosion ability than wide rivers? ============ Is there an additional set of colour-maps that PR mappers typically download to use on their maps? Does each mapper just use his own set? I've noticed on a lot of the v1.2 maps that there are plenty of places with no corresponding colourmap in the editor. |
2014-11-23, 17:12 | #37 |
Retired PR Developer
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
Forgetting the geography and just talking about gameplay, those steep cliffs are going to be pretty frustrating if you fall in and aren't able to get out without swimming for ages down river to the nearest spot you can... So if your going to have these "river cliffs", I would try to have quite a few places along the way where you can climb out of them.
You also should really take into account the terrain morphing, even on a 2km map, with those steep cliffs its going to be really bad: https://www.realitymod.com/forum/f18...km-vs-2km.html From a geography POV, it doesn't look at all realistic still tbh. To get the kinda terrain your looking for you should be aiming for much more of an early stage of the river, which would work for these small rivers and in a few places, these deep channels but really requires more hills, a water basin and a few waterfalls etc. |
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2014-11-23, 17:19 | #38 |
Join Date: Mar 2011
Posts: 606
Europe
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
I would make it less steep.
Like have the height of the terrain going down a bit and then a river in that so to say "small valley". Do you have any reference pics for these canyons being there? Spoiler for Formation of canyons:
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2014-11-23, 19:46 | #39 |
Join Date: Nov 2013
Posts: 340
Canada
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
No, there's no pics. I just made the map based on my imagination, which is why it's not very realistic.
Anyways, I've concluded that I'll have to remove these steep cliffs from the map. As others have pointed out, the cliffs aren't realistic in terms of geography and they'll also cause morphing problems and infantry will get stuck swimming forever in them. The whole point of the cliffs for me was to make it so that vehicles have to use the bridges to cross. If you drive into the river, then you should get stuck and have to abandon your jeep or whatever. But since I won't do it with cliffs anymore, I'll go for this kind of eroded river bank: That way, infantry can get out but jeeps and APCs can't (or at least it'll take a lot of effort). |
2014-11-23, 20:31 | #40 |
Retired PR Developer
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Re: [Map] Phu Nguoi (2km) [WIP] (PR:V)
Best way to stop vehicles from crossing rivers is just to make them deep and wide, other than amphibious vehicles ofc which can swim over them.
As for your pic, to me that looks like a River Cliff on the outside of a meander where the water is moving the fastest round the corner, creating more erosion, creating the cliff. |
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