|
Community Maps Maps created by PR community members. |
|
Thread Tools | Display Modes |
2014-01-12, 11:46 | #41 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
|
re: [Map] Bamyan (4km)[WIP]
Quote:
I got a heightmap: The only problem is it's more of a big mountain than a valley but I like the name. If some dev(?) or mod see this please change the mapname to [Shok Ridge]. | |
Last edited by [R-DEV]Ason; 2014-01-12 at 11:58..
|
2014-01-12, 12:07 | #42 |
Retired Moderator
Join Date: Feb 2008
Posts: 2,273
Australia
|
re: [Map] Bamyan (4km)[WIP]
name changed for you
|
2014-02-02, 01:11 | #43 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
|
re: [Map] Bamyan (4km)[WIP]
Thanks Noddy
Updated first post with new pics. I also changed the heightmap to the real one. |
2014-02-02, 01:49 | #44 |
|
re: [Map] Bamyan (4km)[WIP]
Damn, whats your overgrowth count at? Also, I would honestly finish Grozny and then hopefully once you are done, the new afghan statics will be finished and you can use them.
|
2014-02-02, 02:02 | #45 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
|
re: [Map] Bamyan (4km)[WIP]
Quote:
Yeah I will finish Grozny first, I'm just starting to get tired of that map now :P | |
2014-02-02, 02:10 | #46 |
|
re: [Map] Bamyan (4km)[WIP]
Well, I'll be honest with you, 30,000 is a bit much. I would try and keep it at around 20,000, and here are my arguments why. Dovre on first release had 30,000+-2000 OG, and a lot of statics, (5000+) it also had a very small view distance and a lot of people lagged. Currently, it still has a pretty short view distance, with its farthest one, still only being 550, and that is after it was reduced to around 20,000.
Now if you do something like 20,000 or just under in OG, plus lets say 5,000 statics, you could probably run a view distance of 800-1000 pretty easily. |
2014-02-02, 02:27 | #47 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
|
re: [Map] Bamyan (4km)[WIP]
Alright thanks for that Rabbit, good to know. I guess it won't be too big of a problem to keep it around 20 000, I only got a few more valleys to paint with the denser OG material
|
2014-02-02, 12:41 | #48 | |
Retired PR Developer
|
re: [Map] Bamyan (4km)[WIP]
Quote:
There are some tricks I use to help with this, adding a bush or other simple OG object with a high 'distancetoothers' creates semi-random clearings in your trees which helps performance and also creates convenient landing zones. Basically balancing the distance to same/others and density can create efficient coverage without a blanket of trees. Additionally, using some basic photoshop skill (or by hand, but you make work for yourself) you can isolate the OG areas at the edge of the map and set them as a different material that is a lower density and lacks small OG objects like bushes amongst trees, this cuts down OG numbers in areas that aren't as important to gameplay and therefore goes less noticed. Also keep an eye on variety, you don't want to load too many different OGs since you'll run out of RAM and crash clients | |
|
||
2014-02-02, 16:55 | #49 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,736
Hungary
|
re: [Map] Bamyan (4km)[WIP]
Thanks for the advice Rudd! I think my original estimate at 30 k was a bit too high.
I'm down to 19 k after building the US main and also the many roads will remove a big chunk of OG aswell, so I guess it will be pretty easy to keep it at 20 000 Almost done with Loy Manara airfield/US main. ( I will perhaps make a better airfield in the future, this is the best I could do atm, also green grass areas around vegetation will also be added later) Arma version: |
Tags |
4km, 4kmwip, bamyan, concept, map, released, ridge, shok, takistan, wip |
|
|