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#1 |
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![]() ![]() Map was created by Bad1n, but due to him taking a leave of absence, I am doing the final touches, lighting, OG fields, updating the city and creating gamemodes, though 99% of the work was done by him. AAS 64 will be as historically accurate as I can make it. Will also have VW, which I am looking forward to on this one. Pictures for you all. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Last edited by Rabbit; 2013-10-15 at 23:05..
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#2 |
PR:BF2 Lead Designer
![]() ![]() Join Date: Jan 2012
Posts: 8,514
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http://i.imgur.com/cw0bwWb.jpg
Needs some UG grass no? Looks much better then I thought. Love the terrain and colors. |
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#3 | |
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#4 |
Join Date: Jan 2012
Posts: 1,071
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Location: Aracaju, Sergipe
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Wasn't it 4km?
Anyway, good to see it being completed, especially by you. ![]() |
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#6 |
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Join Date: Apr 2009
Posts: 4,769
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Location: FBI, X-Files division
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Looks so good now, awesome job
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#8 | |
PR:BF2 Lead Designer
![]() ![]() Join Date: Jan 2012
Posts: 8,514
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yeah I agree, but I try to avoid them myself really since this:
https://www.realitymod.com/forum/f35...your-maps.html Quote:
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#9 |
Join Date: Oct 2012
Posts: 1,280
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Nice, but the the housing is yet again aligned to grid and it looks horrible like that imo. If its like that IRL, then ok...
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#10 | |
Retired PR Developer
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Looks good but I'm a bit worried about how you seem to be working on three different maps at the same time and even scrapped one as a result?
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Only really from the minimap. Not working on the grid means less accurate placement which can result in gaps between statics etc since the BF2 editor can only save the object position/rotation to so many decimal places and working on the grid seriously speeds up how fast you can map and what you can also do with the terrain. Although I agree in some cases best to work off the grid, especially if your making a r/l location but a lot of modern cities etc are built on a grid now. | |
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Tags |
2km, carentan, map, prn, prww2, wip |
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