[Map] Uruzgan (4km) [WIP]

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Glimmerman
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Re: [Map] The big one.

Post by Glimmerman »

for 90% yes.
Glimmerman
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Re: [Map] Uruzgan

Post by Glimmerman »

For those who dont read the DEV blogs, [R-DEV]Hans Martin Slayer did a nice little media break a while ago on this map:

[map] Uruzgan - 4km
[WIP] - Project Reality Forums
Last edited by Glimmerman on 2009-10-21 11:47, edited 5 times in total.
HangMan_
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Re: [Map] Uruzgan

Post by HangMan_ »

'[R-COM wrote:Glimmerman;1164618']For those who dont read the DEV blogs, [R-DEV]Hans Martin Slayer did a nice little media break a while ago on this map:

[map] Uruzgan - 4km
[WIP] - Project Reality Forums
So is Hans' map following the same idea you had for this map? With 2 blufor bases?
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Glimmerman
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Re: [Map] Uruzgan (wip)

Post by Glimmerman »

Yep one big mainbase and 1 or more FOB's
NyteMyre
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Re: [Map] Uruzgan (wip)

Post by NyteMyre »

That video was freaking sweet :-)
Good job.... dutch forces for 0.95 :p
Glimmerman
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Re: [Map] Uruzgan (wip)

Post by Glimmerman »

.95 hopefully, we need all the help we can get if we want to make that deadline but we will do our best.
McBumLuv
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Re: [Map] Uruzgan (wip)

Post by McBumLuv »

It's quite a beautiful map, though it'd be made that much MORE beautiful and practical if the view distance was increased by around 300 or 400 meters.


Otherwise I can't comment concretely on any AA plans, mainly because it is always changing, but I do think a single MANPAD would be enough of a Taliban asset to keep it both realistic, and give them a chance to sometimes shoot the Coalition rotary winged assets down (as I expect and hope it would be mostly useless on jets such as the F-16). If there are many kits or if it has a fairly low respawn the kit looses its importance as a singular asset for the Taliban and wouldn't represent realistically their actual AA capabilities.
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Glimmerman
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Re: [Map] Uruzgan (wip)

Post by Glimmerman »

Thanks for the input, we will keep it in mind when we finally decide on the asset layout when the map is done.
McBumLuv
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Re: [Map] Uruzgan (wip)

Post by McBumLuv »

The asset layout doesn't exactly matter to me, because it should be up to the mapper to decide, as they would have the desired flow of the game in mind while they design the map, but it might be nice to experiment with a larger VD for sure.
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Glimmerman
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Re: [Map] Uruzgan (wip)

Post by Glimmerman »

The terrain isn't done yet by far, many things will be added and or changed and off course the view distance will be looked at but thats like the asset list done in later stages :)
McBumLuv
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Re: [Map] Uruzgan (wip)

Post by McBumLuv »

Cool, well it's looking like it's coming along very well. I remember this old thread about Kandahar airport, didn't know its turning out like this but it's all good :p
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NyteMyre
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Re: [Map] Uruzgan (4km) [WIP]

Post by NyteMyre »

Why are all map-threads removed from the dutch section :s
JohnnOmar
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Re: [Map] Uruzgan (4km) [WIP]

Post by JohnnOmar »

'cause DAF is a community mod, and community maps belong in community maps thread ;)
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Glimmerman
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Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

Made some new screenshots of the current situation.

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Rudd
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Re: [Map] Uruzgan (4km) [WIP]

Post by Rudd »

Glim mate, loving the terrain colour

edit, HMS great color choice :)
Last edited by Rudd on 2010-03-31 18:44, edited 1 time in total.
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Glimmerman
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Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

You can thank Hans Martin Slayer for that, he is making the map. :)
Rhino
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Re: [Map] Uruzgan (4km) [WIP]

Post by Rhino »

everything has a really green tint to it, epically things like the roads...
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Outlawz7
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Re: [Map] Uruzgan (4km) [WIP]

Post by Outlawz7 »

[R-DEV]Rhino wrote:everything has a really green tint to it, epically things like the roads...
I'm guessing overkill on terrain colors.
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