looking very good there man!
what are you using to create the heightmap?
also, the pic on the left is the 1024 scale 4 version, right?
i'm asking because i'm trying to get into scale 4 maps as well at the moment to start on creating a r/l based map featuring air support. i've tryed to get into terragen today but the results are **** so far, so i guess i have to keep trying there.
![Confused :?](./images/smilies/icon_e_confused.gif)
??:
i guess you do the heightmap in 3ds?
anyways, i think the idea of making it larger is very good, i'm sure you've got the skills to create an awesome scenario there!
Negative! I'm still a firm believer of working for it. Its all apart of the story. This will still stay mainly an infantry level.
i like the idea of fighting for the air support. so if you're going to provide the insurgents with air defence i think it's cool to spawn the air support when certain flags are captured. another variant of limiting air support would be to give it a high respawn time and tick the spawndelay at start box. just to throw in an idea.
but in the end, i guess things like that depend quite much on testing anyways.
for the trees from your other update: i agree with the other guys, you shouldnt place too many trees on the mountains, maybe just a few here and there or even go with another overgrowth type for the mountains, i'd say that would be better.
and yea i think i've spotted the caves (:razz
![Smile :)](./images/smilies/icon_e_smile.gif)
and they fit in quite nice now, just try to make the 'fading' between static cave object and terrain a bit nicer if possible, and also having the same texture on the caves as the terrain texture/ colour would be awesome, e.g. so you can choose one of the bf2 colour/texture for your terrain that is quite (or even exactly
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
?) the same as the object colour/texture. i have no idea if this is possible, but i'd say so..
keep it rolling!
![Smile :)](./images/smilies/icon_e_smile.gif)