Re: [Map] Umm Qasr (4km) [WIP]
Posted: 2013-08-22 15:01
Right, this will a long one, so go get a tea first. Sorry that it took so long to get a look at it.
First off, still feeling like you have too short view distance, especially for jets. Even in the city I get much more fps then on some of the more performance heavy maps.
Lets get over with floaters first:
This static also seems out-of-place for a compound wall. And locked gate baing the only way in? put a trash bin next to the wall
Now the more interesting peices:
Think more about how it would work on a dock like this. The yellow cranes need free space to move along, "aisles" between stacks of containers. While moving containers will make more cover, it doesnt make sense from functional POV
A IFV spawning on VCP virtually in the middle of the map? Rather odd, could be killed in the hangar easily.
I dont like how hescos around the tent area are laid out. If you mean it as a anti-mortar measure, One lucky hit into the area would kill almost everybody in it irl. You would want to put one-unit high pieces in between tents, to isolate the damage. The big wall facing inside the VCP makes sense potentialy dangerus vehicles pass the VCP, but the adition hesco bit at entrance feel over-the-top as well.
On second thought, you could re-do the entire area completely, if you want to. Make it more of a roadside camp, with the actual checkpoint being two towers and some concrete slabs and a bar on one place in the street. Would make sense, as if you want to keep the camp save, you want let qoutidien traffic through its middle
Would feel save inside on of these when guarding a checkpoint, a maniac could just crash into it and bury me alive. Maybe put something concrete around it / instead of it? Alright, im being really nitpicky here
Sandbag missing end.
This is just something wierd I noticed, as for video settings, all low.
cant say I like the way you put those statics in there. The parts they are tucked together with should really be accesible by car, they look like some loading bays. You can use the same static muptiple times, just put the clone on other side of the flag area
Also those big open areas, I dont like them. Maybe cuddle the buildings a bit closer together, add one or two more, or make the compound smaller, or put there more of those oil storage drums, just not so much open space.
The parking lot I like better than before, just these lamps look odd. arent there some less festive looking?
These buildings have a tiny gap between them, and they look repetitive like this. maybe turn one of them around, or, bury it halfway into the ground?
Personally I would leave this closed off. let them use ropes if they want to get through, Its not like they cant run around the building to right
These buildings are meeting at odd angle and distance. either put them farther away, or make them look as one.
Two fences meeting oddly, especially the barbed wire gives it away. Seen all around the complex.
Bad stairs
Maybe put some rocks into the hills, it will help make the terrain seem rough
Paint the ground same color as OG fields above it.
Another odd gap, I can fit through but im sure as hell cliping into the walls. Again, amke it larger or nonexistent
This garbage Z-fights like crazy. dont know how to fix it, just fix it
Some OG clipping though walls.
Statics not aligned.
Not aligned well, the top z-fights, and im wouldnt use these statics like this anyway. It wastes lightmap of the part that isnt seen.
I like the tunnels you got going there, there is now to get on top of it?
This etrance doesnt make sense at all. If it is used, where is the road leading to it? If its not used, why is not barred and closed? Also, It seems to me you have gone a bit over the top with the amount of available entry point. A fence should always present an obstacle, with some nice chokepoints on top
Wires not entirely precisely placed, but thats nitpicking. Something more important is that on HV facilities like this, transformators are directly plugged into the grid like you have them, they have those arrays of poles (you have fenced in to the side) in between. These arent to suck electrycity from athmosphere how it seems you have them setup ( ), but they are used to connect different trafos to different output grids etc. Or that is my rough impression.
A tree clipping through car wreck. But replace it with something thinner and it could look like it grew there
A wierd place to use this marking on. Also, isnt middle marking always used with side markings?
Rather rolling terrain to build a highway on And that dirt track goes too far IMO.
Wow, must be my longest post EVAR
First off, still feeling like you have too short view distance, especially for jets. Even in the city I get much more fps then on some of the more performance heavy maps.
Lets get over with floaters first:
This static also seems out-of-place for a compound wall. And locked gate baing the only way in? put a trash bin next to the wall
Now the more interesting peices:
Think more about how it would work on a dock like this. The yellow cranes need free space to move along, "aisles" between stacks of containers. While moving containers will make more cover, it doesnt make sense from functional POV
A IFV spawning on VCP virtually in the middle of the map? Rather odd, could be killed in the hangar easily.
I dont like how hescos around the tent area are laid out. If you mean it as a anti-mortar measure, One lucky hit into the area would kill almost everybody in it irl. You would want to put one-unit high pieces in between tents, to isolate the damage. The big wall facing inside the VCP makes sense potentialy dangerus vehicles pass the VCP, but the adition hesco bit at entrance feel over-the-top as well.
On second thought, you could re-do the entire area completely, if you want to. Make it more of a roadside camp, with the actual checkpoint being two towers and some concrete slabs and a bar on one place in the street. Would make sense, as if you want to keep the camp save, you want let qoutidien traffic through its middle
Would feel save inside on of these when guarding a checkpoint, a maniac could just crash into it and bury me alive. Maybe put something concrete around it / instead of it? Alright, im being really nitpicky here
Sandbag missing end.
This is just something wierd I noticed, as for video settings, all low.
cant say I like the way you put those statics in there. The parts they are tucked together with should really be accesible by car, they look like some loading bays. You can use the same static muptiple times, just put the clone on other side of the flag area
Also those big open areas, I dont like them. Maybe cuddle the buildings a bit closer together, add one or two more, or make the compound smaller, or put there more of those oil storage drums, just not so much open space.
The parking lot I like better than before, just these lamps look odd. arent there some less festive looking?
These buildings have a tiny gap between them, and they look repetitive like this. maybe turn one of them around, or, bury it halfway into the ground?
Personally I would leave this closed off. let them use ropes if they want to get through, Its not like they cant run around the building to right
These buildings are meeting at odd angle and distance. either put them farther away, or make them look as one.
Two fences meeting oddly, especially the barbed wire gives it away. Seen all around the complex.
Bad stairs
Maybe put some rocks into the hills, it will help make the terrain seem rough
Paint the ground same color as OG fields above it.
Another odd gap, I can fit through but im sure as hell cliping into the walls. Again, amke it larger or nonexistent
This garbage Z-fights like crazy. dont know how to fix it, just fix it
Some OG clipping though walls.
Statics not aligned.
Not aligned well, the top z-fights, and im wouldnt use these statics like this anyway. It wastes lightmap of the part that isnt seen.
I like the tunnels you got going there, there is now to get on top of it?
This etrance doesnt make sense at all. If it is used, where is the road leading to it? If its not used, why is not barred and closed? Also, It seems to me you have gone a bit over the top with the amount of available entry point. A fence should always present an obstacle, with some nice chokepoints on top
Wires not entirely precisely placed, but thats nitpicking. Something more important is that on HV facilities like this, transformators are directly plugged into the grid like you have them, they have those arrays of poles (you have fenced in to the side) in between. These arent to suck electrycity from athmosphere how it seems you have them setup ( ), but they are used to connect different trafos to different output grids etc. Or that is my rough impression.
A tree clipping through car wreck. But replace it with something thinner and it could look like it grew there
A wierd place to use this marking on. Also, isnt middle marking always used with side markings?
Rather rolling terrain to build a highway on And that dirt track goes too far IMO.
Wow, must be my longest post EVAR