Page 12 of 26
Posted: 2008-11-08 08:36
by Skodz
lolll hopefully "Secret Code Services" will resolve the issue with this map because it look very great.
Hopefully there will be plenty of transport tho, walking this map must be a pain
(Somehow, I cannot edit my previous post)...
Is this gonna be Canadian Force map ?
Ok, last one. Sorry, I couldn't edit my other post :/
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-10 00:58
by vilhelm123
Looks awesome
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-10 01:34
by bigpimp83
do you think this will be laggy for my nvida 6100 2gb of ram and my 2.2 ghz 64 amd atholon prosesor by the way i got windows xp
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-10 05:18
by CodeRedFox
...way too early guys for any info like that.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-10 20:26
by Celestial1
bigpimp83 wrote:do you think this will be laggy for my nvida 6100 2gb of ram and my 2.2 ghz 64 amd atholon prosesor by the way i got windows xp
You will need a computer manufactured by NASA to be able to comprehend the awesome.
Now, in honesty, interesting place for a map. Can't wait to see the ingenuity, CRF. Any non-linear action on the map (like the landslides, or the door-busting...) already idea'd up?
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-10 20:27
by CodeRedFox
I might keep things like that secret. These little extra items are slowly spreading on Korengal and I think its best that way...for now.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-11 17:43
by xatu miller
Did you try making the slopes less steep or placing some statics such as rock next to the roads?i dunno if it will work
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-12 21:29
by Blakeman
While reviewing the cliffs I was wondering that since it is a ground topography problem if using statics like boulders and such and moving the actual ground texture cliff back would help? The only other option I could think of would be to make cliff static objects that could be placed on steep angles like those and effectively 'move out' the cliff to line up with the road, while leaving actual space under the static for the topography.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-13 21:29
by Celestial1
[R-DEV]CodeRedFox wrote:I might keep things like that secret. These little extra items are slowly spreading on Korengal and I think its best that way...for now.
Not asking for you to reveal them, just asking if you had any strokes of genius lately.
Good to see that you are keeping up the quality work. Can't wait to see this map's issues deteriorate so that it can be finished and released.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-14 02:43
by CodeRedFox
Nothing to show right now, But you all will be the fir....second to know
![Razz :-P](./images/smilies/icon_razz.gif)
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-14 07:42
by Scot
Yeaah guys.... I'm the first to know
![Razz :p](./images/smilies/imported_icon_razz.gif)
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-14 23:26
by pclipse_teh_owner
I think somebody should make a Kandahar map. That would be really sweet. I mean eventually in time. When Canadian forces start to become more popular.
![Razz :P](./images/smilies/icon_razz.gif)
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-15 00:52
by CodeRedFox
pclipse_teh_owner wrote:I think somebody should make a Kandahar map.
not everyone post in the DEV journal
![Wink ;-)](./images/smilies/icon_e_wink.gif)
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-15 17:52
by pclipse_teh_owner
Good to know
![Razz :P](./images/smilies/icon_razz.gif)
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-15 23:49
by PlaynCool
Great map i hope it wont be as lagy as Koregnal...
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-16 01:52
by CodeRedFox
Well just like I did for Korengal I will let the community know if it ment for medium to high end users only. Cant keep the map back because a few cant play.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-16 05:46
by Tirak
To be fair, Korengal could still use some optimization. After all, people run Muttrah with no problems, even Baracuda and Tad Sae, but Korengal seems to have a grudge against smooth running.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-16 16:48
by Scot
Mine doesn't.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-11-17 03:17
by CodeRedFox
Let keep the Korengal comments to the correct area. Its being worked on and/or fixed.
Update:
While I have no pics at the moment the map is coming along. Most of the warping issues are gone. The next big thing to do is create the villages and paint some of the land. The real areas not as dirt and sand as it looks.