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Sangin - A Development Snapshot

Posted: 2010-03-02 00:42
by Dr Rank
I posted a slightly different version of this a while back in the Dev Forums but thought it might be interesting to share it with you all. Although its nowhere near as detailed as IronTaxi's brilliant development journal for Siege at Ochamchira, it does give you a very small and highly simplified insight into some of the stages of development a map can go through along its road to completion.

Stage 1 - Pouring over a massive amount of reference material:

*imagine an image of me looking over an insane amount of ref material* (mainly trees :wink:)

Note that using plenty of good ref material, to use both directly and indirectly i.e. copying some of the areas you see and taking influence from some of the others, can make the difference between something that looks good and something that looks real (within the limits of the bf2 engine). A tip I would have for any new mapper is that when it comes to general visuals let the references do the work for you. Attention to detail both in your observations of the reference material and the realisation of these in the map, working out what does and doesn't work when you account for the restrictions of the engine you're using, can make a huge difference to the overall visual quality of the map.

A couple of the refs I used for the area shown below:

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Stage 2 - Starting point:

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:-?

Stage 3 - Some basics down:

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Stage 4 - The area is roughed out:


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Stage 5 - Then detail is added:

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Stage 6 - Finally, well a lot more detail is added!:

More statics, completed compounds and other detailed work such as texturing, bits of over/undergrowth, terrain tweaks, new overgrowth fields, lightmaps etc. All of that will be done in the final stages of development.

Posted: 2010-03-02 01:53
by Peeta
Luvin it

Posted: 2010-03-02 01:58
by torenico
Nice :)

Posted: 2010-03-02 01:58
by [uBp]Irish
Reminds me of the imagery I was reading when going through Ed Macy's book "Apache". Talks alot about the "Green Zone" and some of the problems they had with Taliban hiding in the dense foliage areas. Seems like you've hit it nail on the head.

Posted: 2010-03-02 02:25
by stealth420
Welll im sorry to say, but all that foilage doesnt make a difference when your sniping from 700 meters away, For example on lakshar valley, i caught a whole squad in the grass hiding from an apc, i proceeded to pick them off because they were afraid to rise and be shot by the APC. For some reason you can see through it from far away.

But good job none the less.

Posted: 2010-03-02 02:55
by Wh33lman
it looks great, but i think my rig is going to melt.

Posted: 2010-03-02 02:57
by Redamare
**Delete**

Posted: 2010-03-02 02:59
by Redamare
Yippe and this one isnt a Rhino april fools joke :D
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Posted: 2010-03-02 03:13
by Zulnex
Looks awesome.8)

Posted: 2010-03-02 03:15
by richyrich55
McLuvin it.

Posted: 2010-03-02 03:35
by shribey22


I can see this happening aaallll day. Brilliant!

Posted: 2010-03-02 05:08
by Gore
shribey, except the halftrack would be 1 manned and he would jump out and prone in the grass and magically kill the entire enemy squad.

Posted: 2010-03-02 12:42
by CareBear
<3 u ranky <3

Posted: 2010-03-02 16:18
by shribey22
lol @ Gore

Posted: 2010-03-02 21:30
by myles
i taught this was for 0.9 it was the 1st map i checked for when i downloaded it so dissapointed to not find it

Posted: 2010-03-03 01:00
by theflidgeface
thats lookin like a beauty :)

Posted: 2010-03-03 15:42
by Sandmarken
Nice Job!

Posted: 2010-03-05 03:29
by Konfusion2113
nice, i started mapping recently.

Posted: 2010-03-16 03:20
by wormeaten
You know Rank map look’s nice but I think there is too much tree. ;-)