[Map] Rajantie (2km) [WIP]

splatters
Posts: 529
Joined: 2010-01-19 08:02

[Map] Rajantie (2km) [WIP]

Post by splatters »

Name: Rajantie
Location: Kaurila, Tohmaj'a'rvi, Eastern Finland Province 5.5 km west of the Russian border, 9 km west of V'a'rtsil'a'
Size: 2km
Factions : Finland vs Russia
Game Play Type: Focused mostly on infantry and light vehicles, russia might get some heavier vehicles and transport helicopters.

The map is almost 1:1 scale to it's real life counterpart, the real area is about 2300 meters per side. I created the heightmap of the topographical map of the area by tracing the isolines (talk about a pain in the ***) so that should be about right too.

I haven't decided any CP or base locations yet, but I think the finnish base will be in the NW corner and Russian Deployment area in the SE corner to maximise the game area.

actual map of the area:
Image

current colormap:
Image

current minimap:
Image

Base colormap and heightmaps are pretty much done, detail maps will be created of the colormap's layers when it's time.

The overgrowth is rather heavy as it is currently, but it will be tweaked heavily and more (lighter) overgrowth types will be added and new finnish vegitation when they're finished, hopefully. I just wanted to try the base overgrowth map to see how it looks like. :mrgreen:

I'll start working on some finnish statics before placing any in the map (houses, barns, more houses etc. possibly some vegitation) In the meanwhile I'd like to get some proper criticism, feedback and ideas on this map.

It's been a while since I last used the bfeditor, forgot a lot of things like how to render the minimap properly etc. I'm learning it all over again and help is appreciated too :wink:

Image

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Last edited by splatters on 2011-01-15 22:03, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [MAP] Rajantie 2km

Post by Rudd »

very nice mate
It's been a while since I last used the bfeditor, forgot a lot of things like how to render the minimap properly etc. I'm learning it all over again and help is appreciated too
we put alot of work in to putting all the tuts in an easy to find place :)

https://www.realitymod.com/forum/f189-m ... rs-up.html
Image
Pantyfas
Posts: 50
Joined: 2009-10-18 19:52

Re: [MAP] Rajantie 2km

Post by Pantyfas »

Must say that that minimap looks outstanding. Promising map, can almost garantee that the map quality map will be remarkable, we just gotta see the gameplay aspect ;)

Keep it rolling man, nice to see more people stepping up on mapping ;)
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: [MAP] Rajantie 2km

Post by PoisonBill »

Very interesting map I must say, I found some pictures in a place called s'a'rk'a'll'a', east of your map.

Google Maps

Google Maps

Google Maps

Eniro map:
Kartat, reitit, ilmakuvat, kelikamerat ja paljon muuta eniro.fi:ssä

Google earth, street view:
niirala - Google Maps

niirala - Google Maps

Hope this helps ;)
R|ksa
Posts: 56
Joined: 2010-02-13 13:20

Re: [MAP] Rajantie 2km

Post by R|ksa »

Very nice indeed :thumbsup:
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [MAP] Rajantie 2km

Post by temexter »

Looks good but couldn't spot a single milk platform :/
Last edited by temexter on 2011-01-15 23:45, edited 1 time in total.
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ImageImageImage
Amok@ndy
Retired PR Developer
Posts: 5144
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

splatters wrote:Image
even though its lookin really nice your forest is to dense to be expanded to the whole map
the limit of overgrowth is about ~47000 objects

your color map looks really awesome :)
Image
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [MAP] Rajantie 2km

Post by splatters »

[R-DEV]Amok@ndy wrote:even though its lookin really nice your forest is to dense to be expanded to the whole map
the limit of overgrowth is about ~47000 objects
Yeah I'm aware of that. Currently the overgrowth covers the whole map and there's a bit over 70 000 objects, probably won't be a problem to go under 45 000 since most of the forest will be much lighter than what is seen here.

Just curious, what is limiting the amount of objects with overgrowth? purely performance? If I use lighter overgrowth models and/or lesser view distance will I be able to use more objects or is there some other limits too?
Last edited by splatters on 2011-01-15 23:57, edited 2 times in total.
Amok@ndy
Retired PR Developer
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

the 47k limit is not a performance limit
if you have more than 47k OG Objects your northern 8 LM Patches wont render OG Shadows
Image
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [MAP] Rajantie 2km

Post by splatters »

[R-DEV]Amok@ndy wrote:the 47k limit is not a performance limit
if you have more than 47k OG Objects your northern 8 LM Patches wont render OG Shadows
Is that a problem with the bfeditor or game engine? I'm thinking about doing the lightmaps with Max instead of the editor.
Amok@ndy
Retired PR Developer
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Re: [MAP] Rajantie 2km

Post by Amok@ndy »

could be a simple problem with the editor
what i tested once on one of my maps was the maximum limit of overgrowth
its about ~200.000 objects if you reach a count like this, no OG objects will appear ingame they are just invisible
Image
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [MAP] Rajantie 2km

Post by splatters »

Ok, cheers! I think I have some experimenting ahead. And if the overgrowth must go over the limit and I can't get the lightmaps to render then I'll photoshop them or something! :mrgreen:
Zulnex
Posts: 622
Joined: 2009-03-23 22:12

Re: [MAP] Rajantie 2km

Post by Zulnex »

Looking very good. 8-) Keep up the excellent work.
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AFsoccer
Retired PR Developer
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Joined: 2007-09-04 07:32

Re: [MAP] Rajantie 2km

Post by AFsoccer »

Looks like you're off to a great start!

It's great that you're using a real location. Although you can adapt it as much as needed to make it more "playable", it's always nice to have a real world reference so that it looks as realistic as possible. Looking at the satellite image, there seems to be a lot of forest and not much else, so you might want to add features that would make for good flags, like a railroad station, small villages, etc...

Definitely read through the tutorials, but we're also here if you run into problems or want more feedback. :-)
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [MAP] Rajantie 2km

Post by sylent/shooter »

I'd be interested in learning to trace the isolines to a heightmap :P Could be something you could make a great tutorial on. Anyways great job with the map, the colour map looks amazing :D

Killing the enemy sylently
AFsoccer
Retired PR Developer
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Re: [MAP] Rajantie 2km

Post by AFsoccer »

Just a quick thought: Having a flag at point #2 might be a bad idea. The water creates a very narrow approach from the north and south so it doesn't allow any maneuvering/flanking.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [MAP] Rajantie 2km

Post by dtacs »

The Patria AMV's/BMP-2's (Finnish APC's) are amphibious as are all Russian APC's.
If the CV9030 is featured it could be a problem but both forces shouldn't have issues pushing the others off with proper techniques.

Great looking map, reminds me of Highway to Hell in PoE2.
Hulabi
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Joined: 2009-08-08 22:15

Re: [MAP] Rajantie 2km

Post by Hulabi »

The Finnish AMV's are actually too heavy to be amphibious, The BMP2 and Sisu ''Pasi' Xa-188 are amphibious tho.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [MAP] Rajantie 2km

Post by dtacs »

I'd have to ask you for a source on that. What differs in its swimming capability compared to the Croatian or Swedish versions?
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