New 'historcal' map: Kursk1943 (512x512)

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nevux
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New 'historcal' map: Kursk1943 (512x512)

Beitrag von nevux »

So, I created another map, a REALLY big one this time.

I never thought I'd be able to muster the patients needed to crank out such a bigass map.... but I did.

Although I did 'write' a historical script for a kursk 1943 scenario, the map is readily available for custom scripting to whomever interested. Just write me a pm.

Although the map is 'ready' in a strictly technical sense, i plan to add a ton of additional details to establish the atmosphere that consider a hallmark of my maps.

For a bitmap image, check the following link:

klick
nevux
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Beitrag von nevux »

Several ingame shots:
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nevux
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Beitrag von nevux »

A field of crops:

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I used the 'farmland' terrain texture as a basis for this landscape design.

The 'crops' are represented by destroyed trees of the shrubs type (the 5th category)

To enhance the 'vividness' of the terrain, i've added numberous road textures of the 1st category.

I think it looks quite realistic.....according to sust gfx standards of course.
At least it's better then a boring, naked field, consisting of nothing more then just farmland with some heaps of hay.
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viriato
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Beitrag von viriato »

Hi nvoux yourmap looks great.There is something you can do and it to cover the cliff with trees i sen you this.the first layer is a cliff .then i overlapped it with a texture of a free object and added trees from 5.
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viriato
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Beitrag von viriato »

Here i use the cliff as "trench" you can add trees
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nevux
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Beitrag von nevux »

Hi Viriato.

That's quite a clever trick you came up with!

I'm certainly going to experiment a bit with it.

PS. Do you perhaps know what the effect of adjusting the 'depth' of objects is? I haven't yet been able to notice any difference after changing this setting.
-gehtnix-
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Beitrag von -gehtnix- »

hi ...
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viriato
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Beitrag von viriato »

i would nt "abuse" the view standard or the the trench just use for heavy art or aa. you can put a pill box in a map and "cover" it with some very small trees from group 5 or sanbags can be use the same way.you make a sanbag and and the cover it with schrub so it can be seen.it no so "evident" you se what i mean .the cliffs are ok but I like to add trees in them they look more natural. take light away another idea
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viriato
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Beitrag von viriato »

here are some examples of camo.dont over do it or the troops wnt get in leave the back of the pill box a bit empty of bush. the bunker is not a big problem as you can see the front door you can put a tree in front in perpective and it wii become "nearly invisble" on the map.I mean if you put a bare pill box or a sanbag without cammo its seen on the map so is to know the enemy might be there evident.you can do the same with barbed wire ,cover it up with scrub
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viriato
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Beitrag von viriato »

one problem i find is that the camo nets are nice but the poles "stick out too much" so they are easy it locate and suspect something is there i mean the poles should be green maybe or of a less white colour
adrian
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Re: New 'historcal' map: Kursk1943 (512x512)

Beitrag von adrian »

Hey Viriato,I seen ur map and i played but dude u were wrong with the script i finshed ur map easy u waisted so much space and i tell u why:
i didnt went stright in russian enemy lines cause was so many at and antiper mines so i just make a nice round get easy all 3 villiages and mission end it anyway map design was good script was not what i expected like a massive tanks battle;)
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