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minimalaco

Clafghan Map 20x20 Beta Release

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Hey dude,

Are those Riot servers running the map 24/7?

I'm in GMT+10 Australia so it's difficult to meet up with Europe players

I don't know man, haven't even seen that RIOT is hosting it..But we could find a timeslot at the weekend..keep this to pm plz, off topic

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Tested the map today, absolutely awesome, played a mission on it, and it is easy to appreciate not only the size but the relatively good frames, very well made map, worth the wait.

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Check the second level of the central western minaret in the Mini al-Malak mosque.

The ladder there is backwards and you face away from it as you climb.

Fantastic map.

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Thanks, noted.

If anyone has interesting places to build new villages in the mountains, please give me the coordinates.

I am currently changing the vegetation in some places:

2072dl5.jpg

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Thanks, noted.

If anyone has interesting places to build new villages in the mountains, please give me the coordinates.

I am currently changing the vegetation in some places:

Awesome, I will find locations tonight and draw up some ideas...

Also what are your thoughts on an enormous cliff that descends for about 500m and if you run off it you have the chance to parachute? Sounds cool eh?

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Thanks, noted.

If anyone has interesting places to build new villages in the mountains, please give me the coordinates.

I am currently changing the vegetation in some places:

http://i39.tinypic.com/2072dl5.jpg Do not quote images

Maybe I'm the only one, but I like the fact that there aren't villages every 500m like some maps. Please leave at least some areas of the map remote and village free.

The changed vegetation looks great.

Thanks guys, awesome map.

Edited by Foxhound
Do not quote images

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I love this map!

I have found some underground areas at the fire bases. Are there any underground areas elsewhere on the map? Or areas/campsites that could be insurgent hideouts?

I was up all night yesterday flying and driving. I got sooo lost. This map is huge and it would take me forever to search the entire thing. It would help me in making missions if there were areas I could narrow my search for the goodies.

BTW I can't wait for the other FO's to be inserted.

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Holy shit! That was one of the most intense, lifelike fights I've ever had in ArmA.

I downloaded this map for the Kunar mountain terrain, but it also features the most realistic green zone and village terrain I've ever seen. I wish all of Zargabad could look like the fields of Mini al-Malak, rather than a series of miserable bushes. It's like any number of youtube videos from Afghanistan inserted directly into the game.

I believe that this is ArmA at its absolute best, and you know what? The only thing I did was pit ten Russians against twenty Takistanis. Less than five minutes of making waypoints, less time than it takes to find a game in Battlefield 3. It's amazing what a really good map can do, coupled with the finally-competent AI.

Edit: Or maybe I spoke too soon. The AI sees through marijuana like it isn't even there. That's sort of a 'fuck you' from BIS, really.

Olive trees are the same way, unfortunately.

But the green wheat fields block AI vision too well. A human player can discern prone enemies from perhaps ten meters away, but a prone AI will only see an enemy that is literally pressed up against their gun barrel. They are blind as bats. And they block AI line of sight for like half a meter above the actual plants. You can crouch in the vegetation and see and shoot just fine, but be invisible to AI. That's a major exploit.

A further problem with the new static objects in this map is that nothing can penetrate the mudbrick walls. It takes 40mm APDS to punch through OA's Takistani walls, but 40mm does no good on these Afghan ones and they are even thinner.

If you guys have a devheaven I will make tickets.

Edited by maturin

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Minimalaco, would you like to see your map on the PR mod? what are your thoughts there?

I think it would be the ultimate map for the mod

Didn't the PR guys pretty much separate themselves from the BIS community? I was thinking they are keeping everything PR related pretty separate from the rest of the community.

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I believe Minimalaco is working with PR on other maps so I don't think they're gonna use this in the mod.

Awesome map btw! :)

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Great map! Just a quick question though, any plans on having ALICE work on the map in future versions?

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Agree with tpw, I to like that the map dont have a small village/town every 500m.

Like the FOB´s and OP in the mountains, great fun :)

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The problem to be included in PR, are the objects OPX (for the quality of objects, but personally, I find them excellent). but maybe ...

Yes, In the next update will be running alice and others modules.

Now I leave you a little update of what I have been working in the week.

- A little village in the valley:

http://i42.tinypic.com/9bexvo.jpg

http://i42.tinypic.com/52kg91.jpg

- New vegetation (are not yet dense forests):

http://i40.tinypic.com/slp4lt.jpg

http://i44.tinypic.com/2j2dawp.jpg

http://i44.tinypic.com/okr8eg.jpg

- New village in principal valley

http://i44.tinypic.com/1zq31ir.jpg

http://i42.tinypic.com/11bpxu9.jpg

http://i39.tinypic.com/2h58twj.jpg

http://i41.tinypic.com/2rh5q1e.jpg

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Hey great work, also your screens that work is going on!

Have you also been working on fixing some errors?

My Rpt Says:

Strange convex component razmisc\razhut5.p3d in component16:geometry

Strange convex component razmisc\razhut5.p3d in component03:geometryFire

ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing

ca\misc3\wf\wf_bunker.p3d: house, config class missing

ca\misc_e\vysilac_fm2_ep1.p3d: tower, config class missing

ca\buildings\tents\camo_box.p3d: house, config class missing

ca\misc3\wf\wf_depot.p3d: house, config class missing

ca\misc_e\vysilac_fm2_ep1.p3d: tower, config class missing

ca\misc3\wf\wf_bunker.p3d: house, config class missing

razmisc\wall3_plaster_long.p3d: house, config class missing

razmisc\wall3_plaster ll.p3d: house, config class missing

razmisc\19str_raz.p3d: house, config class missing

razmisc\hut3b_raz.p3d: house, config class missing

razmisc\shack_raz.p3d: house, config class missing

These entries came everytime I go into an FoB or an town, also driving down the road.

No rpt Spamming, but i think if you can fix that, the performance would be better.

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Hey great work, also your screens that work is going on!

Have you also been working on fixing some errors?

My Rpt Says:

These entries came everytime I go into an FoB or an town, also driving down the road.

No rpt Spamming, but i think if you can fix that, the performance would be better.

Remember that objects OPX are arma 1, and I can not modify the content without the permission of Opteryx. :mad:

ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_bunker.p3d: house, config class missing
ca\misc_e\vysilac_fm2_ep1.p3d: tower, config class missing
ca\buildings\tents\camo_box.p3d: house, config class missing
ca\misc3\wf\wf_depot.p3d: house, config class missing
ca\misc_e\vysilac_fm2_ep1.p3d: tower, config class missing
ca\misc3\wf\wf_bunker.p3d: house, config class missing

These are of A2, but I think it can not be fixed, I'm right or wrong? :j:

Anyway, I will see what the objects in the list and will replace if I find other similar objects.

But I think those errors are not serious. anything unless it affects the gameplay and performance.

Saludos!

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Yeah right :)

I think these errors came through Opx addons.

The same problems are also on maps like Sangin Helmand and Kunar Province.

But you lucky managed it that these errors are only in the rpt, on the other two maps there are ingame error messages which prevents you from playing game until you press ok.

We, from the Brigade2010 had a lot of problems through that opx addons.

Mostly these failures came when playing with shadows, especially the plants from "ca" are called as missing, now how far i can think that ca/plants.. are from arma1 and ca/plants2 are arma2?

Also i cant imagine why everyone is using opx for south asian maps, is there anything better than arma2oa plants and buildings?

But, so long, its an very good map, and if there are in further no errors which pause the current game, only the one error on startup but, this dont prevents from playing ;)

I can live with that rpt errors too, but i wanted to let you know that :)

Yesterday we have got some fun with some real scenarios in use with mcc

greetings

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The problem to be included in PR, are the objects OPX (for the quality of objects, but personally, I find them excellent). but maybe ...

Yes, In the next update will be running alice and others modules.

Now I leave you a little update of what I have been working in the week.

- A little village in the valley:

http://i42.tinypic.com/9bexvo.jpg

http://i42.tinypic.com/52kg91.jpg

- New vegetation (are not yet dense forests):

http://i40.tinypic.com/slp4lt.jpg

http://i44.tinypic.com/2j2dawp.jpg

http://i44.tinypic.com/okr8eg.jpg

- New village in principal valley

http://i44.tinypic.com/1zq31ir.jpg

http://i42.tinypic.com/11bpxu9.jpg

http://i39.tinypic.com/2h58twj.jpg

http://i41.tinypic.com/2rh5q1e.jpg

WOW!!!!!!!!! the logging camp looks amazing!! very nice work!!!

I can't wait, villages evenly spread across the map will be great.

I also believe the ground textures should remain greener/darker as this is a nice reflection and not so bright.

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I also believe the ground textures should remain greener/darker as this is a nice reflection and not so bright.

I totally agree with you and I hope it remains so :)

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I have to agree that this map is something special for the community indeed.

http://i40.tinypic.com/slp4lt.jpg

This image you linked speaks a thousand ... ummm ... images :cool:

Yesterday we have got some fun with some real scenarios in use with mcc

The Apache section is very impressive, much more realism, and then there was the Chinook landing ...... haha.

Edited by mrcash2009

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