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mcnools

Hazar-Kot Valley

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Sure thing, here's one (taken with lower graphics settings though):

arma2oa2011120912340958.th.jpg

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Looks better without that ArmA2 desaturation filter indeed. You should make more this way, original screenshots look too grey.

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Actually I prefer (and love) the desaturated look, maybe I'm just european, haha, but seriously, the desaturated filter suits the map perfectly in my taste, at least the inner valley in the winter months, the screenshots of the outer valley taken in the summer ingame doesn't look very desaturated I'd say.

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I kinda like the blue-ish / desaturated look, gives a colder feel to the map, especially in the mountain areas.

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Map looks great. Two questions: 1)I'm not sure judging by the screens, but is it just some big hills/Taki mountains that separate the two valleys? Or is there a mountain range with rugged terrain that separates them? A large rugged mountain with some sort of mountain pass would be awesome.

Is the mountain range in this pic the separator of the two valleys?:

http://img840.imageshack.us/img840/5373/hazkot13.jpg

2) Is the Hazar-kot (Haz-i-kot sounds better :P) terrain supposed to be close to the Shah-i-kot terrain, as in really rugged? Like in the first minute of this video:

Edited by antoineflemming

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It's just big hills/ridges separating the two valleys, however, there is a larger mountain-chain on the eastern side of the inner valley, so there is a lot of rugged mountain-terrain. Also, some of the ridges are very steep, so there are a couple of very dangerous passes. :)

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It's just big hills/ridges separating the two valleys, however, there is a larger mountain-chain on the eastern side of the inner valley, so there is a lot of rugged mountain-terrain. Also, some of the ridges are very steep, so there are a couple of very dangerous passes. :)

Sweet. :) Snow in this mountain chain?

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Sweet. :) Snow in this mountain chain?

Yes, some snow, there's patches of snow here and there in the inner valley aswell :) The mountains aren't that high, but it looks pretty rugged and snowy, I think you'll enjoy it.

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Surely yes thanks for this new map, glad to loose little blood on this futur new map thanks

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A bit of a progress-report: The map has now entered the internal beta stage, and will be tested by a selected few. If everything goes smooth and there aren't any major issues I'm hoping that there will be a public beta or such before christmas, but I'm not promising anything.

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Thanks for the video! I'm glad your'e enjoying the map :) Let me know if there are any problems with it. Post more videos if you want to!

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So far the only problems we noticed are some issues with doorways, a few of them you get stuck on a little bit, but it may be more of a BIS/ARMA issue than your content. I'll post or PM you with more specific details of the buildings/towns in question.

Thanks again and let us know what we can do to help! Oh and feel free to use the video(s) to promote your island (and also our squad! haha).

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Sounds good! Hopefully it's a BIS-issue and not something that has to do with the placement of the buildings. Good to hear there aren't more problems though!

I'll put the video up in the first post :)

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There are about 5 villages I think, and a couple more settlements. Most villages are very small though. Haven't got any plans on including an FOB, but there are probably some god places to build one in the editor, especially in the flat outer valley. :) I've always imagined the valley to be pretty much completely under Takiban control, but yeah, it should be possible to construct some sort of FOB (in the editor) in the outer valley since it's rather flat, and possibly a small OP or two inside the inner valley, or use sandbags etc. to fortify one of the small compounds and ruins in there (there are a few of them placed on strategical positions on ridges etc.). It's probably hard to build a larger OP or FOB in the inner valley though, due to all the vegetation. Some bushes are probably removable in the editor with a setdamage-command etc., but a lot of the bushes are identified as forest-areas instead of single objects (not sure how it works), so they might be harder to remove to clear the way for outposts.

Edited by McNools

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Hey McNools!

Check out your "minTrees" value on your config.cpp file...

There you define density of forest (nature objects) and may avoid painted green zones on your editor map...

Saludillos washon!

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Thanks Robster! I'll have a look at that, since it's mostly just bushes there shouldn't be many painted green zones on the map.

Edit: Works great! thanks Robster. It's a shame the pinus-bush counts as a tree, still, there aren't enough foresty areas on the map for it to matter much if they don't show up green . :)

Edited by McNools

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For that very reason I mentioned (nature objects) since you can make some tricks regarding that pinus-bush object... I mean, you could move it into the artificial objects list in Vis3 and then take a look at editor map... would it look grey? keep going with this beautiful map (not an "island" as former OFP guys often say)... it's an inspiration to all of us who enjoy beautiful landscapes...

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