aussnipe73 3 Posted October 25, 2012 Yes, they are it's not a 100% solution though so I wouldn't really recommend it to others Cheers, AusSnipe73 Share this post Link to post Share on other sites
aussnipe73 3 Posted October 30, 2012 v0.5 Now available see the main post! Enjoy, AusSnipe73 Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted October 30, 2012 congratulations on the release, definitly gonna try this one tonight. :) Share this post Link to post Share on other sites
laxemann 1673 Posted October 30, 2012 (edited) Downloading - So looking forward to it, thanks mate. :) Edit: Tried it out now for a while, love the map, but it has a really high impact on performance - whilst most of the other custom maps run with around 50fps for me, this one's about 20fps - without any other units than a usmc infantryman. Great work whatsoever :) Edit²: Also, you can shoot through the 3d walkways. Edited October 30, 2012 by LAxemann Share this post Link to post Share on other sites
aussnipe73 3 Posted October 31, 2012 Downloading - So looking forward to it, thanks mate. :)Edit: Tried it out now for a while, love the map, but it has a really high impact on performance - whilst most of the other custom maps run with around 50fps for me, this one's about 20fps - without any other units than a usmc infantryman. Great work whatsoever :) Edit²: Also, you can shoot through the 3d walkways. Cheers for the feedback, The performance seems tricky to get right especially with the green zone being such a dense area I'm working on better solutions than just cutting down trees and fields though. Being able to shoot through the paths was a design choice, it's either that or the AI derping out every time they want to cross one AusSnipe73 Share this post Link to post Share on other sites
jumpnjack 10 Posted November 1, 2012 I tried out the map and it looks great accept for a few issues: 1) Seems like it is quite demanding on the hardware, and fps not that great as LAxemann stated. for ex, buildings fade in and out when flying over 2) The water canal keeps flickering in and out when flying over. Same with certain vegitation like crops, but I have seen that before in other maps so I guess its the bjects addon. Other than that it is a great landscape with unique features! Good job! Share this post Link to post Share on other sites
PeteWaddell 1 Posted November 1, 2012 Awesome work mate! This is one of my Fav small maps, and the creeks are a huge improvement. Better not walk near them, the taliban have planted IED's on the main walking paths :icon_lol: Share this post Link to post Share on other sites
aussnipe73 3 Posted November 1, 2012 I've updated the main post with a known issues list and a list of feedback questions. I'd like to hear your thoughts on these to help me decide on issues for TK I'll be updating both these lists as new problems and questions come to mind. Thanks for all your feedback in advance it all makes a big difference to the end quality of TK. AusSnipe73:) Share this post Link to post Share on other sites
laxemann 1673 Posted November 1, 2012 Would you like to see more detail within compounds? If so what would you prefer to see a focus on gameplay, realism or performance (what would you rank them?) They're fine if you ask me. More detail would mean less performance, the compounds themselves look very solid as they are right now and if a mission builder wants more detail, he can add it himself. Do you like the new colour palatte? Do you think the vegetation colours should be adjusted to match? The colour palette looks good, however especially the vegetation looks really bright/unnatural without any post processing effects like the Ambient: Color Module What do you think of the current implementation of pathways? Would you like them to offer more cover with more small stone walls or terrain undulation? I especially love the pathways, but since they don't provide cover from bullets because you can shoot through them, some stone walls would be welcome (not too many, though). Would you like to be able to use the inside of the irrigation channels as a shooting position or as a way to move effectively safe from fire? Yes. Would you prefer the various fields to be denser for concealment or less dense for performance? They're fine the way they are right now if you ask me. :) Cheers! Share this post Link to post Share on other sites
aussnipe73 3 Posted November 1, 2012 The colour palette looks good, however especially the vegetation looks really bright/unnatural without any post processing effects like the Ambient: Color Module Are you refering to the clutter here? since I've been thinking for a while that the trees and some bushes now look too dull for the new colours. Would you like to be able to use the inside of the irrigation channels as a shooting position or as a way to move effectively safe from fire? Yes. Ahh, I didn't phrase that question very well it's an either or type question, basically I can make it so it's possible too shoot out of the channels or not but you'll be pretty safe in there. Cheers, AusSnipe73 Share this post Link to post Share on other sites
aussnipe73 3 Posted November 29, 2012 It's been quite a while since I've posted anything so to prove I'm still alive and busy: Enjoy, :cool: AusSnipe73 Share this post Link to post Share on other sites
zonker3210 1 Posted December 4, 2012 Well, I do like the new version...mostly. I saw some performance drop but I need to test to see if that's just my system. The only real issue I have with the new version is the replacement of the minaret/tower with the bunker. I'm sure you know what I mean. It just feels....wrong. I dunno. Maybe it's actually more accurate. It just seems like a bad place for a bunker...way too exposed. Perhaps it's just me but I see it as vulnerable to attack from multiple directions without the occupants having much time to respond. Just my two cents. Regardless, I do appreciate the effort you put into making this map. Thanks! Share this post Link to post Share on other sites
aussnipe73 3 Posted December 4, 2012 I think there has been some performance drop with v0.5 I'm not sure why but I think the pathways and the number of them (1000s) objects has stressed out object loading. This could also be happening with the irrigation channels, I was suprised since the rest of the green zone area is unchanged or improved in terms of performance. The centre of town probably has too many enterable buildings for a good FPS I'll just have to think on that. As for the roundabout the minaret was never meant to be there IRL there is a kind of small somewhat ornamental watchtower there. I put the minaret in to remind myself to model the watchtower but i haven't done it yet:p The bunker is a bit closer in terms of scale but it's not a very good defensive position anyway in the middle of a roundabout I agree I don't think anyone will last very long if stuck there. Anyway thanks for the feedback it's very much appreciated:D In more general news I'll try and get back into friday screenshots soon. Cheers, AusSnipe73 Share this post Link to post Share on other sites
zonker3210 1 Posted December 8, 2012 Really, I do greatly appreciate all the hours of work it must have taken to create even this version of the map. So thank you! Share this post Link to post Share on other sites
aussnipe73 3 Posted December 8, 2012 Friday Saturday Screenshot time! This week showcasing: You tell me;) Enjoy, AusSnipe73 Share this post Link to post Share on other sites
TheOmegaX 6 Posted February 3, 2013 I tried this map out and I thought it was really nice but the one thing that bothered me just a small bit is that there was not enough vegetation in some areas. Some areas tend to only have one no vegetation. But all in all very nice map keep it up! ;) Share this post Link to post Share on other sites
GIAT industries 0 Posted February 7, 2013 @ AusSnipe73 Are you still working on this map? Share this post Link to post Share on other sites
aussnipe73 3 Posted February 8, 2013 Are you still working on this map? Yes I am, I realise I've been very quiet for quite a while now and it has been a long time since the last release. However there will be an announcement about the future of TK within the next few weeks, I'll provide details then. Cheers, AusSnipe73 Share this post Link to post Share on other sites
nouty 10 Posted March 19, 2013 Just know that we are still eagerly waiting for this map. It has great potential. Share this post Link to post Share on other sites
aussnipe73 3 Posted March 19, 2013 I haven't had much time to work on TK for a while but here's something: Cheers, AusSnipe73 Share this post Link to post Share on other sites
chrisb 196 Posted March 20, 2013 (edited) Looking good, great project this terrain.. Edit: thought it was coming along too well, sneeky.;). Edited March 22, 2013 by ChrisB Share this post Link to post Share on other sites
Harzach 2517 Posted March 21, 2013 I haven't had much time to work on TK for a while but here's something: I see what you did there. Nice! Share this post Link to post Share on other sites
aussnipe73 3 Posted March 23, 2013 Edit: thought it was coming along too well, sneeky.;). Sneeky? It's there whatever it is Share this post Link to post Share on other sites
nouty 10 Posted March 28, 2013 Oh hello there Arma 3 :) Share this post Link to post Share on other sites
aussnipe73 3 Posted March 28, 2013 Oh hello there Arma 3 :) It's times like this I wish I could award bonus points for observation :p Share this post Link to post Share on other sites