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aussnipe73

Tarin Kot, Oruzgan

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Welcome to the TK thread, this is the place for all discussion and feedback regarding the Tarin Kot terrain.

This is the second public version of this terrain, I hope it will provide greatly enhanced gameplay and a closer representation of the unique Afghan variety of the area. Please keep in mind this map is still in the early stages of development and I want to hear what you think of it.

New Features:

• Reworked Compounds for improved gameplay and realism

• Three New Path sets that should make it easier to navigate the map

• Enhanced and Expanded Irrigation Channels

• Creeks

• New and Revamped Roads

• Drivable Road Emankments

• Enhanced Colour Vibrance

• Improved Sat image

• Improved Mask

• Expanded Green Zone

• Various Performance Improvements

Features:

• 21.33 square kilometre playfield

• Real world area modelled with close attention to detail

• Harsh contrast of the Afghan landscape

• Sprawling cityscape

• Dense greenzone

• Wide open fields

• River valleys

• Sparse desert

• Huge variety of compounds

Known Issues:

Water in irrigation channels and river flickering

Some vehicles cannot drive along the embankments (Strykers and Quad bikes) others may encounter loud collision noises

Enjoy your stay in TK,

AusSnipe73

Armaholic Download page:

http://www.armaholic.com/page.php?id=17270

TK Gallery (PhotoBucket Beta)

Edited by AusSnipe73

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Nice one mate, will check it out soon. Thanks.

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Very realistic by looking at the satellite, meaning the objects are placed very carefully according to the real life locations, really nice work.

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Looking forward testing it out later today! It sounds promising. :yay:

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Did a quick fly around tonight and took some screenshots from the air, seemed to get a bit of texture popping (Lod blending?) on objects though.

http://imgur.com/a/UJDrT#0

i noticed the South and west looks like the next areas of work, but if they're anything like the western areas it should be awesome.

though as you pointed out there seemed to be issues with the irrigation ditch water levels and there's no way to get out of the ditches other than running all the way down them after you fall/jump in.

otherwise nice work, hope you continue with this and maybe even expand it later on.

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At this point in developement and with the next two releases I'm focussing more on getting the effect (the mechanics of the map so to speak) right before I finish all the areas.

As for the irrigation channels I've got a few plans to fix the problem of getting stuck in them and that will definately be part of the next release.

Cheers for the feedback, :)

AusSnipe73

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Hey AusSnipe really glad someone is giving Tarin-Kot some attention, there is definitely some history from OEF there and I will be keeping an eye on this to retell it in some SP scenario action.

I'll poke around and see if I can find any meaningful feedback at this stage, keep it up, it already looks from the screens like this island is on it's way to greatness!

EDITS:

+ I can already tell from the Editor map that this is a highly-concentrated bit of sprawling urban terrain packed into a relatively small area. Does this balance out the demand on system resources?

+ While it looks like there's only some foliage right now (grass appears to be missing?), the trees and farmland with tallgrass looks like

- Missing other types of foliage and grass (for me at least) and the ground textures look splotchy like they're missing something, I'm sure you'll fill this in.

+/- The terrain is super flat, and I think the dips near the road in some places, natural trenches, are pretty cool. However, you should (and likely will) spend time to massage the hills and valleys so they are smoother, more natural and add some variety and natural tactical value.

Edited by h34dup

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A great terrain, thank you.

Few screenshots with fps counter to give players an approx idea, cause depends what system you have.

Click them then click them again for the full image and fps counter:

http://imageshack.us/photo/my-images/841/arma2oa2012072718235979.png/

http://imageshack.us/photo/my-images/840/arma2oa2012072718311775.png/

http://imageshack.us/photo/my-images/593/arma2oa2012072718265072.png/

http://imageshack.us/photo/my-images/444/arma2oa2012072718091138.png/

http://imageshack.us/photo/my-images/440/arma2oa2012072718273732.png/

http://imageshack.us/photo/my-images/98/arma2oa2012072718124939.png/

http://imageshack.us/photo/my-images/441/arma2oa2012072718155299.png/

http://imageshack.us/photo/my-images/36/arma2oa2012072718050078.png/

Seems like it is going to be quite fps friendly which is nice. I know Bagdad and Fallujah are both fps friendly and easy to use for medium size skirmishes/combat (70-80ai), and with this being of a similar, if smaller, urban area, it should play really well.

The group I play in will have no problem playing missions made with that size of skirmish/combat.

A large city battle, say over 200-300ai overall, could easily be broken down into parts to enable smooth play. I would not overload it myself with clutter around the urban area itself, and I already see there is a pretty good amount just outside town/city, keep it there if you are going to build up clutter imo. The city itself stands as a well made, 'easy to make missions for', type terrain from what I have seen upto now..

Thanks again for a great new terrain/island.

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Looks very nice! Keep up the good work! :) Looking forward to seeing the finished version!

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Friday Screenshot:

This week showcasing: Denser fields

[PostBeta_02.jpg[/img]

Enjoy, Send Beta Feedback, :)

AusSnipe73

Edited by AusSnipe73

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i can already hear the moans of peoples FPS dropping ಠ ͜ ಠ

I fixed that :p

AusSnipe73

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really nice map so far.. like that you have tried to put irrigation ditches in aswell.. walking around in the greenzone does bring back memories.. keep up the good work though!:)

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Friday Screenshot time,

This week showcasing: New 3d Pathways

PostBeta_04.jpg[/img]

Enjoy,

AusSnipe73

Edited by AusSnipe73

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Nice! great idea with a weekly screenshot of progress, nice to keep the community 'in the loop' with your progress so we know you haven't just abandoned it :)

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AusSnipe, can the AI walk on those bumpy paths?

The grass looks sweet man.

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AusSnipe, can the AI walk on those bumpy paths?

The grass looks sweet man.

They sure can :)

AusSnipe73

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Friday Screenshot Time! :cool:

This week showcasing: Alleyway Drains (Not as bad as it sounds)

PostBeta_07.jpg[/img]

Enjoy,

AusSnipe73

Edited by AusSnipe73

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