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Mak

Hardly any variation in the terrain and cities

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I was thinking about this for a while now, mainly when I drive down my road, hop on the freeway, pass by suburbs and cities... I just realized that I have yet to come across a traditional 4,6, or 8 lane street, highway, or even freeway in Sahrani. Every city in Sahrani has the same buildings on the same corners, with little variation for complexes, hangers, churches, schools. All of the terrain seems to be the same as well.

I remember taking a trip up to Colorado and driving along the mountainside. Sahrani has moutains... but no roads that go up them. Not only that, but if they did have roads going up the side of mountains, they probably wouldn't even be level, but rather even with the terrain showing a lack of detail.

Yes, ArmA does look amazing, graphics wise. There is tremendous detail built into the objects... but what about the layout of Sahrani itself. I just don't see much for detail on this island.

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Well in the North East I seem to see more interesting scenery and roads that cut through some hills NE far far NE of Saharani

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@ Mak. You don't get out of the city much, do you?

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I get what you're saying..but this is a game afterall, what sort of expectations do you have?

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I was thinking about this for a while now, mainly when I drive down my road, hop on the freeway, pass by suburbs and cities... I just realized that I have yet to come across a traditional 4,6, or 8 lane street, highway, or even freeway in Sahrani. Every city in Sahrani has the same buildings on the same corners, with little variation for complexes, hangers, churches, schools. All of the terrain seems to be the same as well.

I remember taking a trip up to Colorado and driving along the mountainside. Sahrani has moutains... but no roads that go up them. Not only that, but if they did have roads going up the side of mountains, they probably wouldn't even be level, but rather even with the terrain showing a lack of detail.

Yes, ArmA does look amazing, graphics wise. There is tremendous detail built into the objects... but what about the layout of Sahrani itself. I just don't see much for detail on this island.

Putting Colorado in perspective, Sahrani is smaller than Denver. What the Developers were thinking was how to make such a massive scale game in a way that is economical in terms of system performance and man hours. There is no way you could model Los Angeles in rich, glorious detail with streaming terrain and expect to create a product that will run on current technology and be finished with a reasonably sized team. That said, I'm sure that most of our computers aren't up to the task of handling everything that this game currently has to offer. The countryside looks ridiculously awesome, but I've never seen it with more than 4000m view distance and most settings on low. I can't wait to play this thing on future technology so I can experience the full she-bang.

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I was thinking about this for a while now, mainly when I drive down my road, hop on the freeway, pass by suburbs and cities... I just realized that I have yet to come across a traditional 4,6, or 8 lane street, highway, or even freeway in Sahrani. Every city in Sahrani has the same buildings on the same corners, with little variation for complexes, hangers, churches, schools. All of the terrain seems to be the same as well.

I remember taking a trip up to Colorado and driving along the mountainside. Sahrani has moutains... but no roads that go up them. Not only that, but if they did have roads going up the side of mountains, they probably wouldn't even be level, but rather even with the terrain showing a lack of detail.

Yes, ArmA does look amazing, graphics wise. There is tremendous detail built into the objects... but what about the layout of Sahrani itself. I just don't see much for detail on this island.

Putting Colorado in perspective, Sahrani is smaller than Denver. What the Developers were thinking was how to make such a massive scale game in a way that is economical in terms of system performance and man hours. There is no way you could model Los Angeles in rich, glorious detail with streaming terrain and expect to create a product that will run on current technology and be finished with a reasonably sized team. That said, I'm sure that most of our computers aren't up to the task of handling everything that this game currently has to offer. The countryside looks ridiculously awesome, but I've never seen it with more than 4000m view distance and most settings on low. I can't wait to play this thing on future technology so I can experience the full she-bang.

Understood, but what I am getting at is that the object placement and lack of objects seems odd. I guess that's what you can expect from a 40 dollar game though huh? I just found it odd that after every hill you climb, there is another one very similar to it on the other side with the same amount of trees etc. There are some forests, but they really don't seem to be "big" at all. And the only flat terrain that I can see is in the desert. Why wouldn't grass land be flat sometimes as well?

I think it would be nice to see a variation of buildings from city to city, and maybe some four lane highways?

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Based on that the Island has European & slight Middle East origins, and the size of its cities ( more like large towns ), id be surprised to find a 4 lane street in any of them.

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I quess well have to wait and see what queens cambit and mods has to offer yes??

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The look and size of the cities feels about right to me. It fits the size of the island. Four lane highways aren't a bad idea, but would they fit the "country" feel of the game? OFP (and now ArmA) were always about the country side. I still think it's pretty unique in that regard. Urban environs are "done" in about every other game out there.

I'd rather see increased terrain detail (think Resistance's high setting) than a couple of extra buildings to die while falling from\trees. I wonder why BIS decided not to implement this? Performance issues? Problems with map creation? Choice between higher terrain detail and grass seems obvious. And at least we know the AI's pathfinding can cope out in the country, as opposed to playing it in the larger urban areas, or on new "features" like bridges.

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a fourlane highway on an island that would have a population of what 20-40 thousand?...

highways are ment for large capital citys where they need the space to move over 200k cars a day.

trying doing some research on nations and island nations of the same size as Sahrani and see if they have 8 lane highways, much less 4.

this is not GTA, they are not trying to make one huge island city. this is a small island with two seperate nations, both of which have really small populations.

as for roads running up mountains, again do some research. the Sahrani mountains to the north are tiny and steep. the tallest is what 400+meters?... the mountains that you would find in the real world that have roads whinding around them are huge mountains that are many times the size of the ones found on north Sahrani, with masive bases spreading over hundreds of kilometers if not thousands. remember that 400 square kilometers may sound really huge, but thats only 64Km x 64Km... i can bike 64Km in a day.

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I'd rather see increased terrain detail (think Resistance's high setting) than a couple of extra buildings to die while falling from\trees. I wonder why BIS decided not to implement this? Performance issues? Problems with map creation? Choice between higher terrain detail and grass seems obvious. And at least we know the AI's pathfinding can cope out in the country, as opposed to playing it in the larger urban areas, or on new "features" like bridges.

Terrain detail on high is noticably different from low terrain detail, you need to reload the game to see the effect though. And im glad that BI got rid of those random mini bumps like in resistance, those were strange anyway.

Quote[/b] ]I was thinking about this for a while now, mainly when I drive down my road, hop on the freeway, pass by suburbs and cities...  I just realized that I have yet to come across a traditional 4,6, or 8 lane street, highway, or even freeway in Sahrani.  Every city in Sahrani has the same buildings on the same corners, with little variation for complexes, hangers, churches, schools.  All of the terrain seems to be the same as well.

I live in a town where roughly 110.000 people live, we have +-0 4lane or bigger streets, most towns in Sahrani wouldnt even have enough room for 10.000 people.

Sahrani has more then a million objects, ofcourse you are going to see the same objects multiple times, a small team can only make so much different models, and think about the performance when you have everything different. crazy_o.gif

Quote[/b] ]I remember taking a trip up to Colorado and driving along the mountainside.  Sahrani has moutains... but no roads that go up them.  Not only that, but if they did have roads going up the side of mountains, they probably wouldn't even be level, but rather even with the terrain showing a lack of detail.

Roads usually lead somewhere, if there is nothing in those mountains there is no need for a road there.

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I'd rather see increased terrain detail (think Resistance's high setting) than a couple of extra buildings to die while falling from\trees. I wonder why BIS decided not to implement this? Performance issues? Problems with map creation? Choice between higher terrain detail and grass seems obvious. And at least we know the AI's pathfinding can cope out in the country, as opposed to playing it in the larger urban areas, or on new "features" like bridges.

Terrain detail on high is noticably different from low terrain detail, you need to reload the game to see the effect though.

No, you're wrong (if you're implying that it affects the terrain in the way that I'd like - directly around the player). That setting only increases the detail of terrain in the distance. It is purely cosmetic.

Consult the biki. It seems to be map dependant, so perhaps user created islands will have higher detail.

And im glad that BI got rid of those random mini bumps like in resistance, those were strange anyway.

That's laughable, and sad all at once. The high setting added immeasurably to gameplay, especially for infantry. Far more cover, it was often possible to crawl your way out of a close quarters battles in Resistance - try doing this on Sahrani with it's truly flat plains.

edit - clarity

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it was often possible to crawl your way out of a close quarters battles in Resistance

Yeah, and thats why it was ridiculous in resistance IMO, ive never seen such a bumpy environment as in high T D in resistance. Flat is flat.

Quote[/b] ]No, you're wrong. That setting only increases the detail of terrain in the distance. It is purely cosmetic.

Ah, thats why i only remember it changing in the distance. tounge2.gif

EDIT: Now that i think about it, rock is too smooth in ArmA, but most of the island should be much smoother then the mini bumps in resistance. But as rocky environments dont play a big part here ill just say that it doesnt have a high priority in my book.

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What were they thinking?

900.000 objects, 2 diferent climates (= many diferent models), more textures and layers..

They pushed it, thats why many systems have a hard time with Arma, Sahrani. My system is reasonable but Sahrani still takes a bit to load, OPFR's islands load instantly.

I think the layout of the towns is varied but if you expect every single town to have its own unique buildings you might be expecting too much.

With less detailed objects making even more dense environments should work well smile_o.gif .

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If you'd give each town ONE unique building/object it would create a lot more atmosphere I think.

Why isn't there a school on sahrani? or a police station, fire station, hospital or other basic stuff?

I think those type of buildings would give Sahrani a more liveable appereance. And offcourse I mean just on or 2 of each not in every town all of these.

But I don't think that Sahrani isn't varied in it's terrain. I really like this island, only my notebook doesn't

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well, without quoting anyone here, that would be too much quotes, iam happy with the differences in objects we have.

i also like to whine about things i, just personally, care about. BUT at some point its better to look what we have and not what we dont have.

*whining*

my only problem with the island is a not verry big one.

in OFP all of the island wherent touched by near east architekture.

now that we are in saharani, it is/should be.

still we see chech electricity poles, chech road signs and those little white poles wich flank the streets.

the houses look to 70% like mid european ones, the fences and walls too.

short said the objects doesnt match the cultural backround, but well it look quiet funny acually...i still feel iam going through chechia when i drive through saharani, as it was in OFP inlove.gif

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short said the objects doesnt match the cultural backround, but well it look quiet funny acually...i still feel iam going through chechia when i drive through saharani, as it was in OFP  inlove.gif

Well everyone agrees on that, its kinda weird that north and south sahrani are so completely different. (Though the 'north sahrani is ex sovjet' excuse works for me for the buildings etc, but it doesnt explain the different climate, hell, the african rebels addon fitted right into south sahrani tounge2.gif )

But it does give the option to make addons/missions in very different climates without having to make a new island first, and it also gives a wider range of objects which is easier for island makers. (Dont have to make as much custom objects)

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If you'd give each town ONE unique building/object it would create a lot more atmosphere I think.

Why isn't there a school on sahrani? or a police station, fire station, hospital or other basic stuff?

That i can agree with, even without police, firefighters, ambulances and such.. if sahrani only had 1 climate/style they could have made more diversity instead of both ME and EU style houses.

I would like Sahrani alot more if it was more like the south, it performs better, plays better and looks better too.

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EDIT: Now that i think about it, rock is too smooth in ArmA, but most of the island should be much smoother then the mini bumps in resistance. But as rocky environments dont play a big part here ill just say that it doesnt have a high priority in my book.

All I know is, the majority of the island isn't a flat strip of prepared agricultural field. I thought Resistance's "high" setting nicely simulated the many dells and dips that appear in rural terrain.

Seeing as I'm clearly on my own on this one, I won't speak of it again. whistle.gif

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EDIT: Now that i think about it, rock is too smooth in ArmA, but most of the island should be much smoother then the mini bumps in resistance. But as rocky environments dont play a big part here ill just say that it doesnt have a high priority in my book.

All I know is, the majority of the island isn't a flat strip of prepared agricultural field. I thought Resistance's "high" setting nicely simulated the many dells and dips that appear in rural terrain.

Seeing as I'm clearly on my own on this one, I won't speak of it again.  whistle.gif

I would have agreed with you if the bumps werent so deep and much more scarce. (not every 5 meters) smile_o.gif

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EDIT: Now that i think about it, rock is too smooth in ArmA, but most of the island should be much smoother then the mini bumps in resistance. But as rocky environments dont play a big part here ill just say that it doesnt have a high priority in my book.

All I know is, the majority of the island isn't a flat strip of prepared agricultural field. I thought Resistance's "high" setting nicely simulated the many dells and dips that appear in rural terrain.

Seeing as I'm clearly on my own on this one, I won't speak of it again. whistle.gif

I would have agreed with you if the bumps werent so deep and much more scarce. (not every 5 meters) smile_o.gif

Same idea I had as well. It seems like wherever there is a hill or a bump, it's always an extremely prominent and steep one. There aren't any gradual rises and falls in hills. And when there are... it leads up to a large hill or a mountain. Sure there are some crops and farmlands, but even those are surrounded by trees and steep hills. I think that they may have overdone the topography part of the island.

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Hmmmm, let me think...

No, I don't agree with you on that. I fell that the island fits what I expect, and even packs a few more.

It tries to represent a larger piece of land than it is on our computers. How many 200km² islands do you know that have : plains, desert, moutains, forests, large towns, petrol ?

There is a large improvement over OFP islands, as all places have a distinctive feelings. Of course, you're right, things could be a little more "specific", like schools, offices/workplaces, cinemas, shopping malls etc... All those small details that we see in our towns and even country side.

Obviously, some talented addon maker will give us a wonderful, detailed island. That's a bit lame, as we all expect more from the community than from BIS confused_o.gif

Malick

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Sahrani sucks shit in terms of it being even close to something real and sucks even more shit in it being able to hold a modern day war. The battle for Sahrani would last four hours and then either side would've taken over the whole island.

It's way too small to represent the climate change it's trying, and the climate change happens in a snap. Like this one thin layer of mixed grass and desert and that's it. WHAT?

The whole infrastructure idea is also screwed up. It's just way off for such a small area. For an island of that size it's very impossible to have that kind of infrastructure. But we're given no info on the background of Sahrani to explain why one side is completely MidEast and one side is completely Eastern Europe. Not plausible on an island of that size.

Also, the coastline on the North Side of the island is borked.

Basicly, the whole island is borked. It does have some good spots. I like the fields around obergan, good fighting ground and looks nice.

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@mehman

you have to think of the island as somekind of disneyland(or whatever), you have all and everything for enjoyment in little room.

saharani is a fictive island so it dont have to match realworld like a mirror.

i think thats the perfect example when someone never gets enough...

if there where just a desert saharani many ppl would come and complain why there is no woodland terrain...same with desert.

so we have both on the island, wich is still mcuh much biger than any OFP map.

i dont know why to complain about "that"...!?

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