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[aps]gnat

Sands - 41km Desert Terrain

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Sands

41km Desert Terrain by Gnat

Before I waste too much time on it, wanted to get some feedback on some specific questions.

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sands3.th.jpg

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sands4.th.jpg

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sands6.th.jpg

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sands1.th.jpg

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IDEA

- 5 airbases generally layed out in corners and 1 center

- No water

- Terrain is 41km x 41km at 100m to 1000m

- Its a huge area, best for air operations, not really meant for foot or wheeled/tracked

- No towns or other (yet)

- No roads

- More designed to strategic missions, CTI, warefare or Dynamic missions etc

- Infinite terrain works well

- I will give plains, ridges and peaks specific names

QUESTIONS

1)

Five Airbase: is that OK?

2)

Didn't think any of the ArmA2 vegitation suited the terrain, so I'm only going to use Clutter. Anyone think of any plants that might suit the terrain?

3)

No specific towns, industrial areas or landmarks. Was thinking I'd leave it to mission makers to add "targets". Could use "templates" to generate towns or villages etc. Problem?

4)

Simple landmarks: Was thinking I might at a few small random landmarks like a few of the big lattic radio towers on mountain peaks (not the big TV tower, probably). Problem?

5)

No roads, mainly because its a huge map and no landmarks except airbases, so there seems little point. Thoughts?

6)

Rocks: Adding them will be a problem on such a huge landscape, and they will reduce/kill the very nice FPS its got now. I could add a few "clumps" here and there, but not sure their real worth. Thoughts?

As I'm away for work for a month ....

SANDS - BETA 0.1

FILEFRONT DOWNLOAD

Armed Assualt dot Info LINK

Armaholic LINK

Also includes a very rushed crCTI Warefare (last tweaked prior by Squeeze) to suit.

Air transport added to start, along with cheap Aircraft

God knows its probably badly unbalanced :D

Edited by [APS]Gnat

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1)

Sounds like enough.

2)

I'm not a game modder nor a vegetation specialist so I don't know the names of these types of trees and plants. But here are a few photos of what I deem could be suitable in your Desert Terrain map, http://i250.photobucket.com/albums/gg270/Odews/arma22009-09-1923-48-24-83.jpg , this for on top of those mountains even though I think you're planning on using clutter http://i250.photobucket.com/albums/gg270/Odews/arma22009-09-1923-49-02-42.jpg , http://s250.photobucket.com/albums/gg270/Odews/?action=view&current=arma22009-09-1923-50-14-24.jpg , http://s250.photobucket.com/albums/gg270/Odews/?action=view&current=arma22009-09-1923-50-24-95.jpg

3)

Don't think I understand the question, but me being a foot-mobile (infantry) junkie I think there should be some form of buildings around the map, and possibly towns. I believe it could be a problem, but I'm apathetic on the matter.

4)

Sounds good for sure, I think their should be some civilization around those towers though, otherwise why would they be there possibly?

5)

Sounds good, dirt roads would probably be nice, but depending on how you plan to map it, it probably won't be necessary.

6)

If there is infantry combat, it could be useful for cover. I think a few heaps of rocks, here and there, would be good.

Hope my input helped a bit.

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Hi Gnat, its looking good so far, a bit empty in the deserts but indeed great place for air to air combat or big ground combat ops.

first for your questions-

1:you can do with 4 and loose the middle 1, or add 1 extra but think 4 or 5 is enough, ppl can still make a small airbase extra in editor or with template.

2: i dont know all bushes in arma2 but if you got some small brown/green

bushes you can use some off that,

3:think thats ok, mayby only in and around the airfield some buildings and indeed missionmakers can always puth in more buildings.

4:like above,mayby place them in area around the airfield and /off any town

mayby use some Castles ruines,or something else that would fit in.

5:up to you really, I think only a road between the airfields is more than enough, but we still could move around even without a road!

6: like you said,not to many rocks in, only here and there some rocks with some small grub/bush around it.

hope it helps a bit, always nice to see a new map!

cya

Edited by Sgt.Spoetnik
typo

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I think only a road between the airfields is more than enough, but we still could move around even without a road!

Yep, and dont forget EMERYS fast attack buggy's are coming. Stand alone (me thinks?) and he donated them to the ACE crew as well to be in ACE2. :) So there it is. We will have fast offroad movers coupled with a transport helo for them.

Looking good Gnat btw! I concurr with the guys. Some stones/cover and if there is some fitting bushes they could be scattered widely here and there. A lot can be made in the editor by mission makers.

Alex

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Gnat, this is a super idea. Please release. We do need a map that will give us flyboys the room to breathe !

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3)No specific towns, industrial areas or landmarks. Was thinking I'd leave it to mission makers to add "targets". Could use "templates" to generate towns or villages etc. Problem?

i'm not sure if you've seen the film "the Beast" (about a russian tank crew cut off from the rest of it's group and it's battle with a group of mujaheddin) but this map seems pretty similar to Afghanistan, i think some villages would be of tremendous use in missions, however i dont think any urban or industrial areas are necessary, but some pre-placed farming villages composed of slums and clutter definitely do the map good.

4)Simple landmarks: Was thinking I might at a few small random landmarks like a few of the big lattic radio towers on mountain peaks (not the big TV tower, probably). Problem?

definitely like to see some landmarks, they make excellent objectives.

5)No roads, mainly because its a huge map and no landmarks except airbases, so there seems little point. Thoughts?

i think roads are still necessary, at least paths are. paved roads in the middle of the desert not very common, but i think some paths are necessary for convoy missions and ambushes.

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I'm pretty sure, you are doing a great job Gnat!

But in my opinion, a huge desert isn't really interesting, even for air combat.

Rather then a huge desert I would like to see a huge "water world" with many many "desert islands with palm trees".

Some bigger islands for the airports, some medium size for landing strips and a lot of smaller ones with only a helicopter pad with fuel support maybe.

A2_Gnats_world.jpg

This could be very usefull for aircombat too and players can make use of naval units and the static carrier.

A2_Gnats_world_naval.jpg

I also hope, that in a near future, we will see the "RKSL CARGO SYSTEM" in ArmA2 so a CTI/Warfare based game where you have to transport

weapons/fuel/support trucks/etc from island to island will be even more fun!

I remember playing cti on AEC island(s) with BAS MH-47E addon.

It was possible to transport support trucks from one island to another, great fun!

A2_Gnats_world_aec.jpg

==========

I really don't want to destroy your ideas Gnat, so please see this only as an idea.

Keep up the good work!

MfG Lee ;)

Edited by Lee_H._Oswald

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1) four airbases are ok: two small ones for helicopters/V-STOL planes and two bigger ones for transport/support. At least AI should be able land/start on those two big airports too.

2) think that few desert plants will be ok

3) what about oases?

4) few (ancient) fortifications or ruins, abandoned small desert villages would fit very well too

5) imho some dirt (main) roads connecting airports/villages are better, so there are some working Main Supply Routes.

6) no need for rocks if they dont fit into terrain and make problems.

Would be nice to see a nice and natural looking terrain aswell as proper placed airbases/towns/landmarks etc. :)

I dont like those artificial islands/terrains which are only made for "comfortable and balanced mission design". They are looking more like those maps from C&C universe.

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1 - yes

2 - dry bushes maybe (if there are any), else stone clutter

3 - templates sounds good!

4 - not so sure, easy for missionmakers to put out.

5 - roads will only be necessary if you put buildings on the map.

6 - Rocks please :)

About 3 and 5, they are dependent on each other. I like roads and you can use them for many scenarious. If you have buildings, templates or not, there should be roads. Its a pain to place roads in the mission editor.. So maybe you should have some towns and villages connected with roads and then templates for smaller building clusters and ruins out for themself.

Or connect the airbases with a roadnetwork and let people place villages through templates along the route!

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Hi

Seem very nice, but maybe the central airfield could have more buildings, like a "real" military base, like somes barracks and some bunker (i remember a pick of RKSL desert's arma1 map like this; http://img188.imageshack.us/i/bunkery.jpg/

do you see what i mean ?

One road will be cool, just for attack convois stuff ?

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Guest RKSL-Rock
Hi

Seem very nice, but maybe the central airfield could have more buildings, like a "real" military base, like somes barracks and some bunker (i remember a pick of RKSL desert's arma1 map like this; http://img188.imageshack.us/i/bunkery.jpg/

do you see what i mean ?

One road will be cool, just for attack convois stuff ?

Do you mean this?

ti40-scr_4.jpg

I ended up making some custom bunkers in the end. They were only really there a space filler but it made for some interesting MP battles.

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Good idea, me likes.

0) I see you still have enough time at hand, should have added a deadline to your task :p

1) The airbase layout seems to be a good idea but atleast put some details on them (not just a runway and 3 buildings). Actually they should serve as base as well for those using it not only for air combat.

2) There are some brown bushes in A2, they might fit somehow.

3) No problem with the not available towns, mission designers can add them (though it can be a painful job)

4) Some noticeable landmarks are definitely needed (again add some details to them)

5) No roads = epic fail :p Nah but atleast some roads connecting the airbases are needed.

6) I know the purpose for that is air combat but adding some rocks here and there surely doesn't hurt or make a computer explode.

If it can handle Chernarus it surely can handle some rocks on that map

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TBH Gnat I really like your Idea. I think you should keep the terrain simple, yet the addition of towns/cities/strong points wouldn't necessarily be a bad thing. Also I agree with W0lle that you should fortify the base. Who knows you could use this map for a multi faction all out war lol. Also I was thinking of towns, for the reason that you could do armor battles on this, or air assault/paratrooper operations. Of course walking that whole distance would just be to crazy lol. But that is just my humble opinion.

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1) Indeed, five bases is nice.

2) Some pine trees, NOT fir, there is a difference ;), there are so many in Eastern Washington it's not even funny. (Eastern Washington is mostly a desert BTW.) Anything on Utez island would be fine. Use trees and the sort sparingly, it is a desert after all. Where there is water there are LOTS of plants

P5010399.jpg

The dense areas should look similar to this, maybe less packed in but you get the idea. These are also the type of plants you would probably see in a desert. (Ignore the fir tree towards middle, yes, ignore it... :j:)

3) Yes, towns are great, make them.

4) No problems here.

5) Add roads anyways. It would be too easy to get lost and take even longer to go places otherwise. And if you add towns you will need roads to connect them.

6)Rocks only really belong on/ near hills/ cliffs. Nuff said.

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Thanks guys, appreciate the feedback thus far.

I guess I should explain a little more;

- The more you say "Yes, add it", means the longer you have to wait for it to be released, alot longer.

- ArmAII doesnt have any "desert" building, hence my problem with adding towns.

@Requiem007

Yes, I guess somewhere to hide/play would be handy

otherwise why would they be there possibly

Isn't it always "for the oil" ;)

@Sgt.Spoetnik

Hmmm ... yeh Castles may work

@Alex72

Yes :D I'm looking forward to rippin up the miles in a buggy !

@Kremator

Thanks, yes we do

@Merlin

Yes, but unfortunately no real suitable buildings in ArmAII

@Lee_H._Oswald

Yes, I know EXACTLY what you mean and want. It IS most likely my next Terrain, to compliment my Navy ;)

@NoRailgunner

oasis! Didnt even think of that! Thanks

@andersson

Yes, but to be clear, I wasn't planing to provide the town templates myself.

@ezechiel and Rock

hmmm .... I'll have to see how much I can make with the default ArmAII stuff

@W0lle

lol .... you could, but what difference do you think it would make ;)

brown bushes - yeh, true. I'll check em

@Ebolax

Yeh, bases are a little sterile as is. I'll add a bit more

@b00ce

Sounds ok, but does ArmAII have Pine trees?

@ANZACSAS Steve (via PM)

"Hidden" dirt runways? Nice idea worth thinking about some more.

Edited by [APS]Gnat

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i think the best desert map i ever played was on PR i liked how the terrian is perfect for long range tank battles and assualts plus if this was recreated in A2 with a few artillery weapons it could easily be combated against

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You might have an outstanding replica of Aces High there :)

Some points you might consider:

- Add one small industrial area near each air base. In some missions, if destroyed, plane production (respawns) might slow down a lot while factory rebuilds slowly. Cargo planes and trucks sending "goods" to the factory might accelerate the rebuild.

- Add one small town near each air base. Again, if taken by the enemy (paratroopers), the town, air base and factory change sides.

- Add a road from the air base to the town and another to the factory , so that these two places can be reinforced by land.

With these basic rules it might be quite easy to build "control the map by air" missions ;)

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would it be possible to use Arma1 desert buildings? just asking no idea how easy it might be etc.

either way I'm a big fan of desert maps in Arma2 as my fps goes through the roof :)

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Sounds like an idea Mandoble, but if they are "fixed" to the map, once they are destroyed, it can't be undone. Something like that is probably better controled via scripts.

Got the clutter working well.

Sands_8.jpg

Sands_9.jpg

Sands_A.jpg

Edited by [APS]Gnat

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USEC made some really nice Oil Rigs for ARMA1 that would fit well wonder if they would work in ARMA2?

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Hey Gnat, nice work so far, just a few suggestions from me;

1) As already suggested, the pines etc would probably fit, see Opteryx's Arma Applegate (?) terrain for inspiration. Perhaps look at some real life areas to get a feel, perhaps try and replicate a real area rather than patch several ideas together.

2) I wouldn't add castles (Eastern European objects don't really fit in deserts). Perhaps instead use Opteryx's excellent Afghan objects. If anything, add some rubbish and smaller barracks and huts round the airbases to make them look a little more lived in. I'd suggest some random villages perhaps around oases, nothing fancy, just something to make the area more lived in.

3) Again, some key landmarks will add to the realism of the place. Perhaps some archaeology - say abandoned WWII bunkers/ defences?

4) Definetly add some roads, wheres theres people, theres tracks and roads. Perhaps some patrol tracks around the airbases?

5) Add rocks sparingly to high up areas and river areas. Just enough to make it look a little more rugged/eroded.

Hope this helps, keep up the good work!

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Thanks guys.

- Oil stuff seem viable

- Opteryx's stuff might be good, but I'll have to check with him

WIP

All airports (total 6 runways) working for AI

sandsb.th.jpg

sandsc.th.jpg

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Just had an idea and thought i threw it in here.

When aircraft crashes there is rubble/debris in 3d model, couldnt that model be scripted where bombs impact? It would be great for runway bombing, as it would make a bombed runway inoperable. Maybe restrict it for LGB´s (maybe satchels also for sf missions) only to keep amount of debris low for lag issues. To clear the debris get enginers (or just any soldiers) within a certain radius for a certain amount of time and it gets "repaired".

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if you can, try to let the map facilitate tank battles, not only would this be great for 73 easting-ish battles; but it would make for some good A-10 fodder.

i think a few supply dumps / abandoned outposts would make suitable targets for tank assaults. some flat terrain for player created FOBs would be nice too. screenshots so far look great, keep it up!

@oddjob: i think ACE2 is adding craters, dont quote me on that but i vaguely remember crater models on one of the latter ace1 patches.

Edited by Merlin

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