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Chill xl

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Everything posted by Chill xl

  1. Soon available on Six Updater and Armaholic: version 1.4. Changelog: * Less big rocks * More boulders * Added seventh and last village * Added road network * Tweaked outside map texture Roads might need a bit of smoothing, but are accessible. Drive safely! You will be glad when you have reached your desitination... ;-) Cleaning houses etc will be next... ---------- Post added at 16:28 ---------- Previous post was at 15:01 ---------- Version 1.4 is now available on the Six Updater, happy new year!
  2. Hmm it isnt that bad... :) You just have to be prepared and think / research before you do, because (esopecially when the maps get bigger) each step takes alot more time. If you just do what comes up you eventually end up in a situation where you wished you made a different choise. Going back to redo makes you spend that time twice... if going back is even possible... My best advice for any map maker is to create a design as precise as possible before you start working in Visitor. The more complete the better, smoother and faster you will succeed. In that design you make the heightmap and mask map, these two define the basic overall terrain (elevation and surfaces like forest, sand, rocks etc). Then also design where you want to have villages, towns, cities, bases etc. Then design where you want to have roads gogin from place to place and also design as much as possible the specific features of your map. Doing all this up front allows you to create the sattelite map in just a few itterations rather having to figure out later on where everything you placed in visitor ended up on the sat map. When you know what you want adn where it all needs to go the works in Visitor becomes much easier. There are great tools out there that often work with masks etc, the stuff you could have designed up front.
  3. Clutter is generated ingame around the player based on the attributes mask. The game checks where the player is on the map, sees what attributes are there defined on the mask map at the same locations and generates grass or any other configured clutter around the player. So clutter is not placed on the map... Verything placed on the map is there forever, clutter can be disabled (very low terrain detail).
  4. Yes a small update was made it is available with the six updater. Will release a "bigger" update soon with more improvements and fixes, that will also be available on Armaholic. I'm sure Foxhound gets crazy if i send him an update every other day... @Fingolfin tnx, keep em coming! Will try to fix them asap...
  5. Chill xl

    Expansion (New Forces-IDF) and Map.

    Sorry m8, i dont want to get into a quarrel about whats true or not, especially not about the israel / palestina conflict. It's my opinion that this subject is too hot and i also think such dlc wouldnt significantly add something new to the scene. I think we should avoid the whole hassle and go for something different :)
  6. Tnx Bush, Cant really find the other beta but thats no problem, i'm using the hans and gretel method and that works good too. I'm acurately putting objects as waypoints on the map placed in Buldozer and use these a a visual reference for the roadpainter tool.
  7. Chill xl

    Expansion (New Forces-IDF) and Map.

    I wasnt talking about other games, i was only referring to the flashpoint and arma series (BIS games), which are all fictive conflicts. And apart from that most of the real counterparts of these conflicts actually never happend (all the Russian atleast) or happend quite a while ago and are more or less "settled". Then furthermore the Takistan situation which should represent the afghan / iraq conflict where US, UK and alot other countries are "helping" under the UN flag. Altough Israel fights insurgency aswell, it is also involved in a colonisational conflict with Palestina which is far from "settled". That makes it too political imo...
  8. Chill xl

    Expansion (New Forces-IDF) and Map.

    Imo IDF would be too political, the US vs Russia (Blue vs Red) never got to a real war, the IDF are now in a debatable conflict. And apart from that, it would be more of the same but with slightly different weapons or models that just a small group of people would like to see / use. I would like to make a "small" jump in time, like the orginal flashpoint series, and focus on a rather different era and theater of war / conflict or what have could been a war or conflict. Somthing like the Invasion of Grenada, the Invasion of Panama, the more recent conflict in Sri Lanka with the Liberation Tigers or the recently mentioned Drug wars in mexico and colombia with the gangs and rebels.
  9. For my map ToraBora i've just learned how to make roads and also picked up this road generator, a very great tool! Much easier to get a nice road network down then to single click and see where it ends... My map has alot of ridges, hills, dips and slopes, some of them really suited to lay down a road on or alongside. However its kinda hard to see the elevation in the generator with the top-down perspective, i tought it might be handy to be able to view the map from an angle.
  10. Tnx for the feedback, this is really appreciated! Currently i'm working on a seventh and final town and planning to add more human bojects detail to the terrain and towns (wrecks, carts, some crops etc). Will also try to fix the ouside text, this was bothering me too :) A small FOB is also on the list, not sure where yet. Smaller COP's sounds good too, but maybe these should be added by the missionmaker wherever it suits the mission. @Munkee(GBR) creating a real rocky environment means the actual terrain (on which you walk) should be shaped and look like rock(s). This is really hard to achieve since the arma terrains are shaped like draped cloth, and will be more or less fluidly shapes. To achieve the same effect you need to add tons of rocks and stones, spaced closely which makes the map heavy and very difficult to move on. I'm not sure why BIS map makers didn't add much detail to the outbacks in Takistan, i think the hills and mountains are rather empty. This might feel to some as boring. Possibly for performance reasons? I don't know... So far i'm getting great performance on ToraBora, how does this work out of for you guys?
  11. The latest version of the map, 1.2, has now been kindly made available on armaholic by foxhound.
  12. New update available on the Six updater. Version 1.2 changelog * Added 3 towns (total of 6) * Added keypoints / map location names Uploading at the moment to ArmaHolic, we'll see when Fox found some time to get it out :)
  13. @Foxhound tnx for the reply, take ur time... no rush here. Maybe its better to wait just a little, i'm cooking another update (1.2) at the moment, you might aswell throw that out instead. :) @TF86, im considering to give ya guys a piece at the border somewhere if i'm able to do it fairly easy (wihtin visitor). Going back to my heightmap editor and do the whole process over is a real pain in pick ur fav body part... Can't u guys just drive the plane of the big mountain and "jump start" it ? :D
  14. Tnx for all the feedback, its not the final release more will come in smaller updates. First i want to complete the basic overall layout of the map, like the locations of the towns and vilages before i connect it all with some dirt roads and tracks. After that i might add a FOB and possibly some COP's. At the moment i really doubt it if i'm going to add something like an airfield, but you never know what i think of this idea in some weeks / months... Anyway, the latest minor update is uploaded to Armaholic. Hopefully one of the AH admins will publish it to the public.
  15. Next minor update released, available on the six updater: Changelog: * Reduced ammount of tall pinus trees, changed distibution of all tall pinus trees * Increased ammount of small rocks * Added several ponds * Added town in th south of the map
  16. Well the map is inspired by, but was never intended to be a replica of the specific area. The map is however based on real heightdata, making the mountains as real as possible, just not "exactly" the Tora Bora mountains. I suggest to do some "walking" around this map and see how big the mountains really are. This is a hughe map for such a specific terrain, everything is much much farther away as it looks. The screens are all taken with a viewdistance of 10k, the mountains in the back are 750m high and slope up pretty fast... I have yet to see a map that features bigger or more realistic mountains then this map. Anyway, tnx for the feedback!
  17. The ToraBora "Sandbox Edition" map is now available trough the excellent Six Updater Platform by Sickboy. The Six Battle Center, that comes with the ACE mod, will also be updated to be used with this map. You can now start mission making "sandbox" style on ToraBora! Check out the Six Updater Portal Site for the latest update, version, size and changelog information!
  18. Tnx, fyi maybe u missed it but at the moment there are two villages present on this map. We at 6th sense always play coop in "sandbox" mode, meaning i make the mission, on a map of choise, on the fly with the Six Battle Center. A highly configurable mission making tool, it makes for example use of DAC and RTE which allows me to place camps, objects etc on the fly and the DAC zones spawns enemy units and waypoints. This sandbox edition really fits this workflow as i can go anywhere i want with the mission. We almost never play a mission twice, each sunday a new flavor. :P
  19. Hello all, I've started working on a second map called ToraBora for Operation Arrowhead. It's a 10kmx10km Afghanistan mountain map with altitututes ranging from aprox 2000 to 2750m. The base of the map is the heightmap of my previous project Aiaktalik, altough reworked, tweaked and modified. The overall height of the map is reduced and roughened up. Also the sat map is completely redone to suit the Takistan textures i've used from OA. Furthermore all objects used so far are all from OA aswell, rocks, trees, bushes etc. This time i will add a few trails / dirtroads and some other human created elements like a FOB, some Mujahideen fortifications in the mountains and a few quala's. It will however remain outback terrain, so dont expect real cities and villages etc... Here are some pics of the map: The pics are take with a viewdistance of 10km, the mountain ridges in the back are aprox 3km away.
  20. The big mountain (whole map actually) has been reduced by 250m compared to the orginal, this makes all the slopes a little less steep and thus a bit more accessable. It still is a big mountain... Takistan slopes up from around 2200 to 2800, this map goes up fom 2100 to 2750 pretty sudden. There's no real flat area, it is the outback / mountains, normally the army or whatever uses a chopper to get stuff to and from these sort of remote areas. I think though, you could get a small plane in the air on the plains in the south. Wear a helmet though :D I didnt know the rocks where destroyable... just checked and other maps have the same. You could clea an area and build something there...
  21. Hey m8, tnx! Sick knows, he told me he will put the map on the six updater aswell.
  22. Chill xl

    New idea. Drugs wars.

    The war on drugs sounds really good. This poor, harsh and extremely violent situation could make a really good base for an expansion. Mexico and Colombia seem to be both locations that could offer nice terrains. The mexican border area with the USA could be really awesome, where the gangs rule the towns. Not to mention the jungle / mountains of Colombia where the rebels and drug farms are located. Most community maps that offer a junglish environment often seem to be much to sweet for this nasty drug situation, here the BIS made content could really make a difference.
  23. Tnx for all the feedback! I will consider each remark and see if it fits the map concept and i can do something with it. Next minor version will have some objects locations tweaked (mostly rocks passage leading to the highest peak / plateau). Also will try to add some ponds here and there, it think this willl fit pretty good. I have been messing around with roads prior to this release. Still need to learn alot there... However, as far as i know at the moment, i can only add Arma 2 roads making this map a Combined Ops map only (it now is only dependant on OA). Still not completely sure what to with this... Then as far as the largen open / flat areas to build upon, i have a dillema here. One of the reasons for this map was the fact that mostly all other maps are small and urbanised. Meaning you never are really in a remote outback environment you always stumble upon another human thing. If i would add empty flat areas, it would be kinda weird compared to the rugged terrain it sits in. I mght aswell just add the bases / villages myself, but then im fighting my own concept. Not sure where to go with this, need some more thinking here.
  24. The map is 10 x 10 km, no idea how that works out in acres.
  25. First release of the map ToraBora "Sandbox Edition" can be found here: http://forums.bistudio.com/showthread.php?t=111987 Not sure what ORGHHHHHHHHHHHHHHHH means... :) Hopefully positive, but in case of the other, would like to hear whats good or bad about it?
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