Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

bracer

Member
  • Content Count

    296
  • Joined

  • Last visited

  • Medals

Everything posted by bracer

  1. bracer

    Emita City

    Oh, this is extremely wrong, there is gonna be ALOT more open terrain than 3x2km. I will very soon be able to show you the size of the city, then you'll see what the map will look like for yourself instead.
  2. bracer

    Emita City

    Hey! Hard to tell atm. But I guess around 3x2km! Some forests, some hills and alot of open area with farms. I all depends on how the performance turns out when I'm finished with the city. Which is aaalmost finished. :bounce3: The fps is starting to get low, so I'm considering some different options. :(
  3. Hi mates! I use alot of sidewalks in my map, and a big amount of them are increased in size, to 300%. Since one of the later patches, 1.55 I think, no units can walk on them anymore without getting stuck, even though the sidewalks are lowered further into the ground... I guess there is no solution but to remake all of the sidewalks and use their standard size. But I figured I should bring it up here, both asking for help and as info for everyone here. Cheers!
  4. I see, that's too bad, since it's a nice feature to be able to have variations in size of the different objects. But somethings seem to have change over the last few patches, because when I started the project (sometime before OA got released) there where no problems...
  5. bracer

    Emita City

    Totally agree. Detailing the map will probably be an endless project... But I will try to make sure that there's no empty backyards at the first public release.
  6. bracer

    Emita City

    In case you happen to be the mayor of Emita (a.k.a me :cool:). Then this is might be the view from the balcony of your hilltop villa:
  7. bracer

    Emita City

    Yeah, that's my image of it aswell. And of course, a highway nearby!
  8. bracer

    Emita City

    Haha! I know that scene!! Thanks man! The airport is gonna get "built into" the city, at the southern edge of it. So it's gonna be very close to the industrial areas, and probably there's gonna be some suburbs/villa areas close to it aswell.
  9. bracer

    Emita City

    No good looking ones yet... Sorry. Soon!
  10. bracer

    Emita City

    Thanks for the comments! Very glad you like it. Well, I would really like that. But I can't promise anything yet, since the town center is still under development.
  11. bracer

    Emita City

    Yeah, hopefully the city itself is big enough to remain interesting for atleast a week or so of playing.... :)
  12. bracer

    Emita City

    Some more.... Overview from the southeast: Nice skyline: Industrial areas in the south:
  13. bracer

    Emita City

    Here is some new photos overlooking the city. Some of the areas are still under development, so it's due to change... Ignore the satmap.... Need to make one from scratch. Overview from the southwest: Overview from the east: Overview from the northeast: The harbour: Airfield in the city:
  14. I second with this. I could really use some more enterable (western style) buildings for the map I'm building. Like warehouses, shops and apartments...
  15. bracer

    Emita City

    Thanks for the comments dudes! @Giorgy: Have you checked the other clips named "City project" on my Youtube channel? But those videos are alittle outdated since alot have chaged, so I guess I should post a major update here soon with a new proper video!
  16. bracer

    Emita City

    Yeah, the zombies are doing a good job stalking the player through buildings and tight alleys, so it's hopefully gonna be a good map for that. I might add the mission I use where you begin at dawn and have to search the city for guns and flashlight before it gets too dark. Scary stuff. Anyway, infantry works well on the map. AI vehicles on the otherhand, they have a hard time driving properly around some parts of the town. The warehouse is still on an experimental stage.
  17. bracer

    Emita City

    A small teaser of the suburbs and a warehouse: n579LMQb7bg Still missing some details, like street lamps.
  18. bracer

    Emita City

    Hey guys! Progress is going well! I'm learning how to make my own objects and how to customize the Arma1 objects, so that has taken some time. But the map is still growing! I'll try to provide some screenshots later tonight of some new stuff.
  19. bracer

    Emita City

    Yes, I have tried both of the maps and like them alot, they're enormous. The reason I started this project is as you say, it would be nice to see a western style city that size. But my first priority is still to make each single streetcorner lifelike and interesting to have a fight in, by placing many open buildings, nice backyards and alleys. So I build it one street at a time, making sure it has a purpose and doesn't look random. Size is secondary, so instead of deciding a size already, I will gradually increase the size after alpha/beta. Emita's urban area is bigger than Zargabad's already. And performance is still very much acceptable, smoother than Zargabad. I agree, @WeaponsFree. @jsanders, thanks for the tips! I'm trying hard to make the districts feel different. Feel free to PM me some links or photos if you have ideas, but keep in mind that all I have to work with is the Arma 1/2 buildings. Thanks for the feedback guys! Helps alot. Cheers
  20. bracer

    Emita City

    Well, I'm honestly not sure how big it will be yet, it all depends on the performance. I could choose to use those blocky buildings without interiors and make it endlessly big, but my intention is to make alot of variation in the city and make sure there's plenty of hiding places and interiors. This costs performance though. So we'll see... I guess the important question is how big it should be upon beta-release? I'm currently aiming for 3x2km urban area, I think that's approx twice the size of Zargabad city. Then depending on the feedback I get i might make it bigger or smaller... The ultimate goal is of course to fill out the whole 5x5km terrain with urban area! :bounce3: So maybe 3x3km detailed city and the rest I fill out with purerly textured blocky houses? A totally different discussion is how big the surronding area should be, like forests, smaller towns, farms, mountains or open areas for base building? What's needed? Is it needed? ---------- Post added at 06:36 AM ---------- Previous post was at 06:33 AM ---------- Yeah, I'm still thinking about how I should do it. My latest thought is to keep the destroyed urban areas somewhat seperated from the main city, like a suburb or in the outskirts... Two versions would be cool though, one totally clean and one that's really messed up! ---------- Post added at 06:37 AM ---------- Previous post was at 06:36 AM ---------- Thanks mate!
  21. bracer

    Emita City

    Yeah, good idea! I should make more courtyards, with market stands and stuff in between the buildings. I see what you meen, the destroyed parts will indeed have limited usage in missions. I will try to repair as much as possible as soon as I see how the performance turns out when the city has reach the intended size. Else I will compensate by making the destroyed/ghetto areas look good with stuff you can't create in the editor, like destroyed houses with walls still standing, bomb craters and mud textures. :cool:
  22. bracer

    Emita City

    Thanks for the input guys! Yes, it's partially destroyed! I don't have any plans for making a clean version, yet. My reasons for making it partially is: -I like the look of it! :) And infantry battles among blownout buildings are fun. -I think the destroyed buildings saves some performance while still being buildings with "interiors". So instead of using those boxy buildings with just textures to keep the Fps up, I prefer blownout buildings that you can enter and hide in. -It's all about variation, since there isn't so many multistory buildings. Agree? Feel free to share your thoughts! Yeah, I have considered it. I haven't tested Charons pack yet, but among the other packs I've tested, there's only one or two buildings that I've been interested in (the few with interiors). And I don't think it's worth adding another 100mb to the addon for one or two new buildings. I want to be able to use atleast 50% of the pack in that case! If I'm gonna use custom buildings without interiors then they have to be rather high quality to fit among the A2 buildings. But I gladly accept single buildings if someone wants to have some custom buildings in this map! Cheers! ---------- Post added at 05:45 AM ---------- Previous post was at 05:41 AM ---------- Good point! Yes, they are grouped too close, mostly in the same street block... Will move them around a bit! Thanks again!
  23. bracer

    Emita City

    Thanks for the nice comments! Here's some (sadly, rather low quality) images of what the suburbs are gonna look like. And a view along one of the main streets through the city center. Thanks to Bushlurker I got some good old ArmA buildings with interiors to work, which meens a greater variation of enterable buildings. Unfortunatly the AI doesn't seem to be able to enter the Hotel... :butbut:
  24. Hey mates! I'm trying to figure out how to get some of the missing buildings from Arma1 into my Arma2 map (http://forums.bistudio.com/showthread.php?t=108077). For example the Hotel that Shezan uses in his Fallujah map. One solution is of course to make my map require CAA1 or Fallujah, but I don't wanna do that. Since I only want a couple of the buildings. So, can someone explain how I get just one or two buildings from A1 into my A2 map? Any guide somewhere that I have missed? Best regards
  25. bracer

    Arma1 buildings

    Wow! Thanks man! That answered many of my questions. I have the sample objects and textures needed. I will give it another try and let you know how it goes! Thanks again for the extensive answer!
×