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Posts posted by bludski
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14 hours ago, dr@gon said:I hope you add a couple....
This and two more added to Emery.
Should be live and updating now on workshop.
Any requests you guys post will be added if they can be and are suitable :)
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1 minute ago, dr@gon said:Great map, I love what you did with FOB Emery. I hope you add a couple mortar pits to the FOB.
Coming up in next update :)
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Just now, Rich_R said:Looks nice! Any chance of getting this on Armaholic?
Yes I plan to stick it on there once 1.0 is a thing. For now, steam is the easiest way to distribute development versions, as I update it pretty much daily.
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1 hour ago, stephsen said:after 5 hours on this map must i say: best junglemap i've seen in arma , the fps are very good (50 - 55) , the 2m cellsstructure looks stunning with the dense jungle and the open areas ( i wish more maps would take smaller cells 2m - 0,5m)
and really good custom ground textures.
few bugs: -no jungle sounds
-sea sound on the river
thats it ;)
Thanks man! Also the surfaces don't have the right footstep and impact sounds, there are some dust errors and the insects are wrong. Lots of objects are placed weird.. most of the paths don't have vegetation cleared.. ltos of other issues and bugs ;)
I also need to add a rock ground texture to weld the tanoa rocks and the ground together better.
Also regarding the cell size, you can max have 4096x4096
so for a 0,5m you would get a 2x2km map.
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1 minute ago, Rayko said:I smell ambush here!
We have reports of multiple VC in the area! Though more bugs probably.
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2 minutes ago, mondkalb said:Some people may even suspect you are doing this competition as a proxy to "buy" a terrain you want...
I'd wager most...
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I listen to the nam vets being interviewed on this channel a lot when working on this.
https://www.youtube.com/user/ccsuvhp/videos
That channel has a large amount of interviews with veterans of the 1900s wars.
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1 minute ago, eggbeast said:I thing trung si is cambodian for sergeant
Well I think it is decided. This map will hereby be known as Trung SI !
Thanks for your info!
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I just want to get it playable so I can resume work on my main project which isn't and won't be for some time :3
Or these guys will ambush me!
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1 minute ago, eggbeast said:awesome work Trung Si!
That is what he says? Well colour me informed sir! :D
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Hey guys! Due to some hardware difficulties the last few days, I haven't had any progress at all. I may still release it as planned in what ever state it is in on the second but more likely further into the week.
Faulty hardware sucks. Most likely solved it now.
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7 hours ago, Rayko said:Hell yeah! Like in 68...Will you add some narrow valleys and hard-to-get places like in Vietcong game?
I just spent some time roaming my jungle and I kept hearing that guy whispering: Stop chong si! traps! Yes chong si! this way. here!
I LOVED that game!
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Thanks guys!
Regarding performance of this map. Since this is made for very close quarters infantry combat only, performance is scaled accordingly.
2m cell size means ground details are 2m big compared to altis which has 7.5m. So for perfomance, think of this map having 4 times the detail density when you set your view ranges.
This allows for highly rugged terrain with LOTS of cover.
Object density in the jungle is around the same as the thickest jungles on tanoa.
The map runs super smooth with view ranges below 1000m.
I don't see why anybody would need view range in this map however ;)
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Just now, Rayko said:Hell yeah! Like in 68...Will you add some narrow valleys and hard-to-get places like in Vietcong game?
Yes. those are in the works!
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16 minutes ago, Sgt Potter said:will there be random hidden...?
Yes. But i am not sure if i am going to reveal them on here before release.. we will see the next few days ;)
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4 minutes ago, dumm dummer said:i am waiting battlefield on " Path of Ho Chi Minh" when release map January 2nd .
I am working on Cu Chi tunnels type stuff and vietcong fortifications but don't want to show that just yet :)
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This is a small, 100% INFANTRY oriented map, intended for use with unsung but sure, it works equally well for other jungle scenarios if you are into that sort of thing.
Solely intended for medium to short range infantry missions and campaigns, this map has extremely dense vegetation and is designed for very short ingame view settings.
2m cell size makes the ground itself VERY detailed and with the enemy literally less than a nade's throw away, nobody needs view range.
This is so that we can have nice things. Such as craters and ditches, trenches and such.
Features:
8x8km
1 million trees.
Actual terrain modified to work with arma units.
River for dangerous crossings and patrol boats.
Very high terrain detail. 2m cell size.
Highly dense rainforest
Designed exclusively for patrol/infantry huey insertion situations.
There are no roads. just footpaths. The river is the main road in these parts.
Scheduled release date; January 2nd.
1 US FOB with 3 helipads and and 1 OP with 1 helipad.
1 bombed out plantation settled by French Missionairies in the 19th century.
100% custom ground textures.
The map is a fictional valley-river offshoot of the Mekong river, in the region around Cambodia/Laos highlands.
Requires Apex/Tanoa.
No initial mod requirements. (future versions may require Unsung)
Progress summary:
Terrain sculpting: 100%
Object placement: 70%
Detail placement 25%
Satellite textures: 95%
Ground textures: 90%
Roads/paths: 20%
Surface masks: 60%
DISCLAIMER
This download is pre-release content and only suitable for mission makers at this moment.
A release thread will be posted when the first playable version is completed.
Do not download this unless you wish to create missions and maybe affect the final product.
If you create sites in x-cam or similar on this map and post them in this thread, I will include the best and most suitable ones! (no mods!)
IF YOU EXPECT A FULLY FUNCTIONAL AND COMPLETED MAP, PLEASE WAIT FOR VERSION 1.0
Testers are not needed but feel free to look around, have fun and do post feature requests in this thread!
Performance instructions:
#1 Set Overall view range to less than 1km.
#2 Set object to around half of that
#3 Set terrain detail to ultra
#4 if the above doesn't give you playable fps, lower or turn off FSAA, terrain detail,
object and texture settings.
#5 If #4 didn't make it playable, buy a new computer!
The map is currently almost completed with basic nature and is only lacking detail and structures.
Updates will be posted regularly.
If you are a mission maker, please consider doing object placement outside eden editor so they can be added to the actual map. I will use the coolest ones you guys send me as long as they aren't out of place!
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Here's a link to my main project:
https://forums.bistudio.com/topic/196592-nord-arctic-circle-map-ii/
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Hello everybody. Not a whole lot has happened lately because of various reasons. Mainly upgrading computers.
Work should pick up again tomorrow or as soon as i am done installing all my programs and everything is working.
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It was more of a rhetorical question but thanks nevertheless. :D
I love your work, and the way you interact with the community.
Have a nice day!
Thanks for your words.. Expect more!
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ArmA ft. FLATOUT.... love it! :D
The circuit is huge, how bloody big is this map? I expected something more I the direction of the Lingor one. ;)
30x30.. all vital statistics are on the first post in the thread :)
The race track is just a tiny part of it on an island I was going to remove because it wasn't needed but I decided to add a racetrack there and keep it instead.
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I had to use the racetrack for something right? So I recorded ten consecutive laps with the ten cars using UnitCapture in the order they are on the start grid. So the first one goes as fast as i could and the other cars are competing against it and each other. and then recorded that afterwards with shadowplay in various angles to make this vid.
The drivers eye footage was recorded in car number 10.
Hope you enjoy the result!
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Unnamed Vietnam War Map (cambodia/laos)
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
I mean there was two more mortar pits but i turned one of them into a bunker. There two total in Emery now.
As for hideouts for Charlie, I'm torn between leaving open spots for people to place unsung objects in their missions and improving with the very limited amount of suitable objects in arma3.
Sadily I don't have much in the form of visual reference of such things either.