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bludski

Former Developer
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Posts posted by bludski


  1. 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.


  2. 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.  


  3. 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.

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    DACC8145235443D092841EBC5C8B143CC2B4EC1F

    I don't see why anybody would need view range in this map however ;)

    A2AB8C224DC273FECCCB165B9D990AB1A71E41F6

    • Like 3

  4. https://imgur.com/a/MFskJ

     

    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!

     

    Download link! (steam)

     

     

     

    88x31.png

    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/

    • Like 27

  5. 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.

    • Like 2

  6. 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!

    https://youtu.be/-GMYqoa5FSA

     

    • Like 4
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