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ruhtraeel

How dense are the towns?

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When I google images Limnos, I can see that the towns/cities are actually quite densely packed with buildings, marinas, a castle etc. The buildings are tall enough and packed enough to make real alleyways and such. Will it be the same for ARMA 3?

I know in ARMA 2, you don't get a feel for CQB because the houses and towns are very sparse and many are not enterable. I'm hoping in ARMA 3, you will get the overall feel of the battlefield being sparse in some areas and very urban in others.

Edited by ruhtraeel

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It looks very good, the buildings look great. Large and full of rooms to perspective. The streets have their mini-alleyways, different types of walls, exterior objects. New terrain features seen too, such as the dried up concrete river bed running through one of the towns. You crossed a bridge in the vehicle video interview, possibly an aqueduct. That looked interesting because if I remember correctly it had stairs either side, I could imagine intense urban combat there. Hold the bridge type missions.

To say they have 50+ villages, you won't be disappointed.

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There are huge towns on Limnos, start watching video at 0:50 -

JaWwIyNwUTA

Here is some advice - don't dare to venture into those towns in MP, I will be waiting in there with claymores, and I will perforate you!

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T

Here is some advice - don't dare to venture into those towns in MP, I will be waiting in there with claymores, and I will perforate you!

I can guarantee you: that no matter the size of the urban areas, every single building will be boobytrapped with tripwire IEDs, so this man is right. face.gif

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I can imagine Warfare in those towns. I'm gonna spend a lot of time putting tripwires around haha.

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In PR:BF2 I would set booby traps often...but being the retard I am I fell victim to them after forgetting where they were. Stupid grenade in a coffee can.

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It would be cool if Bohemia could record and upload some video of what it looks like in those big Limnos towns at ground level. I have not seen even one itty bitty complaint on the forums about the Arma3 houses, everyone appears to be very happy with how superb they look. I think all the buildings look absolutely gorgeous and can't wait to get into some urban battles.

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idk, in PR i never see booby traps, then again, not many people take the engineer class :/

That's your problem: arbitrary classes.

In ACE2, a tripwire IED/nade takes up the space of 1 handgun mag slot AFAIR, and everyone would usually carry 3-4 of these in Warfare PVP. So yea, every.single.capture.point-boobytrapped. :cc:

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I can already imagine all the future operations/ambushes in these towns.

..gotta get myself a gaming pc.

I never experienced ARMA first hand. Pretty hyped.

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..gotta get myself a gaming pc.

Honestly I'm not exaggerating when I say that it's worth buying a gaming PC even if ARMA is the only game you ever play on it.

I never experienced ARMA first hand. Pretty hyped.

You should be hyped, ARMA is the best value for money experience you will ever have, thanks to mods and the infinite amount of scenarios you can create with the mission maker it never gets old.

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Tripwires,mines,drones,so many ways to die on Limnos towns.

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Sorry for bumping this again, but it's on a related note.

ARMA 3's buildings still seem to be somewhat similar to each other and a bit spread apart, are there truly cramped places such as alleyways and balconies and things? IMO denser parts of cities and stuff are more void of grass, trees, etc.

In this picture, you can see that Limnos does seem quite populated and dense in many areas, enough to make cramped streets with tall(ish) multi-level buildings with balconies on the sides (enough so it blocks out a lot of the sun on the road in between them).

http://uk.zooverresources.com/images/E49903L2B134178D0W400H299/Myrina-Limnos.jpg

In general, it seems a lot of stuff in the environment is a bit repetitive. For example, all the houses look the same, they are all roughly the same size, the roads are similar, etc. It would be cool if there were city centres that looked different from other roads/more dense, different houses, and also larger buildings, such as multi-roomed facilities and complexes, basements, enterable ventilation ducts, underground/above ground tunnels, and just other stuff that makes the gameplay much more varied. Again, I really hope the houses aren't "sand coloured room after sand coloured room".

Maybe I've just been comparing to BF3 too much, or I've been comparing to Canada too much. It just feels like when I'm treated to awesome cityscape environments with such detailed interiors of buildings such as the ones in the BF3 campaign (like the building complexes in the first mission), I crave huge maps like the ones in ARMA, and when I'm treated with huge environments, I also want cramped ones. I'm hard to please, sorry :-/

Edited by ruhtraeel

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In general, it seems a lot of stuff in the environment is a bit repetitive. For example, all the houses look the same, they are all roughly the same size, the roads are similar, etc. It would be cool if there were city centres that looked different from other roads/more dense, different houses, and also larger buildings, such as multi-roomed facilities and complexes, basements, enterable ventilation ducts, underground/above ground tunnels, and just other stuff that makes the gameplay much more varied. Again, I really hope the houses aren't "sand coloured room after sand coloured room".

And you'd rather have the horrendous, unplayable LOD-switching experience like in Chernagorsk? Feruz Abad on Takistan with "sand coloured rooms" is a hundred times more fun than Cherno, Elektro or any of the smaller villages, like Stary Sobor.

---------- Post added at 13:38 ---------- Previous post was at 13:36 ----------

Good screen grabs. Since most of them are enter-able, a mission/gamemode with respawn points on the outskirts of these towns will quickly change the landscape for the better - ruined/destroyed structures will bring "variety" to the town. :D

---------- Post added at 13:57 ---------- Previous post was at 13:38 ----------

OTDDwKQncEY

They didn't enter in buildings, but this looks like it could become very dynamic, although this particular coastal town probably wouldn't be the perfect choice for respawn missions, since there aren't enough buildings and the ones which you see, will be destroyed. :)

Edited by Iroquois Pliskin

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And you'd rather have the horrendous, unplayable LOD-switching experience like in Chernagorsk? Feruz Abad on Takistan with "sand coloured rooms" is a hundred times more fun than Cherno, Elektro or any of the smaller villages, like Stary Sobor.

---------- Post added at 13:38 ---------- Previous post was at 13:36 ----------

Good screen grabs. Since most of them are enter-able, a mission/gamemode with respawn points on the outskirts of these towns will quickly change the landscape for the better - ruined/destroyed structures will bring "variety" to the town. :D

---------- Post added at 13:57 ---------- Previous post was at 13:38 ----------

OTDDwKQncEY

They didn't enter in buildings, but this looks like it could become very dynamic, although this particular coastal town probably wouldn't be the perfect choice for respawn missions, since there aren't enough buildings and the ones which you see, will be destroyed. :)

Yes, I want them to have horrendous textures.

I didn't understand your train of thought there, but whatever. It's not like having more buildings has a correlation coefficient of -1 with LOD. And again, it's subjective. You may find smaller villages more fun, but others may think otherwise.

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Yes, I want them to have horrendous textures.

I didn't understand your train of thought there, but whatever. It's not like having more buildings has a correlation coefficient of -1 with LOD. And again, it's subjective.

Streaming 100 different models and textures has a toll on performance, no matter how good your system is. Chernagorsk was unplayable on release.

You may find smaller villages more fun, but others may think otherwise.

See above. You want big towns and cities? You get the same building models due to constant LOD issues.

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Guess we can agree that the towns in A3 should look close to real ones on Lemnos and Agios Efstratios = greek architecture and construction work. Overall it should be great for the player to enjoy playing on greek islands in the Aegean Sea. Smaller battle maps/areas get boring after a certain time just because everyone knows where to go, where to hide etc.

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Hi, the ArmA3 i belive that's thinked for good and modern PCs so we can spect to have citys and villages larger than the ones on the ArmA2 and also more detailed and with more different and enterable buildings; but as i've said... this is because the ArmA3 is made thinking on a good PC, not on old ones and much less in ancient ones. I would spect the ArmA3 citys to be bigger in comparison than the ArmA2 ones. Let's C ya

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I can imagine Warfare in those towns. I'm gonna spend a lot of time putting tripwires around haha.

OMG,you saw that city :D

It tears cherno and elektro to pieces :D,imagine that town spawning 200 AI and 25 tanks in warfare ? :D

Just epic !

Time to put my 2 SSDs on RAID 0 :D

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OMG,you saw that city :D

It tears cherno and elektro to pieces :D,imagine that town spawning 200 AI and 25 tanks in warfare ? :D

Just epic !

You mad, bro. :J I remember Stary Sobor with the most extreme AI settings having 15 tanks. :D And every single respawn camp around the village would be booby-trapped. xD

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Guess we can agree that the towns in A3 should look close to real ones on Lemnos and Agios Efstratios = greek architecture and construction work. Overall it should be great for the player to enjoy playing on greek islands in the Aegean Sea. Smaller battle maps/areas get boring after a certain time just because everyone knows where to go, where to hide etc.
The "everyone knows where to go, where to hide etc." phenomenon can happen in larger maps too, even though it takes longer. Mind you, Don2k7's Shapur Training Ground template suggests an interesting solution to the question of "smaller battle maps": enclose off an area of the full-size map as an "arena" when mission making, so that the base terrain is left unimpeded for wider-scale missions. :)
That's your problem: arbitrary classes.
The "Showcase: Mines" portion of the presentations at Gamescom would have the BI guy (i.e. Gaia) talk about there being an engineer class in ARMA 3 who at least on lower difficulties would be able to detect emplaced mines or tripwires and, if you were playing one, have these mines or tripwires overlaid with a red triangle HUD indicator in their view so that you could deal with it or communicate its position to a squad of other players. Problem is, I wonder how you would be supposed to communicate its position to a team that's all AI if you're commanding?

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The "Showcase: Mines" portion of the presentations at Gamescom would have the BI guy (i.e. Gaia) talk about there being an engineer class in ARMA 3 who at least on lower difficulties would be able to detect emplaced mines or tripwires and, if you were playing one, have these mines or tripwires overlaid with a red triangle HUD indicator in their view so that you could deal with it or communicate its position to a squad of other players.

Yeah, well, detection feat of the engineer class (provided he has the right equipment?) is not the ultimate utility of the mines; being able to place and arm claymores, IEDs, tripwires (tie a nade to a string - voila!) should be open to every single infantry unit. Well maybe not custom IEDs, but standard military tech certainly.

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