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 Post subject: Chechnya Map [Released]
PostPosted: Wed Aug 11, 2004 02:14 am 
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In lieu of difficulties that Cag was having converting the terrain
of the Pakistan map, I have taken his advice in changing the layer
over the map through the use of a tip found on JKPs site. So far,
so good. With that I have news on updates and such. Right now the
map is being laid out, primarily the city of Grozny. I just placed
the road pieces around the city and will construct the city tonight,
hopefully. Once completed I will release the map but continue to
work on it for a special edition for use with my World War III set.
This SE version will include a powerplant, ICBM base, airport, rebel
bases, fuel refinery, supply base, and a radar base.

Perhaps this map could be further used in FA-2 when the time comes.

Image

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Image

Image

Image

Image

Image

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Last edited by Centurian57_369th on Mon Aug 23, 2004 16:27 pm, edited 2 times in total.

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 Post subject:
PostPosted: Wed Aug 11, 2004 11:23 am 
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Location: Canada/Sicily
how do you post pictures up?

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 Post subject:
PostPosted: Wed Aug 11, 2004 11:49 am 
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You have to have a place to host the picture files online. There's a few free places:

http://www.photobucket.com/

http://www.image-dump.com/ <---not sure if this is free

http://pics.bbzzdd.com/

Cent: also another quick map tip is to take a straight down screenshot of the "city texture" you want the map to have, then put that texture on either the parking lot or power plant base. Depending on the viewing distance (modifyable in the OT file), and the polygon color (for before the textures are visible), this may be acceptable for giving the new cities the usual city ground texturing.

Zephyr


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 Post subject:
PostPosted: Wed Aug 11, 2004 16:21 pm 
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Yeah I know of that but I didn't want to do that this time.

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 Post subject:
PostPosted: Sat Aug 14, 2004 11:13 am 
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Or he could simply make better tiles instead of these default FA crap tiles...


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 Post subject:
PostPosted: Sat Aug 14, 2004 12:16 pm 
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This map reminds me of those children play mats/rugs with the giant streets and buildings on them and you drive the cars on top of it lol. And it doesn't look like that accurate to me. The elevation changes (hills etc) don't seem to be there and the city just doesn't look like the real thing partially due to the limits of FA. Atleast the blue/grey slum buildings seem to be the right type of buildings they just need to look rougher etc but anyway that's all I'm gonna say, if it helps I also wasn't impressed by Ali's Ontario map lol.

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 Post subject:
PostPosted: Sat Aug 14, 2004 13:51 pm 
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I guess its a 'work in progress' for Cent. At least I hope it is, because its a huge step in the wrong direction if it isnt. We need to increase realism, not decrease it...


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 Post subject:
PostPosted: Sat Aug 14, 2004 13:57 pm 
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Given what we have to work with in FA I think it's damn good. I am no good at graphics as is widely known so retexturing tiles & buildings is like trying to do particle physics. So either be happy with it or don't use it.

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 Post subject:
PostPosted: Sat Aug 14, 2004 14:19 pm 
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LOL Partical Physics!...

I feel as though the use of default tiles and map heights is as much my fault as Cents. My changes to the default map for Cent failed to work correctly, thus sticking Cent with the use of the default map with the small changes possible from old FA tips from the late 90s...

Perhaps we should simply look at this map as Stage 1 of the implementation... We can merge Flanker 2.5 Tiles to the map and add Flanker building textures and re-elevate the map for more releastic terrain altitudes in Stage 2 and 3...

Its not to bad to start with, but the default roads will have to go away, because they dissappear to quickly, even if you extend the visible range...

But the building layouts, which is what Cent is really conecntrating on, can be migrated once the actual Map physical terrains are improved...

CAG out...


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 Post subject:
PostPosted: Sat Aug 14, 2004 15:05 pm 
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CAG Hotshot wrote:
LOL Partical Physics!...

Perhaps we should simply look at this map as Stage 1 of the implementation...

Its not to bad to start with, but the default roads will have to go away, because they dissappear to quickly, even if you extend the visible range...

But the building layouts, which is what Cent is really conecntrating on, can be migrated once the actual Map physical terrains are improved...

CAG out...


Precisely, this is the first release and hopefully with time will come better items and graphics but I'm not going to lose sleep over them. We have a Chechnya map, why be picky! And yes those objects are all default so it's a matter of copy & paste.

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 Post subject:
PostPosted: Sat Aug 14, 2004 22:27 pm 
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These are the tiles we are going to move your map to Cent...

Lomac/Flanker Terrain...

It should match the rugged and rolling terrain on your map well...

Image

CAG out...


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 Post subject:
PostPosted: Sun Aug 15, 2004 01:08 am 
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Those work! Hehe!

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 Post subject:
PostPosted: Thu Aug 19, 2004 23:00 pm 
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Release date set: 8.22.04

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 Post subject:
PostPosted: Fri Aug 20, 2004 02:17 am 
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Stage-1 Release that is... The new terrain wont be ready for awhile, so I guess Stage - 2 Release wont be released until possibly late Fall or Early Winter...

Wouldnt you say, Cent?

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 Post subject:
PostPosted: Fri Aug 20, 2004 23:57 pm 
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Whatever happens happens but I want a map to play with. Graphics are unimportant to me right now, what is is having something to make missions on! I will hold off future releases though and incorporate tiles and such as they come along but there is no rush.

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