Author Topic: Grinder Map Update  (Read 6446 times)

Offline JimmyD3

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Re: Grinder Map Update
« Reply #15 on: February 23, 2026, 12:54:53 PM »
I hear you, and your right, some want trees totally removed, lol. This terrain does have a lot of Palm Trees in it though, at least around the bases. I hope to replace them and still maintain the "realistic" coverage/exposure. :rock
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Offline GOODBYE

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Re: Grinder Map Update
« Reply #16 on: February 23, 2026, 01:27:22 PM »
I feel like the palm trees are fine as they don’t really provide a ton of concealment, just a pain to try and shoot through at times

Offline scott66

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Re: Grinder Map Update
« Reply #17 on: February 23, 2026, 03:39:29 PM »
Appreciate all that you do Kenai  :cheers: :salute
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Offline Dadtallica

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Re: Grinder Map Update
« Reply #18 on: February 25, 2026, 11:51:58 AM »
Appreciate all that you do Kenai  :cheers: :salute

+100 to that!

The Northco map also falls into this category of maps with giant empty space in the middle.

And before everyone jumps on this, I am not complaining about big maps. I like them very much. They just need to have active middle sections preferably ones that encourage three country interaction.
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Offline popeye

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Re: Grinder Map Update
« Reply #19 on: February 25, 2026, 01:57:01 PM »
There are three easy-to-defend bases in the middle of Northco that were designed for a 3-country furball.  However, it seems that no one is interested.  Lesson learned.
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Offline Randy1

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Re: Grinder Map Update
« Reply #20 on: February 25, 2026, 01:57:14 PM »
On trees.

Palm trees are my least favorite for sure.  They can be so tight they can trap you like a dead end cannon in an old western.  They are fine trees but not packed so tight you cannot see a clear, but still jagged, open path.  I think palm trees catch the most negative chat on Range radio.

How many trees is a good question.  Too few suck.  Too many suck.  I would suggest giving a GV'er the option to go around a large group of trees where practical at the GV'ers expense of lost time.  I would also suggest long GV runs to a combat point have more open paths through trees than short travel to combat points.

As others have posted, the map makers, and skin makers have really helped to keep this game going. No complaints here, just feedback.

Offline Dadtallica

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Re: Grinder Map Update
« Reply #21 on: February 25, 2026, 03:47:00 PM »
There are three easy-to-defend bases in the middle of Northco that were designed for a 3-country furball.  However, it seems that no one is interested.  Lesson learned.

These bases have nothing else around them and several sectors away from anything else. Larger numbers would’ve created more action in this area. Now we need more fluid lines instead of the pie chart split and empty space in the middle.
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Offline Animl-AW

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Re: Grinder Map Update
« Reply #22 on: February 25, 2026, 07:31:22 PM »
What these guys do is great,..what someone else doesn't do is not. I feel bad for new map creators.

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Offline Eagler

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Re: Grinder Map Update
« Reply #23 on: February 26, 2026, 10:00:40 AM »
Use the trees that are tall enough to fly under them when you need to..

Some maps use them, many don't..

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Offline JimmyD3

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Re: Grinder Map Update
« Reply #24 on: February 26, 2026, 10:32:04 AM »
Use the trees that are tall enough to fly under them when you need to..

Some maps use them, many don't..

Eagler

Tree selections is dependent on the Terrset used. A Terrset covers all the flora and ground textures available for it, currently we have 4 different MA Terrsets to chose from, with each map limited to 1 Terrset.
Kenai77
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USAF 1971-76