Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: bustr on February 16, 2018, 01:24:07 PM
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I started my new project "riftval" on 11\13\17 and it's taken me up to yesterday 2\15\18 to complete the three rift valley upthrust mountain ranges that separate the three countries. Some days I put in a few hours, some days I put in 12 hours like Sat\Sun each weekend. A few times over the months I had the flu or couldn't stand the sight of the project.
11\15\17 the first day laying down the core shapes of the upthrust mountain ranges in rift valley 1 and getting started. Other than that, I was clueless to what I would create and kept looking at photos from East Africa of the Great Rift Valley. You think some of this looks weird, the real rift valley looks like it's from another galaxy. In Ethiopia there are isolated upthrust blocks 1-2 thousand feet high with a patchwork quilt of farm feilds covering every flat space on the top. Wonder if that is where Waffle got the idea for one of the medterr tile set agrarian tiles....
(https://s20.postimg.org/u59w8mxz1/medtst48.jpg)
1\8\18 the first rift valley finished. You can see geo feature transition experiments in sand stone color at the tops of all these valley clips becasue there is a 12,000ft boarder surrounding the arena that I have to transition down into the green quilt pattern 5000ft canyon land. The color bands are elevation bands 5000, 3000, 2000, 1000, 500, 100, 30. Makes it easy to have everything running down slope to the three lakes and the task group furball pond in the center if you purposely put in an elevation gradient.
(https://s20.postimg.org/4w2c3ztvh/medtst192.jpg)
2\4\18 the second rift valley finished.
(https://s20.postimg.org/gdtoap71p/medtst378.jpg)
2\15\18 the third rift valley finished.
(https://s20.postimg.org/79lqxqo0t/medtst459.jpg)
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Now I'm starting the canyon lands in the back of each country. Those structures to the left of the map will probably be changed now that I'm having to transition into the deep running ravine.
(https://s20.postimg.org/j6tgctmd9/medtst462.jpg)
These things are pretty simple to lay down the foundation for. Need to turn this into one larger structure that comes out with side feeder canyons into those sinuous gorges. At this prep stage it's easy to make a change that large.
(https://s20.postimg.org/x0ht1v78t/medtst463.jpg)
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Now I have hang of it and it just falls in place......
(https://s20.postimg.org/whqhxp1y5/medtst464.jpg)
(https://s20.postimg.org/q41eugchp/medtst465.jpg)
(https://s20.postimg.org/7bpjqvnt9/medtst466.jpg)
(https://s20.postimg.org/hlryq4t4d/medtst467.jpg)
(https://s20.postimg.org/s8lrvjtjx/medtst468.jpg)
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Never liked that transition above the volcano field.
(https://s20.postimg.org/9itseeg4d/medtst469.jpg)
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Nice!
Thanks for your hard work :)
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That's it for today, I've gotten carried away here again in the general forum. This what it takes to build things like this just getting the gross structure blocks in place. I still have the finish carving and texturing, then painting. And each one of those cuts between lobes is a potential start for a runoff canyon that will define the low spot between two ridges.
(https://s20.postimg.org/8ukxvywzh/medtst470.jpg)
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Drank more coffee and this is just falling in place. Only two more spans to finish.
(https://s20.postimg.org/rj7kwipzh/medtst471.jpg)
(https://s20.postimg.org/8e4bmr3lp/medtst472.jpg)
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Sunday morning coffee work. The gorges are ready for a canyon system. Got another pot brewing for that work.
(https://s20.postimg.org/l0g45sd71/medtst473.jpg)
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Looking sharp Bustr
Sent from my iPhone using Tapatalk
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Wow!!! Really appreciate what you do. I'm lacking a program or two from my system or I'd start trying myself.
I wouldn't mind trying a few things.
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Got another pot of coffee, painted in the base outline area for the first elevation layer. Now I start stacking coins. This is just a brush set 2.5-3 miles diameter and elevations 6500, 8500, 10500 and 12000. Four passes to lay down the topo layers. Then clean up and artistic fiddling. I'm building a 3D geo map like you would cut cardboard and stack it to make a mountain.
(https://s20.postimg.org/mdpu1ifal/medtst474.jpg)
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One more country's canyon land in place, one more to go....
(https://s20.postimg.org/4wlq6bm71/medtst475.jpg)
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Canyon land for the last country is in.... Now I have to clean all this up and do the finishing work and paint.
(https://s20.postimg.org/erhgqid0t/medtst476.jpg)
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Now I'm at the point I have to test making the "look" on some canyons until I like what I'm getting. I'll be playing with this for awhile, probably should just do this whole gorge and hope something happens that I like. The Smooth Catmul tool does a fine job weathering but maybe it's how far back I started the cut for this long side canyon. I'll have to keep experimenting. I threw some color and trees into this for contrast since that sandstone tile is not very good for 3D contrast visualization.
(https://s20.postimg.org/y4g7pouj1/medtst477.jpg)
(https://s20.postimg.org/gr5xaumd9/medtst478.jpg)
(https://s20.postimg.org/hgopn77h9/medtst479.jpg)
(https://s20.postimg.org/qbpjxqjf1/medtst480.jpg)
(https://s20.postimg.org/c59t2ht4d/medtst481.jpg)
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How you paint structures will impact what you think of them. I'm getting the finishing down to something I like better, I'm still working on a look. That sandstone tile reflects so much light it makes things look distorted. That is why when I'm prototyping I use that light green to look at the work. Then some directions will always be in shadow becasue of the sun. It always ends up being I have to touch each feature one at a time to do the finishing work.
(https://s20.postimg.org/50wl6y3gd/medtst482.jpg)
(https://s20.postimg.org/8kiiwrdvx/medtst483.jpg)
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I have just 1 question! Where do you come up with the names for these maps? no disrespect intended.
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My first one BowlMA I created a caldera with a 27,000ft rim and filled it with islands. It is a gigantic "bowl". My second one I was researching the pacific area of the Solomon islands, New Guinea and Borneo. On a chart of the area I looked at the region was called Oceania. My third one is using the North Africa\Mediterranean tile set. I wanted to do more than desert and low mountains. I was researching the east Africa Great Rift Valley for ideas, riftval.
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The tile sets in the terrain editor have some tiles that show contrast better than other tiles when you are creating topo structures. The med tileset has a nice sandstone tile but, it blinds out in sunlight hiding the structure you are building. I use a light green low reflective tile so I can see what I'm doing without having to change the sun time to evening or dawn which casts too much shadow especially in deep narrow gorges.
You can see my initial shaping experiments in the NW top of the terrain.
(https://s20.postimg.org/mq833xq7h/medtst484.jpg)
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Worked out the technique to rapidly shape these things.
(https://s20.postimg.org/5h5eaqzfx/medtst485.jpg)
(https://s20.postimg.org/423tm0qn1/medtst486.jpg)
(https://s20.postimg.org/tkw5z1xcd/medtst488.jpg)
(https://s20.postimg.org/ywb2jryul/medtst489.jpg)
(https://s20.postimg.org/8b8jo7orh/medtst490.jpg)
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Do you get paid for all your hard work or are you just volunteering?
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Too long.
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AAIK I've wondered if you shill for the competition, and what you are really trying to do is discourage me form having the fun I do building these terrains becasue they might help this company's market share even a little. All of your complaints have been a subtle attempt to stop me from building terrains becasue you have decided they take too long, they are not worth the effort, and some nebulous something won't turn out well for "whom"??
AAIK stop stalking and trolling me for building terrains, if you have a problem with me building terrains, send an e-mail to Hitech outlining your concerns. So far he has not had your concerns with my work.
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Ehhh, I was just commenting on HTC's tool lack of ease.
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Bustr, switch to decaf dude.
Good work on the terrain, this is the stuff I like watching get accomplished.
Sent from my iPhone using Tapatalk
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I'm just documenting building a terrain, everyone else who has dropped bombs in here decided they didn't like what I was doing. Or tried to hijack my design to have me build their terrain without having to expend the effort themselves. These forums only being a few steps above 4chan at times controlled by the rule# and Skuzzy intervention, I've found the only method to deter them is a ten ton hammer named "Look Don't Touch". I did not make it that way, I've only been "documenting" building a terrain. If anyone really wants to communicate terrain building with me, they use the PM system. If it's done in the public posts, often much can be gotten away with including simply trying to throw a wet blanket on someone they don't like within the boundary's of the rule#.
So why do "they" have the impulsive urge to derail what I'm doing? This being the Internet, negative peer responses are supposed to effect you to help you not to want to go on. Since forums are peer and tribal driven.
Back to what I was documenting.
The bulldozer tool is good for moving around the polymesh and has limitations when you need more than straight lines of material effected. Knowing what the smallest brush width is that will control one polygon will allow you to use the raise hill tool as a cutting or raising tool to rapidly shape compound shapes. Running the Smooth Catmul back through the area allows you to move through faster becasue it will clean up tiny inconsistencies.
This is about one sector of rapid carving with that tiny brush diameter in 15 minutes. The gorge runs another sector and then I will finish with the Smooth Catmul and make the brush 2x the diameter in the picture. Making it larger will magnify the effect and deform things in too uniform of an application. The smaller brush allows rapidly running across all the formations and controlling the amount of deformation. It helps to google rock formations like this to get a feel for how they weather and deform in the real world. The size of the terrain editor polygons limit making things look realistic to about this. Once you understand that limitation, it speeds up building topo features since you know when to stop and move on.
(https://s20.postimg.org/hjf2h0yjh/medtst491.jpg)
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It's amazing how fast these canyons go if you planned ahead to how you lay down the base blocks and mapping them so they have very little wasted space from the final outcome. These kinds of canyons weather in a predictable manner becasue they are sandstone.
(https://s20.postimg.org/mnaxikm25/medtst492.jpg)
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Sometimes I just cannot eyeball and free hand low ridges and water cut canyons. Drawing the primary ridge spine and water course solves that and saves time. Along with painting the work area in bites to work one at a time in a logical flow out of the canyon land. I was afraid it would turn out to be continuing the canyon cuts down into the runoff plain for the lakes. Coming back later I probably would have forgoten why I prepped what I marked. You have to finish things all the way to painting at every stage and worry about touch up as you lay in airfields and tank spawns. Otherwise you will have a whole bunch of monotone terrain features that really don't thematically make sense long after you spent the time creating them.
(https://s20.postimg.org/ys912aeod/medtst493.jpg)
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Someone please move this thread to the proper location. It does not belong in "GENERAL DISCUSSION"
Thank you.
Coogan
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Gee Coogan, what is more general to this game than the terrain, since you cannot have an arena without a terrain. I'm not hurting anyone documenting a terrain under construction that everyone will use eventually. All these years you were never curious what the players who built these things go through for your gamey happiness? Don't worry, this is till being documented in the terrain editor bucket for posterity.
Why don't you give an MA terrain a shot? You seem to have a lot of opinions about good game play and I'm freely giving the how to use the editor with all of this documentation. You just have to open it and start finger painting. One might think you are trying to have at least a token Pyrrhic victory by trying to personally influence a move of this posting. But, who would want to think that of you.....
I've reached that point that my finger painting is not there for the night. But, here is the why of mapping the ridge line and the canyon water run line.
(https://s20.postimg.org/l7i9323zh/medtst494.jpg)
(https://s20.postimg.org/5ysbpai0t/medtst495.jpg)
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Nice work bustr. Thanks for all your effort. :salute
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I've been spending some time reading at a website dedicated to professional level builders for first person shooter games. So far I cannot find any for air and tank combat simms. FPS game companies have level(terrain) building teams and it still takes months for a "team" to produce a ready for prime time level. And their production tools are purpose designed for teams of techs to work on the same project producing different aspects of it from a master project plan. The site has web casts and articles from industry professionals who try to give tips on how to get through the time required. One point blank stated you have to develop the habit of putting a few hours every day into your project or you will never get very far at any given time. I don't have to install as many active objects and object structures as an FPS level design, And Hitech has taken care of the lighting engine for me. I'm just building a physical world 100x larger than many of the FPS levels which operate on a different scale of focus than AH3 but, with the same or more objects in a smaller space.
As far as I can tell other air and tank combat games use the two side protagonist model and pull in geo maps to create their terrains how ever large or small. Kind of like our AvA, FSO, and special events WW2 scenarios. We are the only combat simm that uses a three side protagonist model on such a vast scale and as far as I can tell. GV spawns and micro combat design has not been high on anyone's priorities until Greebo produced the AH2 craterMA and located the towns and GV spawns some distance from feilds as a strategy choice to separate the two combat types a bit. And a limitation in the AH2 terrain polygon mesh kept him from producing the tank combat crater he really wanted to put in the center. What we have in AH3 is more like he originally envisioned if I remember a conversation we had during the beta testing. Many of our AH2 best spawn and GV micro terrain combat areas were pretty much fortuitous boo boos. But, really fortuitous.... :O
I also watched a 2017 film from an IL2 version(maybe the dev team) where they have player manned tanks and a duel between a lone T34 and a Ju87-G2. Twelve hits with 37mm AP and the T34 was not destroyed. I noticed they had bridge objects the tanks can drive over rivers in the film. Gaijin makes extensive use of destroyed static tanks and convoys set persistent on roads, along with quad 20mm auto guns that have static or AI German crew on them. And the airfields appear to have AI personnel walking around. They probably have the same max number of active players limit they always have to offset the object and detail debt. Wonder what that FPS hit would be in our MA....even in AH3 everyone's FPS starts grinding down when three or more C47 kick out troops at the same time in the air over a town. Makes me wonder what wwIIonline is sacrificing to have so many troops running around with active tanks and planes in their battles. It looks like they are using as dense of trees and clutter as we use. But, it's our planes that really run into problems in small areas with a large number of active objects and passive objects.
From watching tank combat videos from all of our competitors, our default density of trees and bushes on our terrain tiles, or how we implement them is degrees thicker than other games. In the other games there are ample locations to hide and ambush, there terrains were pulled in from geo maps but, the open spaces and country side at the same time is full of open space that a tanker can see for miles. And the occurrence of types of rolling hills stands out from game to game. Fortunately I tested texturing patterns of 1x1 mile squares to rapidly produce different sizes of AH3 rolling hills.
There are times on this current terrain that the bulldozer tool would work better by letting me pull a line, then pull it into curves, then trigger it to cut or raise it's furrows. It pulls only a straight line. But, once you discover how to texture a 1x1mile square, it's pretty fast creating rolling hillock landscape. Or you go nutz with a tiny brush and the raise hill tool.....first you paint dots, then you use the raise hill tool and click on the center of each dot.
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or you could just use a real life terrain like I do. I grab places on earth and make them into something that's tank friendly. if you use the right tile set, the trees are not too bad and you have plenty of places to hide.
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It don't scale for the MA and three sided conflicts, while creating one side that sucks and one side that has terrain advantages. Very rarely does the land mass accommodate setting feilds less than 25 miles which eats peoples time by forcing them to live in transit more than engaging in activity. While you are at it, where is your MA terrain? They are a bit different than a two side terrain pulled in with Artik's geo map program if you are making an attempt to shorten the transit times to account for 150+ customers on 625,000sq miles. So that leaves having to create 6x6 micro combat terrain for tanks at roughly 30 feilds per country to be fair to them. Even with a terrain auto generated from Artik's program, if you just slap in GV spawns and some tile painting becasue you grabbed some place on earth, you are doing the MA customers no favors while duplicating the same MA builders mistakes from AH2.
So build an MA terrain instead of taking a gratuitous drive by shot.
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Are you saying we should make a map?
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Are you saying we should make a map?
:rofl Probably so. :rofl
Coogan
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Thanks...i was just unsure if I could comment with out having a map in the pipeline..
If I make a map I have a valid input..
Now where are my crayons...i might just get started..and join the upper echelons of AH.
Please don't reply unless you also have cartographic sensibilities. We have no time for time wasters.
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I've been spending some time reading at a website dedicated to professional level builders for first person shooter games. So far I cannot find any for air and tank combat simms. FPS game companies have level(terrain) building teams and it still takes months for a "team" to produce a ready for prime time level. And their production tools are purpose designed for teams of techs to work on the same project producing different aspects of it from a master project plan. The site has web casts and articles from industry professionals who try to give tips on how to get through the time required. One point blank stated you have to develop the habit of putting a few hours every day into your project or you will never get very far at any given time. I don't have to install as many active objects and object structures as an FPS level design, And Hitech has taken care of the lighting engine for me. I'm just building a physical world 100x larger than many of the FPS levels which operate on a different scale of focus than AH3 but, with the same or more objects in a smaller space.
As far as I can tell other air and tank combat games use the two side protagonist model and pull in geo maps to create their terrains how ever large or small. Kind of like our AvA, FSO, and special events WW2 scenarios. We are the only combat simm that uses a three side protagonist model on such a vast scale and as far as I can tell. GV spawns and micro combat design has not been high on anyone's priorities until Greebo produced the AH2 craterMA and located the towns and GV spawns some distance from feilds as a strategy choice to separate the two combat types a bit. And a limitation in the AH2 terrain polygon mesh kept him from producing the tank combat crater he really wanted to put in the center. What we have in AH3 is more like he originally envisioned if I remember a conversation we had during the beta testing. Many of our AH2 best spawn and GV micro terrain combat areas were pretty much fortuitous boo boos. But, really fortuitous.... :O
I also watched a 2017 film from an IL2 version(maybe the dev team) where they have player manned tanks and a duel between a lone T34 and a Ju87-G2. Twelve hits with 37mm AP and the T34 was not destroyed. I noticed they had bridge objects the tanks can drive over rivers in the film. Gaijin makes extensive use of destroyed static tanks and convoys set persistent on roads, along with quad 20mm auto guns that have static or AI German crew on them. And the airfields appear to have AI personnel walking around. They probably have the same max number of active players limit they always have to offset the object and detail debt. Wonder what that FPS hit would be in our MA....even in AH3 everyone's FPS starts grinding down when three or more C47 kick out troops at the same time in the air over a town. Makes me wonder what wwIIonline is sacrificing to have so many troops running around with active tanks and planes in their battles. It looks like they are using as dense of trees and clutter as we use. But, it's our planes that really run into problems in small areas with a large number of active objects and passive objects.
From watching tank combat videos from all of our competitors, our default density of trees and bushes on our terrain tiles, or how we implement them is degrees thicker than other games. In the other games there are ample locations to hide and ambush, there terrains were pulled in from geo maps but, the open spaces and country side at the same time is full of open space that a tanker can see for miles. And the occurrence of types of rolling hills stands out from game to game. Fortunately I tested texturing patterns of 1x1 mile squares to rapidly produce different sizes of AH3 rolling hills.
There are times on this current terrain that the bulldozer tool would work better by letting me pull a line, then pull it into curves, then trigger it to cut or raise it's furrows. It pulls only a straight line. But, once you discover how to texture a 1x1mile square, it's pretty fast creating rolling hillock landscape. Or you go nutz with a tiny brush and the raise hill tool.....first you paint dots, then you use the raise hill tool and click on the center of each dot.
(https://i.imgur.com/IBjgNiM.jpg)
Would ya please?
Coogan
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Coogan I can't help it if you no longer can or want to read more than 140 words at a shot on the Internet.
And why can't you and Jimmy build your own terrains? The terrain editor is as easy as using a smart phone..... Unless all of this is you two making gratuitous drive by ad hominems becasue you have made this personal while sliding in under the rule#s like so many vitrol each other in this forums when they don't like each other. Or are you trying to get under the rule#'s to see if you can goad Skuzzy into locking this post? Seems like that is the only reason for the two of you to continue posting. Al I have been doing is posting about a terrain I'm building.
I'm already back in the primary documentation post for this terrain in the terrain editor forum by the way. My smart phone needs help on a geo feature.
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It don't scale for the MA and three sided conflicts, while creating one side that sucks and one side that has terrain advantages. Very rarely does the land mass accommodate setting feilds less than 25 miles which eats peoples time by forcing them to live in transit more than engaging in activity. While you are at it, where is your MA terrain? They are a bit different than a two side terrain pulled in with Artik's geo map program if you are making an attempt to shorten the transit times to account for 150+ customers on 625,000sq miles. So that leaves having to create 6x6 micro combat terrain for tanks at roughly 30 feilds per country to be fair to them. Even with a terrain auto generated from Artik's program, if you just slap in GV spawns and some tile painting becasue you grabbed some place on earth, you are doing the MA customers no favors while duplicating the same MA builders mistakes from AH2.
So build an MA terrain instead of taking a gratuitous drive by shot.
Well there were a few really good ah2 terrains that looked like some place on earth and were 3 sides. They always seemed more realistic to me and my squad and some of my friends. And while your pin wheel terrains work and are acceptable, they just don't look like a real place. To me it's about looking at a map that looks like a real place. As someone who uses maps and charts for a living, it's more of a observation/comment rather then a gratuitous snipe as you so eloquently put it. My terrains are not 3 sided, yours are. Keep up the good work. I'm glad people like them.
Sent from my SM-G935V using Tapatalk
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Coogan I can't help it if you no longer can or want to read more than 140 words at a shot on the Internet.
And why can't you and Jimmy build your own terrains? The terrain editor is as easy as using a smart phone..... Unless all of this is you two making gratuitous drive by ad hominems becasue you have made this personal while sliding in under the rule#s like so many vitrol each other in this forums when they don't like each other. Or are you trying to get under the rule#'s to see if you can goad Skuzzy into locking this post? Seems like that is the only reason for the two of you to continue posting. Al I have been doing is posting about a terrain I'm building.
I'm already back in the primary documentation post for this terrain in the terrain editor forum by the way. My smart phone needs help on a geo feature.
:rofl
This is about the third time you have threatened people with Rule#'s in your posts in hopes to get a thread locked, or a post deleted simply because someone may have a different opinion than yours.
Nobody has attacked you, but you sure do get defensive when anyone suggests a better idea than you have for your terrains.
I would suggest to not take things so personally.
Coogan
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No Coogan you have become adept at skirting them while indulging your need to abuse people when you are not happy about an interaction with them.
It's amazing how much space on a terrain is empty space that never gets played in. Someone AFK or bombers on the way to hit the HQ may see it but, if there are no bases in that area, players won't go there. Since my first terrain I've been solving for the low numbers problem in a number of ways. One has been to set down airfields at the minimum distance of 19 miles. That gets players at each other in planes a lot faster so RTB and coming back is shorter. With 150 players average for the time being, it is a waste of their play time to make them spend the evening in transit like the old maps forced on everyone by the airfields on average 1-2 sectors apart. Some of that was due to trying to slow down the hoards.
This third terrain now has all the airfields condensed together like I did with Oceania except on Oceania the ocean slots between islands had a number of 1 sector separations. That ended up with feilds spaced farther out in island blocks where the bases were 19 miles. That shorter distance on islands facilitated quicker turn around along with the slots that were 19 miles wide.
Here is what about 27 feilds per country looks like condensed to 19 miles as the maximum separation. It's about a 7x7 sector combat area. Over the last two terrains as I compressed distances the air combat players were spending more time fighting versus in transit. And for LiLMak, I don't know what to do to get them to come up and fight you, at least you don't have to fly as far to find people even if they run away from you.
(https://s20.postimg.org/vdd444c31/medtst523.jpg)
This makes for a lot of empty space I still have to fill with geo features.
(https://s20.postimg.org/ub2xlkljx/medtst522.jpg)
And just becasue it will probably be a small number of players who will ever see any of this work close up.
(https://s20.postimg.org/9e6pgwft9/medtst518.jpg)
(https://s20.postimg.org/ywz1txmil/medtst519.jpg)
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No Coogan you have become adept at skirting them while indulging your need to abuse people when you are not happy about an interaction with them.
It's amazing how much space on a terrain is empty space that never gets played in. Someone AFK or bombers on the way to hit the HQ may see it but, if there are no bases in that area, players won't go there. Since my first terrain I've been solving for the low numbers problem in a number of ways. One has been to set down airfields at the minimum distance of 19 miles. That gets players at each other in planes a lot faster so RTB and coming back is shorter. With 150 players average for the time being, it is a waste of their play time to make them spend the evening in transit like the old maps forced on everyone by the airfields on average 1-2 sectors apart. Some of that was due to trying to slow down the hoards.
This third terrain now has all the airfields condensed together like I did with Oceania except on Oceania the ocean slots between islands had a number of 1 sector separations. That ended up with feilds spaced farther out in island blocks where the bases were 19 miles. That shorter distance on islands facilitated quicker turn around along with the slots that were 19 miles wide.
Here is what about 27 feilds per country looks like condensed to 19 miles as the maximum separation. It's about a 7x7 sector combat area. Over the last two terrains as I compressed distances the air combat players were spending more time fighting versus in transit. And for LiLMak, I don't know what to do to get them to come up and fight you, at least you don't have to fly as far to find people even if they run away from you.
(https://s20.postimg.org/vdd444c31/medtst523.jpg)
This makes for a lot of empty space I still have to fill with geo features.
(https://s20.postimg.org/ub2xlkljx/medtst522.jpg)
And just becasue it will probably be a small number of players who will ever see any of this work close up.
(https://s20.postimg.org/9e6pgwft9/medtst518.jpg)
(https://s20.postimg.org/ywz1txmil/medtst519.jpg)
umm, ok?
Coogan
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Looking good, Bustr. Keep it up.
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Sometimes it's not until you start putting the paint down for the finished area that you realize how you were going to do something later will have to be done differently than you planned. That big open area of gray around that field place holder in the dark green area and raising the hills next to those two streams. Some long range tank sinper types are going to be happy. The dotted lines are ridge spines and the light tan color is 25ft. So I will be raising ridges on both sides of streams all over the map. That gray area is open becasue I don't know if I will put a town next to the airfield or not. Until you pull up the ground around where you will place a field and paint it, you don't know euphemistically about the lay of the land in relationship to placing a town or placing GV spawns. Pretty much the locations of the feilds dictate the lay of the land becasue of my mapped blue print but, you need the land laid so you can get up close and see how things will go into those spaces.
If Hitech is going to have us put in a rail and road supply system after that post with pictures he showed, I hope he releases that with instructions soon so I can shoe horn them into this terrain.
(https://s20.postimg.org/s69ucijkd/medtst525.jpg)
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If Hitech is going to have us put in a rail and road supply system after that post with pictures he showed, I hope he releases that with instructions soon so I can shoe horn them into this terrain.
:D
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If Hitech is going to have us put in a rail and road supply system after that post with pictures he showed, I hope he releases that with instructions soon so I can shoe horn them into this terrain.
Did someone say trains? Cause saying trains to our crowd is like saying Bacon to geeks.
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Did someone say trains? Cause saying trains to our crowd is like saying Bacon to geeks.
Guess you missed this post.
http://bbs.hitechcreations.com/smf/index.php/topic,391571.msg5200041.html#msg5200041