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Thread: Tarin Kot, Oruzgan

  1. #1

    Tarin Kot, Oruzgan



    Welcome to the TK thread, this is the place for all discussion and feedback regarding the Tarin Kot terrain.

    This is the second public version of this terrain, I hope it will provide greatly enhanced gameplay and a closer representation of the unique Afghan variety of the area. Please keep in mind this map is still in the early stages of development and I want to hear what you think of it.

    New Features:
    • Reworked Compounds for improved gameplay and realism
    • Three New Path sets that should make it easier to navigate the map
    • Enhanced and Expanded Irrigation Channels
    • Creeks
    • New and Revamped Roads
    • Drivable Road Emankments
    • Enhanced Colour Vibrance
    • Improved Sat image
    • Improved Mask
    • Expanded Green Zone
    • Various Performance Improvements

    Features:
    • 21.33 square kilometre playfield
    • Real world area modelled with close attention to detail
    • Harsh contrast of the Afghan landscape
    • Sprawling cityscape
    • Dense greenzone
    • Wide open fields
    • River valleys
    • Sparse desert
    • Huge variety of compounds

    Known Issues:
    Water in irrigation channels and river flickering
    Some vehicles cannot drive along the embankments (Strykers and Quad bikes) others may encounter loud collision noises


    Enjoy your stay in TK,
    AusSnipe73

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    Last edited by AusSnipe73; Dec 1 2012 at 21:56.

  2. #2
    Nice one mate, will check it out soon. Thanks.

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  3. #3
    Very realistic by looking at the satellite, meaning the objects are placed very carefully according to the real life locations, really nice work.
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  4. #4
    Second Lieutenant VXR's Avatar
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    Looking forward testing it out later today! It sounds promising.

  5. #5

  6. #6
    Did a quick fly around tonight and took some screenshots from the air, seemed to get a bit of texture popping (Lod blending?) on objects though.

    http://imgur.com/a/UJDrT#0

    i noticed the South and west looks like the next areas of work, but if they're anything like the western areas it should be awesome.

    though as you pointed out there seemed to be issues with the irrigation ditch water levels and there's no way to get out of the ditches other than running all the way down them after you fall/jump in.

    otherwise nice work, hope you continue with this and maybe even expand it later on.
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  7. #7
    Lance Corporal AusSnipe73's Avatar
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    Author of the Thread
    At this point in developement and with the next two releases I'm focussing more on getting the effect (the mechanics of the map so to speak) right before I finish all the areas.
    As for the irrigation channels I've got a few plans to fix the problem of getting stuck in them and that will definately be part of the next release.

    Cheers for the feedback,
    AusSnipe73

  8. #8
    Thats what we're here for :P

    Good luck.

  9. #9
    Looks really epic by now. Good work! Just go right ahead, mate
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  10. #10
    Hey AusSnipe really glad someone is giving Tarin-Kot some attention, there is definitely some history from OEF there and I will be keeping an eye on this to retell it in some SP scenario action.

    I'll poke around and see if I can find any meaningful feedback at this stage, keep it up, it already looks from the screens like this island is on it's way to greatness!

    EDITS:
    + I can already tell from the Editor map that this is a highly-concentrated bit of sprawling urban terrain packed into a relatively small area. Does this balance out the demand on system resources?
    + While it looks like there's only some foliage right now (grass appears to be missing?), the trees and farmland with tallgrass looks like
    - Missing other types of foliage and grass (for me at least) and the ground textures look splotchy like they're missing something, I'm sure you'll fill this in.
    +/- The terrain is super flat, and I think the dips near the road in some places, natural trenches, are pretty cool. However, you should (and likely will) spend time to massage the hills and valleys so they are smoother, more natural and add some variety and natural tactical value.
    Last edited by h34dup; Jul 27 2012 at 16:14.

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