Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
Re: Aw: Re: BigMaps Editing[message #353631 is a reply to message #353630] Tue, 29 May 2018 13:33 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Fuel shortage yes, but not for the Military and "Law" Enforcement and the A.C.A. is kinda both devil

Apart from that, good work on the Car Wreck, perhaps somebody could "spraypaint" a Pigs Head on the Hood and instead of crossing out the A.C.A. just "spraypaint" a B at the end, I mean it's like Arulco's Carabineers are asking for it.

Of course from an Immersion point of view you'd be right, but then again, you can make a shitload of money so it would be also immersive to be able to buy real military Hardware like a fleet of Tanks, Helicopter, COIN-Planes etc etc etc but this would all be a little bit over the top, not to mention the amount of work one would have to put into making this possible.
Aw: Re: Aw: Re: BigMaps Editing[message #353632 is a reply to message #353631] Tue, 29 May 2018 14:55 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
So many good ideas and so little time.
Finishing the map at some point in time still is one of the biggest achievements in my eyes.



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: BigMaps Editing[message #353633 is a reply to message #353631] Tue, 29 May 2018 15:13 Go to previous messageGo to next message
townltu

 
Messages:274
Registered:December 2017
Location: here
The wreck was made in one go, i.e. no saves during the process,
the vehicle is distorted to get the front down, since the wheel is off,
difficult to paste a clean a.c.a. over the sprayed side, but should be doable,
if desired point me to an appropriate pig head, which btw is not required to be in the correct angle.

Unless this head is what you were thinking of

https://s1.imagebanana.com/file/180529/thb/KJPru8xy.png

Re: BigMaps Editing[message #353642 is a reply to message #353633] Wed, 30 May 2018 12:47 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Yes I said no more WIP pics until the whole City is finished, but anyways here is one big grin

https://i.imgur.com/OZFGL8u.png

to the north you see the Military Part, with the "old Fort" and the Main Gate to the Base, to the East you see the Town's Mining Facilities and then you have the actual Town's Centre, lot's of Houses Shops, small alleyways, corners etc.
Hopefully you guys are adept to CQB, because it's gonna be a tactical nightmare devil

Stay tuned
-Zombie
Re: BigMaps Editing[message #353644 is a reply to message #353568] Wed, 30 May 2018 15:11 Go to previous messageGo to next message
SuLaR

 
Messages:9
Registered:July 2015
Location: Ukraine, Dnepropetrovsk
townltu wrote on Wed, 23 May 2018 01:54
SuLaR wrote on Tue, 22 May 2018 17:45
Zombie, show us the teaser of the new card?
I'm already burning with impatience!


Ok, the new P3 map, according to unverified statement by non reliable source;)
/edit: 3rd picture update
https://s1.imagebanana.com/file/180528/thb/FnsxTBaS.jpg

Note the 3 snipers on the roof, one is mostly covered by the object that could be one of 2 mortar positions.
Expect hostiles in the surrounding parameter, e.g. hidden in waste bins etc,
also take elements of executive forces and self declared militia into account,
they are already present in sector and will turn hostile with the 1st combat action.
Last not least many spies of non domestic factions have strong interest to prevent decapitation.

Verified RIS report indicates that all opposing factions are well equipped
and trigger happier than their representatives in game, aka Ds soldiers, Hicks brothers and Danubian cops. big grin

A good scenario for a new modifications big grin
Re: BigMaps Editing[message #353645 is a reply to message #353642] Wed, 30 May 2018 15:16 Go to previous messageGo to next message
SuLaR

 
Messages:9
Registered:July 2015
Location: Ukraine, Dnepropetrovsk
Zombiehunter, I understand that this card will be supplemented? Are you going to upload a new city on github? It would be nice to consider it in more detail..
Re: BigMaps Editing[message #353648 is a reply to message #353542] Wed, 30 May 2018 21:52 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
SuLaR wrot on Wed, 30 May 2018 12:16
Zombiehunter, I understand that this card will be supplemented? Are you going to upload a new city on github? It would be nice to consider it in more detail..


Zombiehunter wrote on Fri, 18 May 2018 18:56
Not exactly, after all I am just assisting Smeagol with map-making. Planning to finish his work, would mean to replace him and I cannot and I do not want to do that, because in the end it is his project and not mine.

With the uploads of the new maps, same thing. When I finish my maps, I will send them to Smeagol, so he can look them over and do some finetuning if necessary and then he will probably upload those maps with the next Release.

-Zombie


No Offense, but before asking the same Questions over and over again, please re-read earlier Posts. I will consult Smeagol when I deem the Maps to be finished and then he will make the final call if it's going to be uploaded or needs to be reworked. I thought I made this clear already, this is not my Mod, it is Smeagol's I am merely assisting in getting Maps done and providing new Artwork regarding Vehicles and other Eyecandy for the Maps.

As for the City, no it's not a new City these will be totally reworked Sectors of an already existing City, which one is up to you to guess.

Which brings me to my next point which details about the new Maps I am providing is my decision and I will not spoonfeed every Information about the new Maps.

As a Reminder, this Thread is for you guys to show you, that there is still Progress regarding AIMNAS BigMaps, however there is no Roadmap, Schedule or anything like that. I am doing this voluntarily, unpaid, during my free time, I still got a day to day Job to tend to and also a private life.
So long story short, the Maps will be ready, when they're ready, I will provide Information about them as I see fit, WHEN I see fit.
Consider this as an Answer to the FAQs.

-Zombie
Aw: Re: BigMaps Editing[message #353649 is a reply to message #353648] Wed, 30 May 2018 22:25 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
This does sound kind of harsh doesn't it?
I'm pretty sure nobody meant to hurry you in any way and everybody sure appreciates your work, at least I definitely do.
Like you said, it's just good, a project with such potential is still getting worked on and getting somewhat closer to the finish line with each map.

Looking forward to any new update whenever you're ready!



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: BigMaps Editing[message #353650 is a reply to message #353649] Thu, 31 May 2018 12:03 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Harsh? No, when I wanted my answer to be harsh, then it would sound very different.
Direct? Yes!
Having to answer the same Questions over and over and over again, is a somewhat tedious task, especially when people are just lazy to reread the Thread themselves. If the same questions get asked by the same guy who asked me about two weeks ago and got an answer, that is when tedious becomes annoying and that is when I become direct and very specific in my answers.

I am happy when the work is appreciated, but to be perfectly honest here, working on this mod is somewhat self-interest, because I want to play this mod just as much as the next guy.
Bottom Line if someone is happy with my work, good. If not, I couldn't care less because I am doing this for fun and I am not a service provider.

-Zombie

[Updated on: Thu, 31 May 2018 12:03]

Re: Aw: Re: BigMaps Editing[message #353651 is a reply to message #353650] Thu, 31 May 2018 12:16 Go to previous messageGo to next message
SuLaR

 
Messages:9
Registered:July 2015
Location: Ukraine, Dnepropetrovsk
Zombiehunter, My apologies. I have a poor command of English, and Google translator sometimes distorts the meaning. And your message is just missed from inattention. Sorry again, if you are troubled, I'll wait for the end of the work in silence. happy
Re: Aw: Re: BigMaps Editing[message #353655 is a reply to message #353651] Fri, 01 June 2018 02:34 Go to previous messageGo to next message
kmoi

 
Messages:9
Registered:September 2013
@Zombiehunter I'm from China. Your work is very good.
I have a poor command of English
Re: Aw: Re: BigMaps Editing[message #353677 is a reply to message #353651] Mon, 04 June 2018 14:42 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
SuLaR wrote on Thu, 31 May 2018 09:16
Zombiehunter, My apologies. I have a poor command of English, and Google translator sometimes distorts the meaning. And your message is just missed from inattention. Sorry again, if you are troubled, I'll wait for the end of the work in silence. happy


No hard feelings and you don't have to wait in silence, just asking you to check before you ask a question, if the question has been asked and answered before ;)


kmoi wrote on Thu, 31 May 2018 23:34
@Zombiehunter I'm from China. Your work is very good.
I have a poor command of English


Well, thank you

Anyways, here is the all new Overview Map of all Alma Sectors combined:
https://i.imgur.com/puAt8DD.jpg

As you can see, there is still a lot of work to do, but you get the idea:

In the top left sector you see the Army Headquarters, Dining Facilities, Main Armory, Sports Facilities, a lot of Housing for Regular Forces and also Special Forces and a Helipad.
In the Civilian Part you see a Gas Station, some Civilian Housing and a Bar (Cheers)

Top Right Sector is mainly Housing and a lot of Depots for Ammo, Weapons, Uniforms, Spare Parts, Food etc. everything an Army needs to get going, also we got a lot of Vehicle Depots and a Maintenance Shop for said Vehicles and finally there's a Commissary for the Soldiers to buy stuff from their hard earned mony (earned by oppressing Civilians of course ;p )

Bottom Left Sector is the Military Prison, also we got the Water Treatment Plant for the Base, some more Housing and also a small Workshop with adjacent Vehicle Depot.
In the Civilian Part we have a carpentry shop, a bakery, a "Supermarket" and a shop for Militaria Enthusiasts and of course a lot of Civilian Housing.

And now the Bottom Right Sector, this is somewhat the Civilian Center of Alma, in the Military Part we got the historical Old Fort, which ist still used by the Army, Alma Base Maingate, A.C.A. (Armado Carabineros de Arulco) Headquarters and some historical Housing Area's
The Civilian Part consists of Alma's local A.C.A. Station, a furniture Shop (Arulco's IKEA knockoff devil), the Mine, a Restaurant, some Bar's, a Garage a lot of small shop's, gimmicks and so on.

Alma's Lore:
Alma has always been the center of Arulco's Military even before Deidranna came to power, but before then Arulco had no need for a huge Military and Alma was mainly a bootcamp for the new Soldiers and the Headquarters for the Brass. The Civilian Part of Alma used to be much larger and the Military mainly occupied the Area around the old Fort. The Military's role back then was mainly representative duties and Border Protection together with the Carabineers which also always had their HQ in Alma and because they're somewhat part of the Military. Anyways, when Deidranna came to power and turned Arulco in the oppressive Dictatorship it is today, her need arose for a larger Military to keep the Population in Line and so Alma Base had to grow. A lot of surrounding Land needed to be requistioned and the Landowners were simply dispossessed. There was a lot of resistance and even violence, but in the End who resisted simply disappeared and was never heard of again and in the end the resistance against the forced Land Requisitions faltered. Today mainly Miners and Military Families live in Alma, the Military Families are staunch supporters of Deidranna's rule, while the Miners have somewhat mixed feelings because of the working conditions, this causes for some friction in day-to-day live in Alma, but of course none of the Miners would really start an argument or even a fight with one of the Militaries, in the end they'd just disappear as it has happened before.
And then you still have some of the old Landowners of Alma, those who were lucky not to get disowned or who did not resist when it came to it. Those who are old enough to remember the Requistions and the Violence mainly keep to themselves, remembering and shivering at the Horrors their neighbours had to endure during that time.

Stay tuned
-Zombie
Aw: Re: Aw: Re: BigMaps Editing[message #353689 is a reply to message #353677] Tue, 05 June 2018 10:15 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Seeing all of this together, I can just imagine how much work it was.

What else needs to be done until this great part is finished?
Is it on purpose that only the top left sector has lights or is that one of the points needed to be finished?

Great stuff by the way, it is coming as close as possible to a real military city I'd say.
You definitely paid attention to detail.



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353691 is a reply to message #353689] Tue, 05 June 2018 17:14 Go to previous messageGo to next message
townltu

 
Messages:274
Registered:December 2017
Location: here
OT:
Equating ikea products with furniture is extremely daring, mildly expressed;)



"... Water Treatment Plant for the Base ..." so thats the place where to use the barrel with barbiturates;)


Besides, the tiny version of the [hopefully nobody will recognize];)
https://s2.imagebanana.com/file/180605/gRM3iK1J.png


A generic wall graffity:
https://s1.imagebanana.com/file/180605/oJvvjJF9.png
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353692 is a reply to message #353691] Tue, 05 June 2018 18:07 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
townltu wrote on Tue, 05 June 2018 14:14
OT:
Equating ikea products with furniture is extremely daring, mildly expressed;)


I am a trained cabinetmaker, tell me about it big grin

townltu wrote on Tue, 05 June 2018 14:14
"... Water Treatment Plant for the Base ..." so thats the place where to use the barrel with barbiturates;)


Hmmmmmm perhaps Flug can do something about that big grin

-Zombie
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353693 is a reply to message #353692] Tue, 05 June 2018 19:20 Go to previous messageGo to next message
townltu

 
Messages:274
Registered:December 2017
Location: here
There is the durability aspect of these products
the ecological consequences of low lifetime designed furniture with minimum move surviveability,
negative effects of mass production & disposeable culture on life quality of middle and working class
evaporation of various chemicals contributing to dose of harmful stuff we get in contact each day,
etc pp ...


If the graffities are appreciated at all, Flugente may also be able to code a change of wall tiles,
which selects new .sti frame according to ID# of very 1st merc hired,
preferably related to sectors loyalty and/or prógress rate.
I would be willing to transform at least the PC portraits into isometric_view transparent layers,
and put each on up to 10 walls of choice (preferably not dark, as the layers inverted to white look much worse on dark walls)
If the project grows, we could have the game "paint" graffity of all team members on the walls :D
Btw i think it would be pretty immersive if the game keeps the graffity of mercs who died.


Quick 2 minute work based on Manuels 90x100 portrait with potential to improve:
https://s2.imagebanana.com/file/180605/s0NMJFpr.png
(converted to greyscale, whole pics contrast & brightness up,
partially brightened until enough white to transform it to transparent)



ID# 216 portrait on frame ID#14 of e_wall2.sti
https://s1.imagebanana.com/file/180605/ixLIbjpQ.png

[Updated on: Tue, 05 June 2018 19:21]

Re: Aw: Re: Aw: Re: BigMaps Editing[message #353723 is a reply to message #353693] Sun, 10 June 2018 03:34 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Alright Folks,
here is another Update

https://i.imgur.com/vXwKNJl.png

A Bordersector on Arulco's Eastern Border and by now the 7th Map I've worked on as of recently.
More to come ;)

Stay tuned
-Zombie
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353730 is a reply to message #353723] Sun, 10 June 2018 18:25 Go to previous messageGo to next message
Penta

 
Messages:58
Registered:May 2008
Presumably the fence at the Eastern edge is the border fence. How do you prevent enemies from spawning on the "wrong side of the border"? Or mercs, for that matter...
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353731 is a reply to message #353730] Sun, 10 June 2018 19:35 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Maps have so called 'entry points' that are used when entering a map. AI soldiers also spawn in selected spawn points in a map, so this is no problem (else we'd have exactly that problem in Alma sectors).



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Aw: Re: Aw: Re: BigMaps Editing[message #353734 is a reply to message #353731] Mon, 11 June 2018 04:03 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Alright folks,
the next map is nearing Completion, that means eight down 30+ more to go ;)

https://i.imgur.com/7fFgBhN.jpg

Again we have Bordersector in the Eastern Provinces, alot of Wilderness going on and the Entrance to an abandoned Mine.
Who knows what we'll find there? Treasure? Loot? The Meaning of Life?

Stay tuned
-Zombie
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353735 is a reply to message #353689] Mon, 11 June 2018 04:20 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
ATigersClaw wrote on Tue, 05 June 2018 07:15
Seeing all of this together, I can just imagine how much work it was.

What else needs to be done until this great part is finished?
Is it on purpose that only the top left sector has lights or is that one of the points needed to be finished?

Great stuff by the way, it is coming as close as possible to a real military city I'd say.
You definitely paid attention to detail.


1. Yeah getting this stuff together is actually a shitload of work, especially since I need to look out for the stuff fitting together, the great improvement of BigMaps from Vanilla Maps no more small cutouts from a theoretically much larger Map.

2. Making the Map is like only 50% of the work, Civvies need to be added, NPCs need to be added (sometimes even the *.ini need a little update because of that), Enemies need to be added, items, in some parts Exitpoints to the underground maps need to be added (that definitely makes it necessary to update the *.ini) and yeah you already guessed, lighting is also an issue, else it's gonna be fricking dark at night. ;)

3. Thank you, well after more than six years in the Military (Active & Reserve) I should know how a Military Base is supposed to look like hrhrhr ;p

stay tuned
-Zombie
Re: Aw: Re: BigMaps Editing[message #353750 is a reply to message #353651] Mon, 11 June 2018 21:22 Go to previous messageGo to next message
sob1

 
Messages:12
Registered:June 2018
square peg, square hole, square problems aww

(i had to post some obligatory messages in order to share a new merc and voices I made)



Dr. Phil as a playable comedy IMP: http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=353751&#msg_353751

Lawrence of Arabia as an IMP:

http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=353801&#msg_353801
Re: Aw: Re: BigMaps Editing[message #353759 is a reply to message #353750] Tue, 12 June 2018 13:12 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Ummmm okay.

Anyways, here is the Overview Map of the Final Version of H16

https://i.imgur.com/eV3S9Wi.jpg

I used a level of detail I am particular proud of on this Map, without overloading it with doodads, stuff and debris.
I think it has a proper Wilderness touch to it, but you'll be able to see for yourself at some point ;)

Stay tuned
-Zombie
Re: Aw: Re: BigMaps Editing[message #353760 is a reply to message #353759] Tue, 12 June 2018 14:08 Go to previous messageGo to next message
Penta

 
Messages:58
Registered:May 2008
Question, maybe at this zoom level I can't see, but for immersion's sake: Presumably there are border crossing points where people can actually cross the border without hopping a fence?
Re: Aw: Re: BigMaps Editing[message #353769 is a reply to message #353760] Tue, 12 June 2018 23:24 Go to previous messageGo to next message
x4nPro

 
Messages:19
Registered:October 2010
Thank you guys for the great work! I startet a new campaign a few days ago and I really enjoy the game.
Re: Aw: Re: BigMaps Editing[message #353770 is a reply to message #353760] Tue, 12 June 2018 23:44 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Penta wrote on Tue, 12 June 2018 11:08
Question, maybe at this zoom level I can't see, but for immersion's sake: Presumably there are border crossing points where people can actually cross the border without hopping a fence?


Hehehe I almost lost my shit because I thought I already posted it big grin but apparently I did not:

https://i.imgur.com/7cHcbBk.png

So here you go, at the moment Arulco has two Border crossings, one in the North made by smeagol and this one is the Eastern Crossing made by me and I've planned a third one in the South near Balime.
But apart from that Crossing there won't be much to do beyond the Border, so there is actually no need to jump the fence, after all there are no more sectors east of the Border ;)
The only thing beyond the fence MIGHT be a shitload of Antipersonnel-Mines big grin

stay tuned
-Zombie
Re: Aw: Re: BigMaps Editing[message #353772 is a reply to message #353759] Wed, 13 June 2018 02:02 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
Wow! Having tried to do something similar with cliffs myself, and failing, I am suitably impressed by the multiple independent cliff areas! Well done!




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Aw: Re: BigMaps Editing[message #353773 is a reply to message #353772] Wed, 13 June 2018 02:59 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
edmortimer wrote on Tue, 12 June 2018 23:02
Wow! Having tried to do something similar with cliffs myself, and failing, I am suitably impressed by the multiple independent cliff areas! Well done!


Actually it surprisingly ain't that hard, it's mostly trial and error, some Cliffparts are constantly making Glitches so you gotta figure out which ones and just don't use them. Back in 2012-13 when I first made maps and tried my first Cliffarea, it took me almost a day to figure it out, but with the instant set and reset World Raise Button (Default "U") it is actually quite easy now and so it's possible to get all the Cliffs and World Raises done in like an hour. Huuuuuge improvement ;)

-Zombie
Re: Aw: Re: BigMaps Editing[message #353774 is a reply to message #353773] Wed, 13 June 2018 04:04 Go to previous messageGo to next message
townltu

 
Messages:274
Registered:December 2017
Location: here
Zombiehunter wrote on Wed, 13 June 2018 02:59

... some Cliffparts are constantly making Glitches so you gotta figure out which ones and just don't use them. ...
May i ask which frames of the sti/jsd respectively cliffs from which tileset folder cause the glitch?
I noticed different sizes of the L_cliff.jsd files in different subfolders of \tilesets,
while all the related sti files appear to be identical,
perhaps you can fix the glitch by using one of the 3 .jsd files in all subfolders, just dont ask me which one.

Thinking about it iirc there appeared to be another .jsd inconsisteny, but cant remember details
Aw: Re: Aw: Re: BigMaps Editing[message #353780 is a reply to message #353774] Wed, 13 June 2018 10:59 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Gosh dangit Zombiehunter, your maps are incoming like an airstrike, awesome.
I really like the border setup, especially the last part with the border passing area.



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
BigMaps Editing[message #353782 is a reply to message #353780] Wed, 13 June 2018 13:01 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
townltu wrote on Wed, 13 June 2018 01:04
Zombiehunter wrote on Wed, 13 June 2018 02:59

... some Cliffparts are constantly making Glitches so you gotta figure out which ones and just don't use them. ...
May i ask which frames of the sti/jsd respectively cliffs from which tileset folder cause the glitch?
I noticed different sizes of the L_cliff.jsd files in different subfolders of \tilesets,
while all the related sti files appear to be identical,
perhaps you can fix the glitch by using one of the 3 .jsd files in all subfolders, just dont ask me which one.

Thinking about it iirc there appeared to be another .jsd inconsisteny, but cant remember details


It's not that big a deal, we're talking about 3-4 Pieces, tops. While it would be nice if everything worked like it's supposed to, I can live with it, as it is now. Not to mention that I doubt that the Work/Benefit ratio would be very high ;) After all, I can compensate every glitching Piece with another one and nobody would notice big grin

Apart from that, I am having a very creative phase right now, busying myself with the very tiring and frustrating part of trying to figure out what went wrong with the Cliff-Tilesets and fixing it, would probably harm my motivation devil

ATigersClaw wrote on Wed, 13 June 2018 07:59
Gosh dangit Zombiehunter, your maps are incoming like an airstrike, awesome.
I really like the border setup, especially the last part with the border passing area.


Like I said Phase of Creativity and after all by now I got a System on how I optimized the Workload, so Wilderness-Maps 2-3 Days at the moment, City-Maps yeaaaaah depends on the City devil
Balime will probably a slight pain in the ass ;)

-Zombie
Re: BigMaps Editing[message #353793 is a reply to message #321530] Fri, 15 June 2018 02:34 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
INBOUND!

Another Update:

https://i.imgur.com/h5qayDH.jpg

Just finished Map No. 9
The Lakearea East of Alma, on the Southern End I tried to simulate a little Waterfall, there are also four Springs which are feeding all the Rivers and Lakes right up to Drassen Lake.
A perfect quiet spot for going fishing amidst all the Chaos surrounding you in Arulco big grin

stay tuned
-Zombie
Aw: Re: BigMaps Editing[message #353795 is a reply to message #353793] Fri, 15 June 2018 09:36 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Yay, finally a place to recuperate oneself.
As an inspiration, maybe a small abandoned fishing shack along the shore would round off the scene.



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: BigMaps Editing[message #353796 is a reply to message #353795] Fri, 15 June 2018 11:18 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
I already thought about that, but after a long consideration I decided against it.
Don't be so spoiled, just bring a sleeping bag big grin

-Zombie
Re: Aw: Re: BigMaps Editing[message #353821 is a reply to message #353796] Mon, 18 June 2018 00:18 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Update Time:

https://i.imgur.com/Z02jCT6.jpg

This was by far the most difficult map to design, I had to delete the first try and start all over because the beloved Cliffs gave me Glitches like hell, but now it's fine and finished.
I hope it will be as nightmarish for you to play as it was for me to design hehehe devil
On this map you will have some CQB action even without it being a citymap

stay tuned
-Zombie
Re: Aw: Re: BigMaps Editing[message #353825 is a reply to message #353821] Mon, 18 June 2018 04:44 Go to previous messageGo to next message
townltu

 
Messages:274
Registered:December 2017
Location: here
I can only hope that there are sufficint options for my commando frogmen to access the higher ground,
as those passages appear rather narrow for spies to pass hostile officers succesfully.


Not sure whether i should give positive feedback, it may make the next map even harder big grin
Aw: BigMaps Editing[message #353834 is a reply to message #321530] Tue, 19 June 2018 09:39 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Do my eyes spot a mine entrance?



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: BigMaps Editing[message #353836 is a reply to message #353834] Tue, 19 June 2018 17:22 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
I don't know, perhaps yes, perhaps no

If there might be one, I dare you to enter devil

-Zombie
Re: BigMaps Editing[message #353862 is a reply to message #321530] Fri, 22 June 2018 04:49 Go to previous messageGo to next message
buuface

 
Messages:102
Registered:October 2011
hi Zombiehunter.

Just a quick word of thanks for your continued work on BigMaps. Looking great! I hope your creative streak will continue.

Cheers thumbs up
Re: BigMaps Editing[message #353880 is a reply to message #353862] Mon, 25 June 2018 03:27 Go to previous messageGo to previous message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
buuface wrote on Fri, 22 June 2018 01:49
hi Zombiehunter.

Just a quick word of thanks for your continued work on BigMaps. Looking great! I hope your creative streak will continue.

Cheers thumbs up


Thanks, I'll do my best ;)

Anyways WIP Update Time

https://i.imgur.com/so62TpP.png

This Map is almost finished, in the center there is some sort of FOB for Border Protection, because the River is the Border to another neighbour of Arulco.
There are still a lot of greebles and small Details to be added, the Buildings at the FOB still have no interior.

Stay tuned
-Zombie
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