#6972
Archived topic · 22 posts
Kursk (4)
Mapping
#6973
Re: Battle of Kursk - 2 Players
Looking good, are you making some sort of trench system?
Interested to see how this will turn out :)
Interested to see how this will turn out :)
#6974
Re: Battle of Kursk - 2 Players
There will be some smaller trenches like on the pictures but the mainpart of the map is just fields
Changend into 4 players
Changend into 4 players
Last edited July 14, 2009 at 2:40 PM by Regis91
#6995
Re: Battle of Kursk - 4 Players
1.The bunker on the first picture is indestructible. I think the model ebps>enviroment>art_ambient>objects>defenses>concrete>bunker01_02_point_du_hoc
is better because it can be destroyed.
2.I think you should place more splates.
3.Also you should use some more trees like ebps>enviroment>art_nature>trees_s>generic_01-07
P.S. I´m a public and not a developer so i only want to give you some tips.
is better because it can be destroyed.
2.I think you should place more splates.
3.Also you should use some more trees like ebps>enviroment>art_nature>trees_s>generic_01-07
P.S. I´m a public and not a developer so i only want to give you some tips.
I identify as a four-eyed bird man. /s
#7010
Re: Battle of Kursk - 4 Players
Thx for comment, this screens aren't final, so i fixed a lot of stuff since they were shot.
1. When this bunker is destroyed it is not possible to go into, but it is still there.
2. There will be a lot of splats, but on this screens it is not so easy to see.
3. If you watch pictures of operation citadell you will see there weren't many trees around Kursk. Only wheat and nothing else ;)
1. When this bunker is destroyed it is not possible to go into, but it is still there.
2. There will be a lot of splats, but on this screens it is not so easy to see.
3. If you watch pictures of operation citadell you will see there weren't many trees around Kursk. Only wheat and nothing else ;)
#7077
Re: Battle of Kursk - 4 Players
So the battlefield has trenches at either end near the starting points for both sides & a field in the middle?
#7083
Re: Battle of Kursk - 4 Players
#7104
Re: Battle of Kursk - 4 Players
Thank you my good man, great work mate
#8014
Re: Kursk (4)
Update 1st post!
#8034
Re: Kursk (4)
#8040
Re: Kursk (4)
some general statements:
Played the map yesterday...the wall behind the the HQ 1 is a nuisance. Engineers have to bypass it to build there, which takes ages. please remove it or place holes in the wall.
Except of this, the layout of the map is quite good, but the overall terrain looks a little boring, imho.
Even though the Kursk area is quite flat, that doesnt necessarily mean, that theres nothing. use more
splats and grass types, to make the landscape more appealing. Use differenet kinds of trees,
this is no koniphere area.
Place munitions and defenses in and around the trenches, tell the story of the map.
its not enough to place roads ,some trees and wheat and you are good.
Generallly: I like the layouts of your maps, carpathia looks nice too, but you should work longer at them and
pay more attention to nature and details. look for reference photos and try to build that. small bushes, variaus grasses,
some scrubs near the trees make it look much more interesting. There are some good maps which show how to do that,
like Sphinx and Henrys maps. Try out different atmosphere settings to make it less dull.
Us the stamping tool. Got the tip from Henry, he has whole libaries of stamps with small setups he once made
and the uses in his maps. So once archived, so can have an interesting small tree are within seconds. need another one ?
stamp,again rotate and there you are.
here some examples, battefield of Prokhorovka




the nicer and more alive your map looks, the more people will play it. And thats the purpose for everyone who maps, right ? ;)
Post Merge: [time]1250060108[/time]
Played the map yesterday...the wall behind the the HQ 1 is a nuisance. Engineers have to bypass it to build there, which takes ages. please remove it or place holes in the wall.
Except of this, the layout of the map is quite good, but the overall terrain looks a little boring, imho.
Even though the Kursk area is quite flat, that doesnt necessarily mean, that theres nothing. use more
splats and grass types, to make the landscape more appealing. Use differenet kinds of trees,
this is no koniphere area.
Place munitions and defenses in and around the trenches, tell the story of the map.
its not enough to place roads ,some trees and wheat and you are good.
Generallly: I like the layouts of your maps, carpathia looks nice too, but you should work longer at them and
pay more attention to nature and details. look for reference photos and try to build that. small bushes, variaus grasses,
some scrubs near the trees make it look much more interesting. There are some good maps which show how to do that,
like Sphinx and Henrys maps. Try out different atmosphere settings to make it less dull.
Us the stamping tool. Got the tip from Henry, he has whole libaries of stamps with small setups he once made
and the uses in his maps. So once archived, so can have an interesting small tree are within seconds. need another one ?
stamp,again rotate and there you are.
here some examples, battefield of Prokhorovka




the nicer and more alive your map looks, the more people will play it. And thats the purpose for everyone who maps, right ? ;)
Post Merge: [time]1250060108[/time]
Last edited August 12, 2009 at 2:56 PM by Halftrack
#8057
Re: Kursk (4)
Thanks for your replay :)
I took old pictures for my map and maybe this is my fold, there are only big fat fields and some smaller pine forests... But it isn't final.
I'm working allways on more than one map ;)
Stemp is broken for me. So i can't stemp... Bloody hell I hate that.
Edit: I take your photos for some updates ;) When your are online on Xfire i will sent it to you
I took old pictures for my map and maybe this is my fold, there are only big fat fields and some smaller pine forests... But it isn't final.
I'm working allways on more than one map ;)
Stemp is broken for me. So i can't stemp... Bloody hell I hate that.
Edit: I take your photos for some updates ;) When your are online on Xfire i will sent it to you
Last edited August 12, 2009 at 9:05 PM by Regis91
#74216
Re: Kursk (4)
couple of things to change:
- the wire that begins at the middle trench system in direction of the house can be removed
- some minor things in the base should be removed too like the car, the barrels and the tree. You cant build there (heavy cover) and finding a new place takes time and is annyoing
- When you walk from the base next to the street along the trench system to the middle units get stuck and are moving forth and back. Happens everytime.
- the wire that begins at the middle trench system in direction of the house can be removed
- some minor things in the base should be removed too like the car, the barrels and the tree. You cant build there (heavy cover) and finding a new place takes time and is annyoing
- When you walk from the base next to the street along the trench system to the middle units get stuck and are moving forth and back. Happens everytime.
#74229
Re: Kursk (4)
eee Killar, this topic have 1 year, and i think that this map is dead, i mean project is dead. This topic should close.
#74237
Re: Kursk (4)
#74260
Re: Kursk (4)
Well i don't know that is the same kursk what is in EF. Map is fine, i think.
#74264
Re: Kursk (4)
#74280
Re: Kursk (4)
Next time i have to more carefully look at nick name of mappers :D.
#74282
Re: Kursk (4)
#74306
Re: Kursk (4)
#75563
Re: Kursk (4)
I would also recommend to change the german tank traps laying around near the middle VP to bushes and walls like on the other side of the map. Vehicles get stuck and its easier to defend, because you need "heavy crush" to destroy them.
#75688
Re: Kursk (4)
Or add normal "dragon" static models which can't be selected.
I identify as a four-eyed bird man. /s
