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Posted: Thu Mar 09, 2017 7:53 pm     Super secret spam barrier
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i44 maps


The plus is the historic context, but in-game they are very A2.

Few buildings are enterable, and not the same level of detail we see in the newer A3 maps.  Good for armour, not so for infantry.  

Also quite a few script errors.

A real shame


Posted: Thu Mar 09, 2017 10:42 pm     Super secret spam barrier
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I have no experience of map making, but since there is only maybe 2-3 people in the whole BI community that can make good maps, I suspect its bloody difficult and extremely time consuming.

EDIT.  Years rather than months.

EDIT2:  Look up the XCam tool


Posted: Thu Mar 09, 2017 10:49 pm     Super secret spam barrier
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My understanding is that it isn't terribly complicated for the most part (with a few notable exceptions), but that it's just a vast amount of work in terms of actually forming the terrain from whatever basis you start from, defining the materials throughout, and then populating the map etc. For funsies, have a guess how many trees are in Chernarus...


Posted: Thu Mar 09, 2017 10:52 pm     Super secret spam barrier
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I know there are some good resources out there explaining map making, try taking a look at these:

http://pmc.editing.wiki/doku.php?id=arma3:terrain

https://forums.bistudio.com/topic/151620-resources-how-to-make-a-terrain/


Posted: Fri Mar 10, 2017 1:03 pm     Super secret spam barrier
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Take a look at the XCam tool, it might reduce the coding required


Posted: Fri Mar 10, 2017 6:58 pm     Super secret spam barrier
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Xcam streamlines the populating process, so you've already formed the basic landscape. A few maps have been made with Xcam (such as Taunus, I believe?).


Posted: Fri Mar 10, 2017 7:03 pm     Super secret spam barrier
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Yep, Tannus was made as a demonstration of Xcam


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