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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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Old 05-03-2011, 01:59 PM
pupaxx pupaxx is offline
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Originally Posted by speculum jockey View Post
What are we supposed to be looking at here? I'm not familiar enough with the English countryside to know what's missing, or is in the wrong place, or should not be there.
i was talking about how landscape elements are represented in WoP and CloD; how hedgerows, trees, bushes, field boundaries are simulated. the pics show in parallel these elements and how they are resolved...4me more naturally in WoP. the conformation of these objects seem more naturally looking in WoP. I submitted the picts at your judgement stop.
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Old 05-03-2011, 04:11 PM
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i have two things to say:

-in clod the very detailed elements of landscape "doesn´t come together". I hope you understand what i mean. In wop they come together more organic.

-in wop the color filter is a little bit overdone. For some experts here: its not only a green filter. On some maps there are blue filters too. In Clod there is (except low sun scenarios) nearly no filter. We need for example for clod a little bit blue filter to simulate atmosphere (yes, its blue). The farer you can look, the more blue.
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Old 05-03-2011, 05:36 PM
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-in clod the very detailed elements of landscape "doesn´t come together". I hope you understand what i mean. In wop they come together more organic.
That is very well put!

I think it is a matter of distribution of "things" (tees, houses, willages etc) is a bit too even. From what I remember flying over England, trees would be clumped together in discreet woodlots, houses and farms would be found fairly close together etc. A quick look at Google Earth comnfirms this.

That, and hedgerows!
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Old 05-03-2011, 05:50 PM
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That is very well put!

I think it is a matter of distribution of "things" (tees, houses, willages etc) is a bit too even. From what I remember flying over England, trees would be clumped together in discreet woodlots, houses and farms would be found fairly close together etc. A quick look at Google Earth comnfirms this.

That, and hedgerows!
but it would have been very different in 1939/40, isn't that the point, all the photorealistic scenery ideas floating around have that 1 fatal flaw, and modern britain is much more aggriculturalised and urbanised than 1940's britain, there used to be 'real' woodlands instead or neatly planted rows of non-indigenous pine, all those of us that have flown over britain have never flown through a space/time warp and seen it in the 40's, I think the COD terrain is fine as it is and come the release of an SDK some clever mods can make Kent look however they like.
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Old 05-03-2011, 07:09 PM
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Quite, but the question is how the landscape would differ. From literature, I would expect the landscape to be more small scale: Smaller fields, smaller roads, smaller farms (and more of them). The woodlots would probably have been larger and/or more numerous, and the suburbs would be much, much smaller than present, owing to smaller total population.

The hedgerows (if I remember this correctly) would have been more common than today.
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Old 05-03-2011, 07:17 PM
David Hayward David Hayward is offline
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Quite, but the question is how the landscape would differ. From literature, I would expect the landscape to be more small scale: Smaller fields, smaller roads, smaller farms (and more of them). The woodlots would probably have been larger and/or more numerous, and the suburbs would be much, much smaller than present, owing to smaller total population.

The hedgerows (if I remember this correctly) would have been more common than today.
Can you think of any good reasons why an arcade game with a tiny map would be able to include more trees and smaller fields than sim with a very large map?
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Old 05-03-2011, 07:20 PM
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Maybe they use a better method of drawing trees? You know, like RoF does.
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Old 05-03-2011, 07:46 PM
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Can you think of any good reasons why an arcade game with a tiny map would be able to include more trees and smaller fields than sim with a very large map?
Oh yes, I've got no problem with the trees being a big task to render, not to mention keeping track of. If proper woods are to be implemented in CoD, I think the dev team will have to come up with some way of making them without using large number of speedtrees.

Field size is a matter of tile graphics, and should be simpler to implement.
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