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Old 07-25-2013, 11:06 AM
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Fenice_1965 Fenice_1965 is offline
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We use Berlin regularly on Battlefields1. The capabilities of both servers and players has improved over the years so that many maps are now workable online.
I agree. We had problems on the old server. Changed the server the Berlin map works flawlessly even with formations of AI bombers. Have FPS problems only those who use really old machines.
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Old 07-24-2013, 12:44 PM
ECV56_Guevara ECV56_Guevara is offline
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If someone is starting a new project, these are DT rules for Map Making (posted in SAS)Please any DT member confirm.







- map MUST NOT contain any mistakes, all roads and railroads MUST be passable
- rivers MUST have height of 0 (tarns are an exception)
- all bridges MUST be correctly placed and passable
- objects stitched together from other objects (franken objects) MUST NOT be present
- objects MUST be thematically correct (no churches from Slovakia in Africa)
- new 3D models MUST be in low-polygon standard with correct damage model. Summer AND winter textures MUST be included, even if map is a only summer one.
- new 3D models SHOULD be provided with 3DS Max source file and PSD/CDR textures
- new 3D models SHOULD be exported to msh (they may be exported by DT if creator does not have the tools to do so himself)
Only outputs from 3DS Max9 Maraz IL2 plugin version 0.6 OR Fatduck exporter script 2.52 are supported.
- 3D models provided in binary msh SHALL NOT be accepted.
- map MUST NOT use fototextures or anything under copyright.
- airfields MUST be fully functional without obstructions
- forests and trees MUST NOT intersect with roads or railroads
- FPS MUST be equal or higher as on Slovakia or Crimea
- map SHOULD be created by creator from start and MUST NOT be under any copyright
- creation of special objects as dams MUST be consulted with DT first
- map SHOULD be set in 1939-1945(46) on some WWII battlefield of interest


By the way, as there is a moddelling bible, it will be very usefull a similar guide to making a map. There are a lot of questions that I have regarding map making and how you solved them, especially in the Slovakia Map.
Who is the guy that can answer these questions?
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Old 07-24-2013, 07:00 PM
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Treetop64 Treetop64 is offline
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Quote:
Originally Posted by ECV56_Guevara View Post
If someone is starting a new project, these are DT rules for Map Making (posted in SAS)Please any DT member confirm.







- map MUST NOT contain any mistakes, all roads and railroads MUST be passable
- rivers MUST have height of 0 (tarns are an exception)
- all bridges MUST be correctly placed and passable
- objects stitched together from other objects (franken objects) MUST NOT be present
- objects MUST be thematically correct (no churches from Slovakia in Africa)
- new 3D models MUST be in low-polygon standard with correct damage model. Summer AND winter textures MUST be included, even if map is a only summer one.
- new 3D models SHOULD be provided with 3DS Max source file and PSD/CDR textures
- new 3D models SHOULD be exported to msh (they may be exported by DT if creator does not have the tools to do so himself)
Only outputs from 3DS Max9 Maraz IL2 plugin version 0.6 OR Fatduck exporter script 2.52 are supported.
- 3D models provided in binary msh SHALL NOT be accepted.
- map MUST NOT use fototextures or anything under copyright.
- airfields MUST be fully functional without obstructions
- forests and trees MUST NOT intersect with roads or railroads
- FPS MUST be equal or higher as on Slovakia or Crimea
- map SHOULD be created by creator from start and MUST NOT be under any copyright
- creation of special objects as dams MUST be consulted with DT first
- map SHOULD be set in 1939-1945(46) on some WWII battlefield of interest


Lol, no kidding.

The Curland Penninsula map is nearly riddled with mistakes, from missing bridges to parking nodes on the taxiways at some airfields. Still, it's one of the best maps in the game, and one of the few in the whole game that is truly at a 1:1 ratio.
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