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Old 09-15-2015, 10:52 AM
Soldier_Fortune Soldier_Fortune is offline
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Join Date: Jan 2013
Location: Madrid, Spain
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Quote:
Originally Posted by Pursuivant View Post
...
Maps that would really work well for the B-24D would be those that mostly feature large stretches of ocean with bits of land at the edges. For example, the North Atlantic from Scotland/N. Ireland to the tip of Iceland, or the tip of Cornwall to the Northern end of the Bay of Biscay.
Why...?

AFAIK, the B-24s were used to close the North Atlantic gap against the U-Boote, and they were equiped with surface radars to spot them. (Not with bombs).

The only reason I can guess for not to do big land maps (about 1000 x 600 km) is a technical limitation: more land means more objects; and such maps may takes ages to upload in the FMB. And, when a player would try to play it, he could get a CTD. A big surface of water solves the problem because it is only a flat texture.

But the guy who has designed La_Chute, has solved that problem in a smart way: the most of the map is only texture: also cities and towns.
He placed objects only in few points, but he didn't populate the whole map to avoid instabilities.

At ground level or flying at very low altitude, the visual effect is like if a city is "painted on the floor". But if you are flying over 3000 m or higher, you will see the city with a realistic appearence. [Maskirovka...!!]

A mission designer only would need to place the relevant objects using the FMB, according to his mission script. For buildings, the mission designer only need to choose any which fits the "coloured shadow" of the ground texture among those of the Objects list.

As I told in my first post, La-Chute may be played smoothly with the highest graphic settings. I used many planes at the same time, and several of them were activated by triggers...
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