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But basically what I would like to suggest would be to add some "very simple village houses" to where North Korea and Venezuela are, and on top of this try to add stuff to represent these areas as having a high portion of poverty.
Unfortunately this would be actually a rather accurate representation of those regions, since it is known that people from both of those countries frequently have to go through periods of hunger.
(Proof of this is the significant exodus of Venezuelans fleeing from their crumbling nation; and the fact that the differences on the houses from both sides of the river that divide China and North Korea are massive; also a movie that North Korea recorded on Japan in an attempt of "anti-ocidental proganda" back fired because of how Japanese houses showed in the movie [likely the movie was recorded in a "not rich region" of Japan!] were so "luxurious" in the eyes of the North Koreans...)
On the NORTH EASTERN portion of Brazil, it is mostly "Semi-Arid", if not out-right ARID, as there are even some regions that have gone through desertification process!
This can be better visualized by looking at a map that shows the "Sertão" region of Brazil, it is clearly defined by sitting between two elevations:
One of said elevations can be seen on the Eastern coast of Brazil's North East region. It is called "Agreste". And as said it is elevated, and basically block the humidity coming from the east.
And on the North-Western portion of Brazil's North East it is seen a transitional region called the "Middle North". It is mostly seen nearly ENTIRELY within the state of "Maranhão", which in its majority has a diverse biome, and is actually not too elevated, except for it's ORIENTAL region, which is elevated and makes up the border between the "Middle North" and the "Sertão" regions.
And it is this very elevation that blocks the humidity from coming from the ~NorthWest/West side of the Sertão.
(TL;DR: The Northen Eastern portion of Brazil is like sort of a "Bowl". With its eastern coast being elevated, blocking humidity. And its North-Western side being also elevated, making it really DRY, being usually really arid here...)
https://en.wikipedia.org/wiki/Caatinga#/media/File:Caatinga_IBAMA.jpg
This map says more than all of my wall of text.
https://en.wikipedia.org/wiki/Federal_District_(Brazil)#Climate
And it is only the "North Western" portion of the state west of Brazilia (or technically the "Federal District") that has a "tropical forest-like" vegetation.
This can be seen if you check the "Current in Game" terrain height at the edge of the current sea, and you will find that it is zero.
However if you look at where the true beaches would be loacated at (they can be seen by the ground texture), you will find that they are actually at "-30 meters height".
So I might have just given you and idea for a version "3.0" of the terrain:
You raise the whole of the terrain by 30 meters, then you work out the true countours of the lands, which are the "True IRL Beach locations" (that are now currently in game at "-30 meters altitude", or the same depth as Atlantis).
And then you lower what is actually "sea" down to like ~50 to 100 meters depth.
( I would recomend around 50 meters depth on most of the "average depth" underwater sea locations, with -100 depth being only for like really REALLY deep seas)
They need to be expanded. Right now, as a runway surrounded by fencing and a few buildings, they are not really functional for what they are meant to do. Yeah, you can take off with an aircraft, but when you land, you are pretty much stuck. There needs to be a section of the air bases built up for taxiways and the parking ramp. That way you can land a plane, taxi to the ramp, relarm/refuel/repair, and then taxi to the head of the runway for another takeoff.
This will be doubly important for those using the USAF mod with things like the B-1b Lancer. This will be one of the few maps where that aircraft can actually be used without immediately having to turn around after takeoff. The aircraft is going to need room at the airport just to be on the runway, let alone turn around.
I suggest looking at the X-cam-taunus map for it's big airport in the SW corner for a good idea on what to do. Maybe not to that detail, but as far as runway, taxiway, and ramp are concerned, it's an excelent template to utilize.
Also, buildings don't need to HUG the runway. That's how you start losing wings.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1780377663
(Earth 2.0 'air base'. With no room for anything.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1780388445
(X-cam-taunus airport, lots of ramp space and taxiways.)
i would estimate the whole size of the area to be within 500x500m - 750x750m? in the past i've experimented with pasting this town on flat areas of earth and it went pretty well - the town also has its own roads and etc placed as part of the props
additionally here are some screenshots of the city!:
residential area:
https://cdn.discordapp.com/attachments/148413420922732545/511490400146554880/unknown.png
industrial:
https://cdn.discordapp.com/attachments/148413420922732545/511490461500964864/unknown.png
city center:
https://cdn.discordapp.com/attachments/148413420922732545/511490587661303818/unknown.png
rural area:
https://cdn.discordapp.com/attachments/148413420922732545/511490699028594718/unknown.png
city at night:
https://cdn.discordapp.com/attachments/148413420922732545/511490913466449930/unknown.png
prison at night:
https://cdn.discordapp.com/attachments/148413420922732545/511491061240037378/unknown.png