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Even in the smaller villages with just some poorer huts, you would imagine that its just dirt ground and that vehicles and people already erased all the natural gras there while stepping over it over and over again. There should be a noticeable contrast between the rural surroundings and the inhabitated areas.
It's even more noticeable in the civilian areas with more modern buildings. Nobody will place a modern office building in a area like this and not put in some asphalt or something like it around it, so they don't get their shoes full of mud as soon they are leaving their house.
What i noticed for example at the factory area at 4973/5540 but also in other locations is that all the stuff like garbage, partly destroyed walls and especially the destroyed tank and truck that makes it appear as if it is a abondened area. At the same time all the buildings in the factory area and the nearby military buildings look like the area is in active use, so you expect it to be better maintained.
I think it would be better to have locations which are obviously meant to portrait a abondened location and then you can go more wild with all the stuff to make it look like it, but keep the other locations better maintained.
This would also have the advantage that you have more different looking locations instead of the same strange mixture of new and abondend.
1.) All of the locations which are relative big, are placed basically in the center of the island pretty close to each other. I think it would be good to spread them out a bit more.
2.) The next location just S of the airport is pretty close to the airport. Anyone working/stationed there must get serious hearing problems being so close to the runway.
Also there is a big chimney in that location that is directly in line of any plane that tries to either land or start from S of the runway, as if someone really wants one to crash into it. Probably best to remove it if that military base/factory area stays there.
3.) The location just west from the airport also seem to be a bit too close to the airport to have a liveable noise level if planes start or land there.
4.) It would be good to have at least one location at the ocean with a harbor. In the end all the heavy machinery and material that build the airport and the military bases probably came mostly by water. To keep with the general theme of the terrain it might be interesting to build the harbor with good fortifications etc., which would make it pretty unique compared to the usual civilian harbors that usually exist.
5.) Might be good to extend the terrain a bit to have more ocean on the map. Especially with something like a fortified harbor or something like a modern fortress at the cost the terrain could offer some interesting possibility for sea vs. land fights or sea. vs. sea fights around the island.
6.) It seems that the military bases have too many watchtowers/bunkers. Often there are many smaller ones near a big one, which on itself has already a good overview over a wider area.
7.) Many of the miliary bases that have walls around them have also some damaged elements, which are probably intentionally to allow players to enter the bases more easily and give a better balancing. That however seem not very believable that bases that are so well protected with towers and bunkers would allow such broken elements that offers any enemy a easy access into the base. Might be better to add more dores/gates into the wall to achieve the same in a more believeable way.
In Eden Edtior you can find some helpful things under Things/Targets and Structures(Altis)/Obstacles.
When i first checked out the terrain i did not like it that much, mainly because of the strange mix of military and civilian/industrial buildings. Thats not how it should be !
But then i looked at the other locations and realized that there seem to be a clear intention behind it instead of just some more lazy building placement. Especially Manikaua made me realize "Oh that he is trying to do." It reminded me of some kind of modern castle, so the layout of the other locations made now much more sense to me.
In the meantime i really like the location layout, its pretty unique for Arma3 terrains as far as i'm aware. For me it portraits a distopian future because of the strong mix of military and civilian structures. In some way its another apocalypse style terrain but without all the destruction.
Could be integrated with a military location where the agriculture fields are build around the inner circle of the main military/civilian/undustrial buildings and just some small roads that lead into the inner circle through the fields. Maybe best build near the ocean, so you can also build up some small streamlet from the ocean to the fields.
On the "Manikaua Airfield" I would suggest to rotate 180 degrees the "Airfield Control Tower (Military)", so that it can face the airfield runway.
Also right next this "Airfield Control Tower (Military)" you can find a small H-Barrier fortifiaction with a "H-Barrier Watchtower (Green)". This fortification is inside a massive rock/stone.
South in this same airfield I would rotate 90 degrees the "Hangar (Small)" so that its opening faces to the west, similar to the other hangars in this airport.
Also one the Vanilla Altis "Hangar" in this same airport has a massive rock clipping into it.
2
Around 1.3km North of "Kabypana" there are many rocks that are going INSIDE of some bunkers.
3
I would suggest maybe adding big industrial installations or a large farm in the large clearing around 800m South East of "San de Ropa".
4
In "Kabypana" I would suggest removing a few of the H-Barrier fortifications on the South/South East side, and add civilian settlement there
5
In the "Kabypana solar powerstation" I would suggest to increase the number of solar panels (maybe double the current number of panels).
Also maybe add some industrial facility and/or fortification in its North West portion, which currently is a bit empty.
6
In "Guaytan" I would suggest expanding the installations and fortifications AND also revising the entrances. I also would suggest to maybe remove the "CSAT Tent Connectors" on the Dome doors.
7
South of "Guaytan" by a house in the top of a hill/mountain I suggest removing the fortifications because I can see them being problematic for AI driving around there, specially since there are trenches in the road. This location could be made into a small sized settlement/installations with either a "Transmitter Tower", or a "Transmitter Tower (Tall)".
8
In East/North East portion of "Esperan" I would suggest to add one or at most two Military fortifications. I would suggest also to add additional industrial installations (it feels quite empty).
9
2.7km East of "Esperan" I would suggest adding either a medium/small sized settlement with a harbor, since you have a natural bay there
10
900 meters South West of this harbor location (number 9) I would suggest adding a small sized military outpost/base. Maybe with a "Military Cargo Tower".
11
2.4km West of "Kabypana" (2.1km West of "Sabo") I would suggest adding a medium/large sized "slum" settlement just south the roadblock (and maybe move the camp that is just north of the roadblock to the center of this new settlement)
12
2.3km South East of "San De Ropa" I would suggest either making into a medium sized military secret base with a harbor, or a medium sized settlement with a harbor (because of the river)
@Pear
Thanks, ok
A few places with rocky ground, probably best near the coast, could have more of the big rocks might be better then to have them spread around so relative close to each other all over the island.
From a practical point of view they do not need to be necessary also, as most the ground has enough slopes to offer cover for infantry.
Instead the places that are basically flat, like many areas around locations like Manikaua, could need that small differences in terrain height as it is the case in most of the other areas of the terrain Flowing rainwater probably would have created small channels and small holes and elevations all over the place.