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Level Design Omaha beach map project need help!!

Green color was for warfilm fx,changed water and fx's...for german vs us personally i cant,but the steps seems easy,because we need to combine rsgameinfoterritories to rogameinfoterritories (changing the strings of russian with usa)
but this is only what i think,a better modder could answer better..
 

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Really??

normandy-beaches.jpg

Normandy Beach

DSC_0389_PS.jpg

 
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He means that it looked like that. However, even on this oversized picture the water looks still more like the picture I posted than the screenshot IMHO.

Compare:
 

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Hello Guys,

i know you love maps like this. but give that guy a small chance to learn the sdk. he still started with everyting. i told him, an omaha beach isnt the best idea for a first project, but it doesnt matter anyway. the main thing for him is, learning the SDK and the editor. Its not really important for him at the moment, that everything is perfect. And lots of stuff, you can change later easily if you have the experince.

Dont expect to much realism. I am still here since 1-2 Years and i still need to learn a lot about level-design.

greetz :)

btw. nomad thanks your ini file i put it into the next climbup update if i dont forget ^^
 
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its a long road to the end,but i will try to complete the first test version before 31.
by the way,these are little updates:

water module added, now when you are on the water you will be slower, Added first custom bunker (artillery casemate,i know this shall not be on the beach, but the fixed mg's doesnt have much depression, so i gotta place bunker with lot of view range),changed athmosphere, what you think about this? added objectives (4, wich are capture the bunker hills) changed barbed wire destructible damage, now you can destroy it with mk2 grenades (i made this because if the enginer dont reach the wireline this will be a problem... ) and added ammo boxes.
in the future i will complete the bunker hills,add a small line of trenches on theyr back,add artillery,capture artillery bunkers objective and to finish capture vierville sur mer or something else.
 

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Liking what I see :)

Some suggestions:

#1 Place some barriers or visual ques the players attempting to flank are not abruptly faced with red zones of death.

#2 Add extensions (static mesh planes/low res terrain) to perimeter of map so it doesn't appear that the playing field is a square board floating in space. Look at RSTE-IwoJima to see what I mean.

#3 Make a "fall back" area for the defenders so when the bunkers are taken they still have some cover and an opportunity to recap the last objectives. Again, Iwo is a good example.

#4 Either lower the arttilery counter or give the attacking team a few extra Squad Leaders to throw smoke, they're gonna need it :D
 
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Liking what I see :)

Some suggestions:

#1 Place some barriers or visual ques the players attempting to flank are not abruptly faced with red zones of death.

#2 Add extensions (static mesh planes/low res terrain) to perimeter of map so it doesn't appear that the playing field is a square board floating in space. Look at RSTE-IwoJima to see what I mean.

#3 Make a "fall back" area for the defenders so when the bunkers are taken they still have some cover and an opportunity to recap the last objectives. Again, Iwo is a good example.

#4 Either lower the arttilery counter or give the attacking team a few extra Squad Leaders to throw smoke, they're gonna need it :D

Yessir!
 
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