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Level Design Omaha beach map project need help!!

Hola,im here to bring you some updates..
here i changed again the model of the beach trying to go closer to the reality, removed some stuffs from the beach and i've added the (dont know if is correct :D) rommel asparagus. Changed some illumination stuff again and the fog color to give this a touch of morning. For the second part of the map, i was thinking to this.. (handmade trench field in pictures), maybe too long? what kind of trench field you prefer, one closed all the way with barbed wire, or one which only have the border closed? anyway, if you prefer another objective as second part of the map, answer here :D .

When trenches are completed, i will rent my own server for testing
 

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Upvote 0
Awesome map! I really can't wait to play this map. My one criticism for it is that the trenches may be a bit too tall. I can't tell if they can, but the Axis soldiers should be able to stick their heads and fire out of the trench. Keep up the good work bro! :D

A village at the end would be cool, but I know mapping takes forever, so maybe that should be an update or something.
 
Upvote 0
Awesome map! I really can't wait to play this map. My one criticism for it is that the trenches may be a bit too tall. I can't tell if they can, but the Axis soldiers should be able to stick their heads and fire out of the trench. Keep up the good work bro! :D

A village at the end would be cool, but I know mapping takes forever, so maybe that should be an update or something.

mmm,my plan was to set up a fight inside deep trenches, but if people prefer the "classic" ones i will make them :D
 
Upvote 0
feel the bombing athmosphere on trenches :D:D
too much?

Too much smoke can cause graphics performance problems. The smoke has some transparency and it is hard for the system to render many overlapping transparency. Use a few sparingly to create the effect and save on graphics memory.


I notice you used the terrain to make cliffs and this can cause some problems and its better to use a static mesh. Using the terrain to create cliffs uses a lot of graphics memory because of the shadows and the different elevations.
 
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