Arma 3
Khoramshahr (Beta)
Ron4Swat 19 Sep, 2019 @ 3:10pm
Feedback
Not only for a first time project i think its well made. That the areas outside of the town are not just a flat landscape but have a good amount of microterrain features improves the overall impression. But as my list of suggestions is already pretty big, i will not continue to list what i already like about the terrain.

Here are the things i think could be improved.

Overall the town looks pretty similiar wherever you are, so more distinctive looking places would be good. For example have a more modern area with more of the higher houses, where the ground is paved.

Contrast that with one or more poorer areas that are more densley build with huts. That can be mixed up with some small bazaars between them. Might turn in something maze like. At [3891.16,3116.16,0] there is already such a small area pretty much perfect, however very small. I imagine something like that, but on a much bigger scale, just with a bit more space between to walk.

Have other areas that might be still poor, but are improved from huts to some of the poor looking 1-3 story buildings, while still being relative densly build, might have somer bigger roads between them.

Have another area with a bit better looking houses, maybe mixed up with some of the more modern looking commercial houses that are already on the terrain here and there

Make use of where the terrain is located, have one or more bigger bazars. I could imagine a bigger one located between a poor area with huts and one poorer are with real buildings, where the bazaar functions basically as a dividing line.

Have bigger, industrial areas, maybe only one or two, but its often more useful for missions to have a few but bigger industrial areas instead of multiple smaller locations.

You already have a big river and a big town, why not have one or two harbors, one more commercially/industrial, one further away for civilian use. The more commercial harbor could have a more extensive industrial area being build on it.

Have some small fisher villages along the river outside of the big town.

As you have already the river to divide the town, you can use it for your advantage and build the poorer areas on one side, maybe also with the industrial area near it, on the other side the more wealthier areas.

Have a big military base. For example the area SE with the few houses seem just redundant, as you already have alot of buildings in the norther area. Or if you prefer more civilian use, place a bigger airport, with enough parking space for cars, a area to park and repair aircrafts. Maybe also some hotels nearby.

With a possible airport in the S, you could build a poorer area between it and the main town area more in the north.
Last edited by Ron4Swat; 19 Sep, 2019 @ 3:11pm
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Showing 1-15 of 24 comments
EAGLE  [developer] 19 Sep, 2019 @ 3:18pm 
Thanks for your feedback and suggestions. I really need feedback :)
Great job but small for air combat?
EAGLE  [developer] 23 Sep, 2019 @ 3:43pm 
Yes, it will be at least 10x10 in 3-4 weeks
Originally posted by EAGLE:
Yes, it will be at least 10x10 in 3-4 weeks
Awesome Eagle, I am awaiting your map brother! You do great work. It is a rarity to find such detail and pride in ones work these days. Keep it up bro!
Ron4Swat 5 Oct, 2019 @ 7:28am 
As you plan to enlarge the terrain anyway, i would suggest to keep some distance between the town areas and the end of the terrain. Its kind of a immersion breaker.

Maybe have a bit of desert between the town and the end of the terrain or/and some small hills or even mountains at the end of terrain, so there is a natural visual barrier, that prevents the player to see the area beyond the terrain.
Last edited by Ron4Swat; 5 Oct, 2019 @ 7:28am
EAGLE  [developer] 5 Oct, 2019 @ 7:57am 
Originally posted by Ron4Swat:
As you plan to enlarge the terrain anyway, i would suggest to keep some distance between the town areas and the end of the terrain. Its kind of a immersion breaker.

Maybe have a bit of desert between the town and the end of the terrain or/and some small hills or even mountains at the end of terrain, so there is a natural visual barrier, that prevents the player to see the area beyond the terrain.
ok
Ron4Swat 6 Oct, 2019 @ 7:53am 
GPS/Map coordinates (specifically the y-coordinate, the x-coordinate matches) do not match with the world coordinates, which makes mission development a bit harder. Would be helpful if they would match.

Last edited by Ron4Swat; 8 Oct, 2019 @ 9:59am
Hows the map coming along Eagle? :steamhappy:
EAGLE  [developer] 8 Oct, 2019 @ 10:04am 
Originally posted by BigDawg:
Hows the map coming along Eagle? :steamhappy:
I decided to make a 40x40 terrain of (Khoramshahr+Abadan)&Iraq and I'm working on ground texture (also adding some military structures to current map)
Originally posted by EAGLE:
Originally posted by BigDawg:
Hows the map coming along Eagle? :steamhappy:
I decided to make a 40x40 terrain of (Khoramshahr+Abadan)&Iraq and I'm working on ground texture (also adding some military structures to current map)
Awesome my friend, let me know when you get close to being done! Excited! :steamhappy:
cubyblue 2 Apr, 2020 @ 2:28am 
Hello, very interesting map (thks for your job !) , but I suggest some adjustments : - a road to reach the hospital : (http://prntscr.com/rrf9pf example) /// - position "01610379"
end of the road a little strange /// - surface problem in all warehouses (http://prntscr.com/rrfc9b)
EAGLE  [developer] 2 Apr, 2020 @ 5:59am 
Originally posted by cubyblue:
Hello, very interesting map (thks for your job !) , but I suggest some adjustments : - a road to reach the hospital : (http://prntscr.com/rrf9pf example) /// - position "01610379"
end of the road a little strange /// - surface problem in all warehouses (http://prntscr.com/rrfc9b)
Thanks
Ron4Swat 18 Nov, 2020 @ 11:39pm 
The RHS team has published their own terrain core mode (RHSTERRACORE https://steamproxy.net/sharedfiles/filedetails/?id=2288691268), which might be worth looking into because it contains 3 new bigger multi story buildings which are fully enterable. When i first saw them i thought immediatelly that they might fit well into certain areas of this terrain, namely the ones that portrait a more modern part of the town.

Don't know if their architecture fits well into this region but visually they seem to merge well with the other buildings.

For a proof of concept i placed some of them in a area which i thought they would fit in well and made some pictures.

https://imgur.com/TZnIrok
https://imgur.com/VoJJDZI
https://imgur.com/adV2Hji
EAGLE  [developer] 19 Nov, 2020 @ 12:49am 
People usually don't like to use more dependencies. I can use this mod and upload another version.
Ron4Swat 19 Nov, 2020 @ 9:30am 
I think the main question is usually if the additional dependency does make any meaningful impact. If its the case then i think most people will not have much of a issue with it.

From my own observations it seems that walkable houses are considered a useful feature of a terrain. It seems so important that for example the makers of Chernarus 2020 exchanged the old non walkable buildings with the newer walkable versions that came with the Contact DLC release. Same effort was made with Chernarus Redux.

Houses of this size are usually not walkable in Arma3, so having them in the terrain i think would be appreciated by many.

In the future RHSTERRACORE will also be owned by much more people, as for example RHSPKL will depend on it, as they will move their custom buildings and other stuff to RHSTERRACORE.

Having 2 versions of the terrain seems like a maintenance nightmare to me, but it certainly would be interesting to see how many would use the improved version with the additional dependency.
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