#Longmoor, United Kingdom

1 messages · Page 1 of 1 (latest)

gritty gull
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Hello Reforger gamers!

I've just published my first Reforger map only moments ago.
I'm pleased to have finally put it out there.

Over the next week, myself and our community will playtest and check over the map for issues and to give me feedback.
I'm very happy with the current map, I've spent alot of time checking over the terrain and i'm confident it's pretty much good to for 1.0, but none the less, we review!
I aim to 1.0 release this by end of play next Sunday.

Many thanks to @meager kestrel for all the advice, tips, tricks, anything I needed, he'd typically have an answer.
And also to @glacial lava for supplying me with more videos and picture reference material of the Longmoor terrain.
I also used to serve in the Army and have personal first hand experience at this training grounds, so it should be an accurate representation of the area.

Please feel free to jump in and give me feedback before the end of next week.
I have a small subtle easter egg in the map that's hidden away, but also easy to find if you're in that area, while completely blending in, which contains credits to users who helped.
Anyone who provides some decent feedback before 1.0 next sunday will be credited in this easter egg, so go get involved!

https://reforger.armaplatform.com/workshop/61BD1072371B5470-Longmoor

You can check out this Youtube video for good reference of the main camp area https://www.youtube.com/watch?v=lty5XRl_YIk&list=WL&index=9&t=1s

gloomy lintel
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Hi mate this looks incredible, just loaded it up and there’s massive rocks about as tall as 2 story buildings covering the entire map do you know how I would go about fixing this

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I’ll load it up again w no mods to see if it was me real quick

gloomy lintel
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This was me

gritty gull
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Odd.
Potentially a different mod you had on?
I don't recall scaling any rocks on this map.

gloomy lintel
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It was pre your latest update and I did just wham on my entire mod list it was fine after

hollow kayak
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check over the map for issues 👉 👈 😢

dense mesa
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Looks awesome

oblique lake
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It a nice map

limpid gull
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It’s a project I’ve been wanting to do

bleak pumice
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COOOOOL

gritty gull
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Also, a note on the in-game map.

While it's all currently set up corrext, apparently I put it in the wrong layer, hence why you cannot see said map while in-game.

This shall be fixed, very easy

gritty gull
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Known issue so far:

  1. In-game map, while setup correctly, is in the wrong layer apparently, hence why it's not showing.
  2. A tree in the middle of a road (classic)
  3. Crashed helicopter has no collision
  4. A box near the train line has AT launchers in it.
  5. A road is apparently quite bumpy at a certain area.
  6. Need to adjust lat+long cords
  7. Remove editable prefab - Althought i don't ever recall using any.
  8. Will save my AIworld entity as a prefab so mission makers don't have to create their own each time.
  9. It was a known issue before I released, but where I have wide gravel paths, the parallax looks odd.
    Will play with smaller paths and a gravel ground texture.
gritty gull
clever rampart
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Looking great! Will give this a try later

clever rampart
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Ah fantastic map, great job

north tree
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Mate this is nuts, I've played airsoft there and am literally seeing places I remember standing. Phenomenal job.

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Bramley next? 😄

limpid gull
glacial lava
# north tree

me on the other side of that wall getting exploded (terminal opfor at legion games)

proper trout
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This is interesting, will give it a download, nice to see something FIBUA oriented.

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Is that a MODEL PIT and HARBOUR AREA?

@gritty gull thank you

proper trout
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My assessment of longmoor:

• firstly “fuck me that’s small”.
• secondly “fuck me that’s a lot of detail”
• would be good for field skills, lacks ranges. Good for section battle drills, FIBUA defo.
• would be great for force-on-force (two British units up against each other would be amazing for it).

I think you could do amazing with a larger Trg area like otterburn or Catterick.

gritty gull
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Was looking at a Salisbury plaines map next potentially

gritty gull
gritty gull
proper trout
gritty gull
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Okay so.
I recevived enough feedback in a short space of time, that I've gone through, fixed, changed, added, removed what was needed to make me feel confident enough to update Longmoor.
So as of now, 1.0 is live.
Any further updates after the playtest friday will be a version 1.1

dense mesa
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Congrats on 1.0 release.

gritty gull
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Appreciate it man

quaint lotus
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Great map. Lot's of fun to be had. GJ

gritty gull
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Huh?

gritty gull
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No. I don't understand.

craggy oracle
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Screenshots I think

gloomy lintel
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What the fuck

clever rampart
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Did you miss the part where they posted 29 screenshots of the map?

gritty gull
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There's isn't anything new to see. Apart from a British flag

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Apparently I'm trolling because I don't understand broken English.

dense mesa
gritty gull
glacial lava
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We do a little WAR as a treat (as a treat)

proper trout
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This map is fantastic

gritty gull
proper trout
# gritty gull Thank you dude!

Been down at Whinny Hill today.

Longmoor needs more mud and more random ditches to just fall into, all of my kit is wrecked.

gritty gull
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This was made in the summer season, the map is set around June 2019

winged violet
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How big is the map? this looks amazing

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I’m blind I see it now😂😂

gritty gull
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V2 update

- Out of bounds terrain/debug land thanks to the new dev tool created by the team behind the Takistan map. Big thanks!
- Further prop details to the town and POIs around the map.
- Further detailed the woodblocks with embankments along the side of some dirt roads.
- Added some cover objects such as rocks along long and exposed paths to help break sightlines slightly.

Fixed: 
- An odd looking dip in a road which was wrong.

Changed:
- Some objects to be editable by GMs so they can better design their training area within the town.
- Updated Navmesh and Longmoor AI world prefab.```
ionic wing
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Would any maps you made in the future have any chances of a airbase?

Maybe replicate a RAF base or make a fictional one?

gritty gull
gritty gull
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I want to do more with longmoor

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I wissh I was 12 years younger. I just dont have enough time to dedicated towards and update as well as community updates and also personal life.
But im sure one day Longmoor will get a random update with an extensive update.

north tree
clever rampart
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Lakes Dan was having a bit of a play with them, a lot of them give ‘delapidated seaside town’ energy

gritty gull
gritty gull
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📢 So I've been working on Longmoor, bit by bit the past few days.
It was my first terrain I made for Reforger and while it's inital release was well recieved, I've wanted to go back and polish it up, fix bits, add bits, change stuff up, since it's now 1+ year old.
Here is a changelog so far along with a before and after picture to show what the old 2D map looked like compared to the now new one.

- New Reforger 1.6 props placed around the whole map.
- A couple fences and walls to create a playing field and animal pens.
- Few new new map markers.

Fixed:
- Colourspace of some textures so now they appear in full colour and not dull.
- Sand texture looking super shiny in the rain.
- Road end and start placement. Roads should join into each other better and look neater on the map.

Changed:
- Vastly improved the 2D/in-game map by changing most trails/roads to a different texture (so no more dotted line hell from trails everywhere), reimported the satmap in correct colourspace so colours are vibrant and true, fixed a couple strange "scar" like features cutting through woodblocks/forests by re-rendering the map.
- Updated some walls to be destructible.
- Resized the out of bounds terrain from a large to small to save on file size and to be more fitting to the actual maps size.
- Placement of map text locations so they aren't as obsecured and also colouring so can been seen easier.
- Satmap texture blend and brightness adjusted to make the satmap texture look better on the terrain which also removes the odd looking "hay" grass texture in the sandpit.
- Lerp on vegetation so satmap blends better with ground vegetation. 
- Continued to blend surface textures more and more to create seamless terrain.
- Names of certain files in the backend to increase readability and consistency.

Removed:
- Delete driveable vehicles once placed on the terrain.
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Was mean't to @clever rampart and @north tree in that message also.

clever rampart
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Exciting! Looking forward to giving it a go 🙂

gritty gull
# clever rampart Exciting! Looking forward to giving it a go 🙂

I don't know if you'd be able to maybe help.
But I'm having two issues with the in-game 2D map.

  1. I've got some buildings I don't want rendered on the map as they are tunnels.
    I thought I fixed it but unticking "is building" box in their properties and re-exporting the data. It removed them a few times I checked, then they just seemed to re-appear over time.
    Any idea how to remove buildings from the map?

  2. I've got some terrain that's a concrete area but for some reason 2D map is showing that area as 50/50 concrete/forest.
    Any idea why this is happening?

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But also thank you.
I know it's a small terrain that isn't widely used, primarily by British milsim units only, but I enjoy knowing the effort I've put in and the knowledge I've learnt along the way.

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Fuck it... I could just brute force paint it in photoshop.

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Okay. I managed to fix #2.
For some reason that area spline was bugged and needed to be deleted and re-drawn for whatever reason, tried everything else, but it's fixed 😄

clever rampart
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No clue, I can’t terrain 😂 @neat mural may know

neat mural
gritty gull
gritty gull
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Longmoor 2.5 update 📢

Changelog as follows:

Added:
- New Reforger 1.6 props placed around the whole map.
- A couple fences and walls to create a playing field and animal pens.
- New map markers such as the railway line, playing fields, towers, etc.

Fixed:
- Colourspace of some textures so now they appear in full colour and not dull.
- Sand texture looking super shiny in the rain.
- Road end and start placement. Roads should join into each other better and look neater on the map.
- Re-done walls around the map so they render on the 2D map - Although some are still not rendering? idky.. But it's still an improvement compared to none!

Changed:
- Vastly improved the 2D/in-game map by changing most trails/roads to a different texture (so no more dotted line hell from trails everywhere), reimported the satmap in correct colourspace so colours are vibrant and true, fixed a couple strange "scar" like features cutting through woodblocks/forests by re-rendering the map.
- Updated some walls to be destructible.
- Resized the out of bounds terrain from a large to small to save on file size and to be more fitting to the actual maps size.
- Placement of map text locations so they aren't as obsecured and also colouring so can been seen easier.
- Satmap texture blend and brightness adjusted to make the satmap texture look better on the terrain which also removes the odd looking "hay" grass texture in the sandpit.
- Lerp on vegetation so satmap blends better with ground vegetation. 
- Continued to blend surface textures more and more to create seamless terrain.
- Names of certain files in the backend to increase readability and consistency.

Removed:
- Delete driveable vehicles once placed on the terrain.```
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Footnote:
Longmoor is now +1 year old.
I felt like It was time to come back and polish it up abit, fix some outstanding issues, improve the overall quality.
At this point Longmoor is a finished product, it's had almost all that could be done to it finished.

There are still a few things I wish to do eventually, another major update.
If future updates come to this terrain, it'll be in the form of expanding the overall terrain size by another 1km in each direction, and also adding an underground tunnel system to the camp/town using a custom underground model.
This would require work of modelling, which would be my next adventure to learn if I wish to yet again improve the terrain.
Thank you to all who have downloaded so far.

clever rampart
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Exciting! Looking forward to giving this a go!

gritty gull
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There will actually be a 2.5.1 update tonight or tomorrow.
I remembered on mg way home from work I left a doorway to small to pass through, so need to fix that, but who knows with me... I might somehow create something else for me to do!

clever rampart
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you need to replace the bulb so you go to the cupboard but the cupboard is creaky so you go to the garage for wd40 but the workbench is a mess so you go to B&Q for an organiser and by the time you get back you realise you've made 3 more jobs for yourself.. and you forgot to pick up a lightbulb

gritty gull