#Isle of Barra

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dense trout
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Figured I'd throw up a VERY EARLY WIP thread—partly for motivation, but also to get feedback and chat about anything tied to this terrain.

I chose The Isle of Barra as an alternative to creating a bleak, moody, and rugged landscape akin to the Falklands (and similar environments). Barra is the southernmost inhabited island in the Outer Hebrides, Scotland, UK, and has some unique features that could make for some interesting gameplay:

  • A circular main road looping around the island
  • A beach runway
  • Natural choke points / constraints
  • Smaller islands scattered around the main one
  • Plenty of rugged hills and yomping opportunities
  • Not much in the way of trees (so maybe good on performance too)
  • The terrain is mostly open, with small villages and industrial areas dotted about, which helps speed up development. Right now, I’ve just finished my main mask process, so all surfaces are mostly working and aligned with the satellite image. Now, it’s all about hand-placing micro details, settlements, and objects—still a long way to go, but hoping to get a big chunk of it playable in Reforger (maybe for an A4 release).

I've also been working on a mission (with @dapper wave ) to support the island’s release called The Conflict Isles—a COOP/CTI campaign set around a NATO operation to reclaim a overseas territory, launching from a carrier base. For now, the mission is using Everon as a placeholder, but the plan is to transition it fully at some point. https://discord.gg/theconflictisles

Thanks for checking it out!

🌄

jade trail
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i love me a beautifuil landscape. too bad northern scotland doesnt have any trees :(

crude lodge
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Good to see a thread on this map. Excited to see how you'll manage this one. I would assume a lot of texturing and rock placement will be key for it to turn out good. Considering the scarcity of trees. 😊

sand barn
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Nonchalant map

dapper wave
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I wonder how big oak would look at the center. You know, before them made that boat shed out of it 🙂

dense trout
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Quick flyover to show everyone what we're dealing with here. Hoping to lean on lots of automation where possible. As you can see, the masks are done and blend in / out with the sat fairly well (need to tweak some things) and the island is generally quite empty. Main roads are done, and I am going to experiment with creating a new clutter surface to auto place the rocks so I can focus on crafting up the human areas.

dense trout
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Messing with some clutter resizing for more rocky rocks.