Ghogiel, on 14 April 2013 - 11:26 AM, said:
My guess is 1 unit per meter 2km x 2km levels are probably 1024x1024 (eww) or 2048x2048 height maps. And the 4km maps are just double that.
They are using a metric scale we know that much.
This map is 2km with a 2048x2048 height map.
http://i25.photobuck...p2.jpg:original
spot cataphract for idea of terrain scale.
Ok after seeing this map, it's not bad, and I like the lunar craters on the map but I would suggest for actual lunar craters, check out some of the Apollo landing footage for actual craters or check NASA's lunar mapping to see how craters look. These look ok...but something about them just doesn't look right to me. And while I'm just one opinion, I would suggest doing the homework just to make sure. Or if you'd like, look at the Arizona impact crater as that would give you an idea what a crater looks like. Also, it looks like the NW corner would look like one side of the base area, yet the SE corner would look to be another base area, however, the landscaping looks to be a bit unbalanced. One side would have a height advantage as they would quickly look to be able to climb the mountain area and get a height advantage and sniping area for the people making the early approach on the SE corner. And there would have to be certain paths, either man-made or natural paths of progression to move from one area to the next.
Sorry if I sound too critical here, but again, you have to think like PGI is probably thinking here. PGI wants a certain balance to the map, so as to not give one side of the map an advantage causing a disadvantage to the other side. Each side has to have some type of balanced flow to the map. So if you give a high hill or mountain for sniping, the other side has to have defensive ridges to work their way around without getting sniped and be able to use cover to protect themselves from snipers. Or a hill or mountain on the opposite side of the map so the other team can snipe as well.