Kuban from War Thunder

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Author: RettoKeissu

Last revision: 23 Apr, 2025 at 07:54 UTC

File size: 63.62 MB

On Steam Workshop

Description:

( additional version for modern battles: no light flares at night: https://steamcommunity.com/sharedfiles/filedetails/?id=3468305118 )

so. i done it. finally another one.

you know the map Kuban from War Thunder game? if you dont know, its hills and grass and trees and some russian country houses, yeah, this is the map. so all other space of description i want to use for yaps of how i made the map.

This time.. made WITHOUT ingame map editor.

huh? arent im so good clever cookie for upgrading so much hehe~? i mean, its a technology, its a new way of doing a map, its evolution, its character development. But thank god i am kind of experienced in ingame editor cause unity is 100x more complex and unity is for those who know why they use unity instead of ingame editor.

why do i use it? for optimisation of course. my last war thunder maps need, like, 400mbs of memory average? but this one. this can be like eight times better than every my previous map (not Pasloe village), but the thing is, it takes eight times less memory. and it runs *smooofly*. it runs divine. it runs Fabulous.

flashbacks after my Poland map ive been making 100 hours that turn into 20fps has been cured.

ok but there is also things i didnt figured out yet. please be patient with them while playing:
1. its kinda harder to do pathfinding in unity. i mean bots know the terrain but when they drive cars, they cant see objects without proper guidance. like, all the trees, rocks and houses. even tho i placed lots of avoidance boxes and zones, bots in cars tend to roam into trees and stuff. cars struggle. wide tanks get stuck often. well its funny anyway. if you will not like that so much you will write like 100 comments about your steptanks being stuck, i will perform extra painful pathfinding measures of placing individual avoidance zones for almost every tree on the map (not for ones on the borders of the map). or i will delete collision models of the trees hehe.
2. trees hitboxes kinda big. i mean not the trunks but crowns. its not so affecting to the gameplay to be honest so idk why i tell about that.

unity is super cool. ingame editor cool too cus its much easier and in some ways more mobile.

map cool too. next one possibly gonna be something with super lots of houses like Eastern Europe cus i know it wouldnt take too much fps now.
Or even collab map huh….???~~

coolest two guys who made and helped me to implement script of light flares during night:
salt aka NaCi https://steamcommunity.com/id/__0x1/
Dexstar https://steamcommunity.com/profiles/76561199453067912 (<— and super thanks for introducing me into unity)
yeah, map has a feature of night flares just like in War Thunder. I guess they are similar. i dont recall how original flares was looking like exactly but they got deleted from War Thunder recently lol.

oh and also mods used on screenshots:

rifle
https://steamcommunity.com/sharedfiles/filedetails/?id=3460687543

t 34
https://steamcommunity.com/sharedfiles/filedetails/?id=3465753923

pz 4
https://steamcommunity.com/sharedfiles/filedetails/?id=1445176097&searchtext=pz+4

next credits go to me:
support: https://www.donationalerts.com/r/rettokeissu (please :baloon:)