Blackfox34 14 Posted August 29, 2011 cool haha. Let me know if you need any help with anything, research and stuff on this or anything else. Share this post Link to post Share on other sites
mondkalb 1087 Posted August 30, 2011 (edited) Finished Killhouse #5 The balcony was a bit too short, so if you destroy that door, it turns into a handy ramp. Now if there only was a way to get a motorcycle inside... Turns out it wasn't a problem at all! So here we go: I bet this beats every fast-roping maneuver as means of entrance by a hundred times! Now, Ontopic: Next on is the Warehouse, though I am unsure about the roof-lights. To make them good for fast-roping, they need to be open by default, so that excludes having glass windows as roof openings. Any ideas how they should look like/be made of? Edited August 30, 2011 by Mondkalb Share this post Link to post Share on other sites
DaveP 66 Posted August 30, 2011 I think I mentioned to you before, one option is to make them as hatches that can be open/shut similarly to how attic trapdoors are usually done (and then perhaps on the warehouse have a few of them open by default) This would make sense on the warehouse roof as skylights Putting some of these in the upper floors of killhouses would also make great opportunity to drop grenades/shoot down or up through or make a different method of entry Share this post Link to post Share on other sites
Blackfox34 14 Posted August 30, 2011 http://vamptasticalsaj.deviantart.com/art/skylight-reflections-217851747 found a site that you can use to bypass youtube restrictions, yes it is real lol http://www.hidemyass.com/ ---------- Post added at 10:20 PM ---------- Previous post was at 10:19 PM ---------- ---------- Post added at 10:22 PM ---------- Previous post was at 10:20 PM ---------- there is more footage than that 10 sec part if you watch the whole thing, beware it is kind of cheesy though. Share this post Link to post Share on other sites
pathetic_berserker 4 Posted August 30, 2011 Next on is the Warehouse, though I am unsure about the roof-lights. To make them good for fast-roping, they need to be open by default, so that excludes having glass windows as roof openings. Any ideas how they should look like/be made of? Well i'm not sure how weather tight a kill house realy needs to be, so a simple hole may be an option, or you could use an industrial style saw tooth roof profile or something incorporating clearstorey windows that keep your windows (minus glass) vertical, and extend eaves to keep the worst of the weather out. Share this post Link to post Share on other sites
ray243 11 Posted August 30, 2011 Maybe you could make a building, based on military structures? Like a military HQ. All those seems like civilian buildings. Share this post Link to post Share on other sites
J-Guid 10 Posted August 30, 2011 Create a fully airport :)! And please give to buildings, more different textures (colors, type of material) - My proposes of objects: shop store plains mini caffe Great caffe building And Bank house :)! Good idea create a little or middle cottage houses Some like that : Houses or thath: views Thanks! Share this post Link to post Share on other sites
.kju 3244 Posted August 30, 2011 Excellent effort :bounce3: More custom buildings and objects is what arma needs for more believable and interesting locations. :) Share this post Link to post Share on other sites
DaveP 66 Posted August 30, 2011 oh bugger, I forgot the most important reference of all m-3bsv2Rmpo Share this post Link to post Share on other sites
kremator 1065 Posted August 30, 2011 What is Brian Blessed doing working for the Taliban ? Share this post Link to post Share on other sites
DaveP 66 Posted August 30, 2011 Doesn't look that far off how Arma 2 characters handle CQB movement :p Share this post Link to post Share on other sites
mondkalb 1087 Posted August 30, 2011 Create a fully airport :)!And please give to buildings, more different textures (colors, type of material) [...] -> MBG_Buildings_3 Share this post Link to post Share on other sites
mondkalb 1087 Posted August 31, 2011 And done... This warehouse is probably the last building I've completed. No more to follow. Now the pack features 7 unique killhouses, which, to be honest, should be more than enough. This warehouse is also the biggest so far, the last picture shows the second-biggest killhouse inside the warehouse. The first two pictures have an M1A1 to give you an idea of the scale. Now I am gonna chill back on a nice and easy, stress-free 2km x 2km terrain to give this addon a dedicated terrain. Also, this will be most likely my last addon ever, sadly. But the reasons to give it up are more than worth it. More details on that, for those that are interested, will follow soon-ish. Share this post Link to post Share on other sites
DrunkenVeteran 10 Posted August 31, 2011 Looks great man! Excited to see the terrain you associate with these! Share this post Link to post Share on other sites
Blackfox34 14 Posted August 31, 2011 Great work. Can't wait to test it out. Share this post Link to post Share on other sites
mondkalb 1087 Posted August 31, 2011 Aloha, now that I am taking on (Ho-ho!) the map, I had a couple of ideas and I'd like your input on those: The terrain will be divided by a dry river into two separate sides, the western side being along the layout of Copehill Down, and the eastern part will be ficticious. Also, I am thinking of giving each house a unique number, though I am not sure about that. And should they be numbered on the map by default? What do you think? And what's the military-boffin's opinion on this? Share this post Link to post Share on other sites
galzohar 31 Posted August 31, 2011 I've used many air/sat photos that gave every house a number (usually a 4-digit number, for compatibility over a reasonably large sector), but actual maps never had them. Since in-game zoomed map view is basically an air/sat photo I suppose it would make sense to have house numbers in that view. Would be cool to be able to tell someone "house 3124" instead of having to mark it on the map. Of course it is probably a good idea to follow some kind of convention when giving numbers, so that most often you will find close houses also be close in number, making it easier to find said house. Share this post Link to post Share on other sites
DaveP 66 Posted August 31, 2011 (edited) CDV (Copehill Down Village) houses all had numbers, so that would be in keeping. Not too bothered about the fictional bit, but if it makes the map more attractive/fun/interesting as far as ArmA2 goes, then no probs. He could of course just model more of ATE(SP) (Army Training Estate Salisbury Plain) area around the village, since it's pretty good training area anyway. Translated from officer acronym english Also, this will be most likely my last addon ever, sadly. But the reasons to give it up are more than worth it. More details on that, for those that are interested, will follow soon-ish. Shame, you're part of a dying breed of 'old school' community facing addon makers (but of course, big decisions mean good reasons) Edited August 31, 2011 by DaveP Share this post Link to post Share on other sites
jens198 0 Posted August 31, 2011 If you need images of MOUT areas/houses I can provide you a bunch of images of the buildings from the McKenna Urban Training Site. Zipped and uploaded the images. Jens http://www.gamefront.com/files/20731940/PICTURES_zip Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 31, 2011 Just a little idea - is it possible to get those numbers on buildings could be selectable from mission design? That way people don't get too comfortable with it and it would increase the surprising element during training/playing. Maybe you can name the towns or parts of them on the map like "Hells Kitchen", "Kill Park", "Fastmovers Heaven", "Bullet Circus", "WTF Area", "Boomers tomb".... Share this post Link to post Share on other sites
mondkalb 1087 Posted August 31, 2011 Currently the map title is "Cindercity". :eek: Seeing that I'm stuck with placing picket-fences and the like again, I might as well just ditch the fictitious area and do a 2km x 2km of the Salisbury Training Area with CDV centered. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted August 31, 2011 @ Mondkalb If you can figure out how to make the ultimate natural killhouse (a cave with two or three different entry points and a few internal caverns where AI could camp then you will make my world). Still love all your other work though - but the cave man, the cave! Share this post Link to post Share on other sites
rye1 21 Posted September 1, 2011 Ah, skylights! 1:55. <3 Share this post Link to post Share on other sites
thedudeabides 40 Posted September 1, 2011 Mondkalb also check out the Layout of Shughart-Gordon MOUT Site in Ft. Polk LA. It is a pretty nice MOUT Village. Also there is the place in Israel that is a true Cinderblock City. http://www.youtube.com/watch?v=iix8k49kqMk http://www.globalsecurity.org/military/library/report/call/call_96-7_pt6fig2.gif http://www.gdit.com/assets/0/380/548/7B1DFB24-A942-4C30-97A3-4F9BEE160C6F.jpg Share this post Link to post Share on other sites
mondkalb 1087 Posted September 2, 2011 The terrain was finished yesterday. :cool: Now all that is left to do is to playtest the buildings & islands (That also includes making missions, *hint*). Release is probably a week ago, as I'll have to chat up some chaps regarding some ITAR related issues that may appear in this particular case. Nothing serious, but better safe than sorry. In the meantime I'll use the time to rearrange some trees and walls, and maybe some more terrain indentations for cover purposes. Here are some pictures: Facts so far: 0.5m Satmap resolution 4m terrain cell size 2km² size Lifesize Copehill Down FIBUA village with authentic structures Mixed with BIS structures All buildings are enterable No dead-end backyards All civilian cars on this terrain will have british license plates and will be registered in Brighton... Comes with built-in rainy shitweather. Share this post Link to post Share on other sites