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Emita City - Arma2CO Island

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I like the city. So far it seems to have nice balance.

I have one suggestion though. Can you get rid of the ships in the dock. It looks cool to stage them there but if they are permanent then you always have to have blufor in control of the city.

I just think that for mission makers having the ships there limits what we can do. If you leave it empty, then it opens up scenarios where we can put opfor ships or civilian ships. And with the city so close I imagine the ships have to play a role. Theres another island that does that too and its in a spot where it blocks any access for other ships. I imagine your city will get ALOT of use.

It seems like a trend now that island makers are trying to get more and more detailed with their maps. That is good, but then they end up putting too many things in their maps that tie hands of mission makers. Like crashed aircraft or destruction or ships making anything other than warzone missions not practical.

Their is a mod that has nice buildings. I think there is a jail. That would be nice. I think it's called opx.

Other than the ships, I like it so far. I'll look around a little more

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[/color]Edit; Oh, and I hope to find some nice missions for me to play when I get home from vacation! :)

I'm not very skilled with the editor myself.

working a warfare port for your map, sent pm regarding. Thanks for the map!

Gut

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@Victim913, thanks for your feedback!

yes, I will consider removing the ships in next release.

Will see what the majority thinks about it.

With some imagination, the ships might aswell belong to opfor.

I kept the warzone area in one edge, so hopefully there's enough city for more civil missions aswell.

@Gut, thanks mate! Will respond asap!

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Only crit I could find so far are that I think your use of the blue hotel from ArmA1 looks a liitle odd. I'd suggest making them the complete half circle as they were placed on Sahrani, having the main stair landing and baulastrades canteliever out the way they are is a little disturbing.But still great to see them again.

Thanks for the info.

I'll have a look at that!

Never tried A1 so I'm not familiar with how they used the buildings there,

but it sounds cool!

@ .Taffy: Thanks for the ideas, will see how I can imrpove the map!

@ Darkhorse: Hehe, that C-130 is actually meent to look like it smashed through the church! :)

I'll have a look at it again and polish it!

There were also a few things that seemed kinda weird to me,the whole bunch of International Hotels all around the city and the Small Persia area.

Yeah, it's the lack of similar buildings that made me reuse the hotel alot.

Little Persia might be inspired by Chinatown in Manhattan maybe?

A reason to get the OA buildings into Emita, some variation,

otherwise there would just be more international hotels and other buildings I used alot.

I can imagine it's hard to get the AI to travel around the city exactly as you want,

but let me know if there is some serious issues.

I'll check what you wrote Metalcraze.

Satellite image is still WIP. Alot of improvement needed.

But I hope the map is still playable and that you enjoy it in it's current state!

I will get to work with version 1.1, and the main improvement will probably be the look of the map!

Cheers!

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Hey!

I'm working hard on an update for Emita City!

Currently the noticable changes are:

-Improved satellite image.

-Reworked city center, removed some repeating buildings and added more oldtown style areas.

-Some more changes to the city, more of the 70's type architecture.

-Fixed bugs with custom objects.

-More detail, bushes and trees in the city.

-Better ACM support.

-Fixed ground textures in industrial areas and removed grass in some warehouses.

-Fixed airstrip so that it's better to drive on, easier for AI to land and take off.

More to come!

Also working on some custom buildings, but if they make it into next release is uncertain.

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Cheers!

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Hey guys!

Here's one of the custom objects I'm working on, an officebuilding,

still WIP, imagine it with furniture:

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...and hopefully working doors.

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bracer can you please send me your latest config.

your latest release has some issues. you would get a fixed one back :)

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Real nice work, Bracer!!! I am still strawling around on this map...keep it up!

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Little by little I've been updating and fine tuning Emita City.

I'm intending to release Emita 1.1 very soon.

For now the changes are as follows:

-Improved support for the Ambient Combat Module.

-Improved the airfield.

-Added some proper textures to parkinglots and inside the warehouses.

-Fixed the cutsom objects so you can't shoot through them.

-Remade some of the city center.

-Added more highrises in the southwest city.

-Added new village, Kirseberg.

-Added a new custom highrise.

-Improved config-file, thanks PvPscene!

The new highrise is in beta stage at the moment.

It should work very nice for PvP fights,

but the AI isn't very interested in moving inside it for now.

Hoperfully I get this fixed before I release 1.1.

Cheers

/Bracer

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I'm now releasing Emita City v1.1

There's been alot of polishing of the map.

Unfortunatly I have very limited time for Arma2,

so there's not as many fixes and improvements as I would have liked to see.

But, it's not the last update to come!

Some of the changes:

-Improved support for the Ambient Combat Module.

-Improved the airfield.

-Added some proper textures to parkinglots and inside the warehouses.

-Fixed the cutsom objects so you can't shoot through them.

-Remade some of the city center.

-Added more highrises in the southwest city.

-Added new village, Kirseberg.

-Added a new custom highrise.

-Improved config-file, thanks PvPscene!

-Added more vegetation to the city.

Known bugs:

-AI can't use the hotel and custom highrise.

-At some places the beton and forest groundtextures mix up.

-You can fall through the carrier in the east harbour.

I haven't managed to get the AI paths to work inside my custom buildings yet,

but as sonn as I manage there will be a hotfix or an update.

Then there will probably also be more custom buildings!

I hope you'll enjoy it!

Cheers

Download: http://www.gamefront.com/files/21279353/emita_v1_1.rar

123azh.jpg

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I havent downloaded 1.1 yet, but I was thinking that you should expand the eastern bit of Emita city. I think the destroyed houses are a great feature but I'd love to see more. :D

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Lol Kirseberg is a place in Sweden I think :) A part of a big city somewhere in Sweden. Is this correct?

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Great work, but I've found a warning message:"Warning Message: Cannot load texture c:\users\daniel\documents\armawork\bracer\bra_battleship\data\tapetain02_co.paa."

And, a kind of floor building losts texture, just white color. Expecting a hotfix.

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Correct! :-) There might be more connections to Malmo in Emita!?

---------- Post added at 05:15 PM ---------- Previous post was at 05:14 PM ----------

Oh, thanks for telling me.

Will fix asap!

---------- Post added at 05:21 PM ---------- Previous post was at 05:15 PM ----------

I havent downloaded 1.1 yet, but I was thinking that you should expand the eastern bit of Emita city. I think the destroyed houses are a great feature but I'd love to see more. :D

Do you meen more destroyed city or intact?

I'll keep expanding the city.

I have some ideas to move Emita to a 10x10 terrain, we'll see.

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I meant more destroyed houses. It really is a beautiful feature. You can do loads of proper war-like scenes there instead of having to desroy it with script or arty. The map in General is brilliant. And so long as it doesnt lag, go for it. Make it 10x10. :D

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