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mcnools

Hazar-Kot Valley - Release Thread

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Very, very, very nice map.

The size of it, fit my tast perfectly and in runs like a charme.

Many interesting areas as small vallys with a road in the buttom and mine area ect. it is just bloody nice. :)

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I'm making a random gameplay video of it, this is just one frame. This map can look so EPIC

http://i.imgur.com/MSgy8.jpg

Woa, that's sick. It looks like the hill is a mountain miles and miles away.

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I just jumped in to say, this is an awesome map! WOW! I just saw these small winter spots up the hills and that was totally awesome! Really great map. Thanks for this! Keep up the good work, mate!

Jarhead

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Had a quick playtest with a unit member last night, set up a basic insurgency style mission.

assault compounds, blow up cache's hidden in caves etc.

Map runs very well and is set up interresting enough, had a lot of difficulty spotting compounds at night in the higher valley!

Fun

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I think it will be good if McNools is to expand the map like IceBreakr

I mean over the time he can easily bring it to the size of at least Zargabad - yet the level of detail on this map is much higher than on BIS desert ones.

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Ehhh, a coordinate on the caves :D

Can´t find them :)

+1

I can't find the bloody things either!

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There is a Point of Interest Mission in the Datafolder... Open it in the editor and look at the markings... ;-)

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There is a Point of Interest Mission in the Datafolder... Open it in the editor and look at the markings... ;-)

That was the first thing i did but couldn't see anything marked on my map. I'll go and give it another try. Thanks swissMAG

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You need to go into the editor and go into "Marker Mode".

Then you see all the POI ;)

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Just wanted to say that this is a top fav map now.

Perfect size for performance, perfect for patrols, IED search scripts, skirmishes, house searching etc. Its like a "Clafgan light" .. but I dont like to insult with comparison, just referring to look/location and size.

Love it mate, spot on.

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Just because I can't stop gawking:

ArmA2OA2011-12-2818-11-45-54.jpgArmA2OA2011-12-2818-16-51-58.jpg

I havn't noticed any problems with SOM Tactical airstrikes. Call 'em lase 'em... aaand boom. Will keep trying to break it but works fine for me so far (using ACE2 SOFLAM). I hanv't tried Vanilla but I've had it screw up on me on Takistan and Chernarus many times so pretty sure it's a BIS bug and not a map thing (i'm no expert though:confused:). Thanks again McNools.

@antoineflemming if you havn't tried it yet the dynamic snow (mild) gamelogic that comes with NiM weather addon also looks great in the inner valley for that desert winter feel.:D

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Nice screenshots Clarkey1! I'll put a link to your post with them (and a few others who've posted screenshots) right away. :) Glad you like it!

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Now if some missions would start popping up for this excellent map.

Great job McNools, you can see that you put a lot of time and effort into this.

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I just finished a mission against insurgents involving in total 200 soldiers , vehicles , helicopters. Its amazing that the lowest FPS during the heaviest part of the figh was 40 FPS. I believe that patch 1.60 was incredible and together with JSRS 1.4 mod and ofcourse this fantastic map gives the game another dimension. THank you both for making this game more EPIC then ever :).

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Sounds epic! I'm actually very surprised by the performance on this map aswell, I was scared that the amount of detail and vegetation I was placing was just going to create a good looking but unplayable map, I'm glad that's not the case!

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Indeed FPS only comes for me with AI, not the map itself.

I added civvie vehicles & OA civvies and 1 car spawned and in the main town I only saw 1 person spawn, so is it a case that its half working for ambient civvies?

Would be good to be able to populate with the module a little more, unsure if its the map and actually normal for the size/civvie ratio.

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Hm, have you tried the debug-command for the module? (can't remember the exact one, but I think it's mentioned here in the topic somwhere), it shows you all the civvies etc. For me I get quite a lot of civvies spawning, usually several for each building.

There's another command for the modules init-line where you can decide the amount of civilians for each house aswell.

BIS_alice_mainscope setvariable ["civilianCount","5"]; (that should spawn 5 civvies for each house of I'm correct).

The Civilian vehicles module isn't needed to have civvies driving around though, that's a part of the ambient civilians (expansion)-module, it only spawns vehicles here and there as far as I know. :)

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Hm, have you tried the debug-command for the module? (can't remember the exact one, but I think it's mentioned here in the topic somwhere), it shows you all the civvies etc. For me I get quite a lot of civvies spawning, usually several for each building.

I will give it a blast and test it out, seeing as you report it being ok it might be my end or the test I was trying out.

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This is the debug-command:

this setvariable ["debug",true]

Using that (on the Ambient Civilians (Expansion)-module) I get plenty of civvies spawning. :) So it should be working.

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