chompster 29 Posted April 7, 2015 There are 4 tunnels and a few bunkers.I am currently fixing the walls and will be fixed for the next update :) But you won't be able to knock them down with any vehicle, this is an engine limitation trade off. Instead there will be a 3 phased destruction for infantry claymores and armor support to blast sections open. Ah cool then i did find all of them, thanks!And alright that's fair, thanks for all the work and effort! Btw, any plans for other PR maps(if those exist) sometime way down the line or is this the last one? Share this post Link to post Share on other sites
sorophx 25 Posted April 7, 2015 we need a good insurgency mission on this map Share this post Link to post Share on other sites
reforger 30 Posted April 7, 2015 (edited) @James2464 It is nothing special and unimportant for the gameplay but I thougt I should mention it. In the loading screen you wrote that 54 german soldiers were killed. Sadly the german army lost 55 soldiers. Also you wrote that the first german soldiers arrived there in 2003. The first german soldiers arrived there in 2001. Would be nice if you could correct these little faults when you have time, because behind these numbers are real fates. @sorophx These missions are very good:http://forums.bistudio.com/showthread.php?190525-Insurgent-Actions-(Kunduz-Afghanistan-Missions) Edited April 7, 2015 by reforger Share this post Link to post Share on other sites
jcae2798 132 Posted April 7, 2015 we need a good insurgency mission on this map Check this out, latest build should be pretty fun :) http://forums.bistudio.com/showthread.php?190543-Dynamic-HVT-Takedwon-%28Kunduz-MAP!%29 Share this post Link to post Share on other sites
jeza 5416 Posted April 7, 2015 (edited) Some more SP from new update 1.02 thanks for the update, loving the wall entries :D Wave to the taliban at 10:26 Edited April 7, 2015 by Jeza Share this post Link to post Share on other sites
scruffy 22 Posted April 7, 2015 Hey James :) First I want to thank you for releasing this island. I haven't managed to do more than a short flyover over the newly populated parts of version 1.0, but it looks great so far. Time to try an Insurgency mission on there. Second thing: The troubles with savegames and the main menu scene not showing, but instead loading other islands is a problem with some "unexpected behaviour" from Arma. Your .wrp file has the name kz.wrp, the class in CfgWorlds is named Kunduz, somehow Arma doesn't like that. Try renaming to kunduz.wrp, no idea if that's the only thing where the name needs to be the same. Icebreaker had the same problem with Isla Duala, and fixed it. Share this post Link to post Share on other sites
jcae2798 132 Posted April 7, 2015 Second thing: The troubles with savegames and the main menu scene not showing, but instead loading other islands is a problem with some "unexpected behaviour" from Arma. Your .wrp file has the name kz.wrp, the class in CfgWorlds is named Kunduz, somehow Arma doesn't like that. Try renaming to kunduz.wrp, no idea if that's the only thing where the name needs to be the same. Icebreaker had the same problem with Isla Duala, and fixed it. Awesome, yes he did have the same issue! Hope this helps James as i am sure it will :) Share this post Link to post Share on other sites
sorophx 25 Posted April 7, 2015 thanks for mission suggestions, guys Share this post Link to post Share on other sites
ice_age0815 37 Posted April 7, 2015 thanks for the new update Share this post Link to post Share on other sites
Evil-One 18 Posted April 7, 2015 Couple of eye candy shots: http://steamcommunity.com/sharedfiles/filedetails/?id=419847556 http://steamcommunity.com/sharedfiles/filedetails/?id=419847522 Share this post Link to post Share on other sites
tpw 2315 Posted April 8, 2015 I've been playing a fair bit more on this fantastic map and pretty much the only thing that irks me is the strange blue/green grass in places, which I assume is inherited from the sat map. It really seems at odds with the rest of the dry dun coloured landscape. Is this something that you would consider looking into James2464? Share this post Link to post Share on other sites
orcinus 121 Posted April 8, 2015 IMHO this is perfect, because that limits the movement of vehicles a bit in this rather small map. We, the xCam Proto map team, have played this map alot in the last days and we are all loving it. Especially the fact that you have always a small pit nearby to hide in. :D And lots of decent-sized rocks scattered around to use as cover :) ---------- Post added at 05:54 ---------- Previous post was at 05:43 ---------- I've been playing a fair bit more on this fantastic map and pretty much the only thing that irks me is the strange blue/green grass in places, which I assume is inherited from the sat map. It really seems at odds with the rest of the dry dun coloured landscape. Is this something that you would consider looking into James2464? I think it represents the 'green zones', as intended (see the first post). These are strips of land where water is relatively abundant - from either streams/rivers or near-surface underground sources - which permits vegetation to flourish. The vegetation can be quite dense in the strips of land not used for crops, which the Taliban exploits. I don't know how realistic the colours are, however. BTW, there's some great descriptions of operations against Taliban using the green zones for cover/concealmment in Ed Macy's books "Hellfire" and "Apache". Share this post Link to post Share on other sites
james2464 177 Posted April 8, 2015 (edited) Thanks for all your feedback! :D And don't forget to vote on the tickets below. New Update v1.03 - Improved House_6 lods. - Fixed clipping rocks. - Fixed accuracy of loading texts. - Fixed mission saving issue. - Fixed green area indications with in-game map. - Fixed l1 gate skeleton. - Tweaked tunnel geometry. - Tweaked loading text to accurately reflect German causalities (RIP). - Tweaked Qalat. - Tweaked satellite image to reduce the blueish shadow tints. - Tweaked wall armour slightly, should be fairly decent now. - Qalat tower geometry isn't enabling bipod deployment http://feedback.arma3.com/view.php?id=23491 - Afghan House_6 ruin state texture issues. 3 Phase Wall Destruction Infantry or Armored breach: http://i.imgur.com/vxC40la.png Result: http://i.imgur.com/a8l1yir.png & http://i.imgur.com/ydpIWD0.png This can be done on all types of walls. FOB Clearings for Construction: FOB Area 1: http://i.imgur.com/NDZSfSP.jpg FOB Area 2: http://i.imgur.com/FHG7FXJ.jpg You will have to construct the FOB's as i've provided the foundation, this is the best way because there are mods for it and allows custom-ability. Secret Bunkers: http://i.imgur.com/ot8OEQJ.png http://i.imgur.com/lm69wkR.png 4 Tunnel Systems http://i.imgur.com/BtOYZBW.png http://i.imgur.com/yhBaR08.png http://i.imgur.com/S3Kexl2.png http://i.imgur.com/6lm9Xi6.png http://i.imgur.com/xYRzRKX.png DOWNLOAD HERE [1Gb] I've been playing a fair bit more on this fantastic map and pretty much the only thing that irks me is the strange blue/green grass in places, which I assume is inherited from the sat map. It really seems at odds with the rest of the dry dun coloured landscape. Is this something that you would consider looking into James2464?https://dl.dropboxusercontent.com/u/481663/pix/kunduz.jpg https://dl.dropboxusercontent.com/u/481663/pix/kunduz2.jpg Yes I agree, I've made some colour balance adjustments, let me know what you think in v1.03. Hey James :)First I want to thank you for releasing this island. I haven't managed to do more than a short flyover over the newly populated parts of version 1.0, but it looks great so far. Time to try an Insurgency mission on there. Second thing: The troubles with savegames and the main menu scene not showing, but instead loading other islands is a problem with some "unexpected behaviour" from Arma. Your .wrp file has the name kz.wrp, the class in CfgWorlds is named Kunduz, somehow Arma doesn't like that. Try renaming to kunduz.wrp, no idea if that's the only thing where the name needs to be the same. Icebreaker had the same problem with Isla Duala, and fixed it. Fixed now I believe. Edited April 8, 2015 by James2464 Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 8, 2015 Welp, you're certainly making me happy I've got a good connection. Cheers! :D Share this post Link to post Share on other sites
tpw 2315 Posted April 8, 2015 And lots of decent-sized rocks scattered around to use as cover :)---------- Post added at 05:54 ---------- Previous post was at 05:43 ---------- I think it represents the 'green zones', as intended (see the first post). These are strips of land where water is relatively abundant - from either streams/rivers or near-surface underground sources - which permits vegetation to flourish. The vegetation can be quite dense in the strips of land not used for crops, which the Taliban exploits. I don't know how realistic the colours are, however. BTW, there's some great descriptions of operations against Taliban using the green zones for cover/concealmment in Ed Macy's books "Hellfire" and "Apache". Orc it's not the green zone concept, which I'm familiar with, just the fact that the grass is bluegreen instead of green! Share this post Link to post Share on other sites
teilx 4 Posted April 8, 2015 nahh.....they only need to add some marihuana plants ......tada afghani Purpel Haze/Drug Region:p Share this post Link to post Share on other sites
kecharles28 197 Posted April 8, 2015 Updated mod v1.0.3 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
tpw 2315 Posted April 8, 2015 (edited) Yes I agree, I've made some colour balance adjustments, let me know what you think in v1.03. Thanks very much for responding so quickly to my observation. Unfortunately there still seem to be lots of regions where the grass is bluegreen instead of grass green. I've never been to Kentucky but I reckon even their grass isn't that blue! Blue grass on left, normal grass on right. Actually just looking around google images searching "afghanistan grass color" shows plenty of emerald green grass in among the pictures of dope plants... Edited April 8, 2015 by tpw Share this post Link to post Share on other sites
arthuro12 10 Posted April 8, 2015 (edited) I'm unable to place objects in the tunnel main room, everything will sink into the floor. Woops nevermind, myObject enableSimulationGlobal false; fixes it. Edited April 8, 2015 by arthuro12 Share this post Link to post Share on other sites
ice_age0815 37 Posted April 8, 2015 And ones again thank for the update so far I have a blast on this map well done Share this post Link to post Share on other sites
owmyeye 14 Posted April 8, 2015 nahh.....they only need to add some marihuana plants ......tada afghani Purpel Haze/Drug Region:p There already is weed in this map :P Share this post Link to post Share on other sites
james2464 177 Posted April 8, 2015 (edited) [/url]http://i.imgur.com/1X9nEMo.jpg' alt='1X9nEMo.jpg'>Download Kunduz, Afghanistan now on Steam with Automatic Updates! Edited April 8, 2015 by James2464 Share this post Link to post Share on other sites
jcae2798 132 Posted April 8, 2015 Can't thank you enough James. Just a random question. Would you guys ever consider updating PR FATA map to A3 standards? It's a great map as all the PR maps :) Share this post Link to post Share on other sites
jeza 5416 Posted April 8, 2015 Thanks for 1.03 mate! If you get an opportunity could you pm me the best point of interests you like most on the map (grid ref ect) for the next video update? Thanks! Share this post Link to post Share on other sites