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james2464

Kunduz, Afghanistan [10km] v1.20

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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?

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@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 by reforger

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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 by Jeza

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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.

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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 :)

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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?

kunduz.jpg

kunduz2.jpg

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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".

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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

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 by James2464

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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!

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nahh.....they only need to add some marihuana plants ......tada afghani Purpel Haze/Drug Region:p

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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!

kunduz3.jpg

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 by tpw

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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 by arthuro12

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nahh.....they only need to add some marihuana plants ......tada afghani Purpel Haze/Drug Region:p

There already is weed in this map :P

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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 :)

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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!

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