argument 51 Posted May 17, 2016 Hello, You know that I have not finished the map "deadcity" in 2013, because that map had a lot of bugs, also if there was a problem with the time. Now I started a new map, it will be similar to last map. *Map is based on terrain Zagrabad sample map with rivers. *The map will have a town called "Pecher". *The city will be a bit more than Zagrabad. *The leaves of the trees were removed o2. *Created several wrecks cars from arma2 models. *Fixed lods firegeometry of ruined buildings. I hope , i will be have time for finish that map. :o :ph34r: https://imgur.com/a/GDPNS 20 Share this post Link to post Share on other sites
khaosmatical 237 Posted May 17, 2016 Awesome! Very creepy. 1 Share this post Link to post Share on other sites
CrazyCorky 463 Posted May 17, 2016 Love the look of it so far. Will be following this! Share this post Link to post Share on other sites
zeealex 2029 Posted May 17, 2016 this looks like the grozny map from A2, I loved the feel of that map so much! really looking forward to this! :D 1 Share this post Link to post Share on other sites
Big Daddy Grimm 7 Posted May 19, 2016 I watching this also can't wait Share this post Link to post Share on other sites
flanders25 1116 Posted May 19, 2016 Looking forward to this! Great work! Share this post Link to post Share on other sites
ineptaphid 6413 Posted May 19, 2016 this looks like the grozny map from A2, I loved the feel of that map so much! really looking forward to this! :D It does look like that -mixed with Fallout 3's Capital Wasteland :) 2 Share this post Link to post Share on other sites
argument 51 Posted May 22, 2016 the first demo version, requirements: CUP terrains-core, cba_a3https://drive.google.com/file/d/0B5kEyJeQwldaLXdoU1FrXzI1RXc/view?usp=sharing Anyone knows is it possible to turn off all static lights at night in world config.cpp ? 3 Share this post Link to post Share on other sites
Hate 232 Posted May 22, 2016 Very nice looking. A small suggestion--forests on the outskirts of the city. Would be good for besieging snipers and artillery. Just a thought. Share this post Link to post Share on other sites
EO 11275 Posted May 22, 2016 Anyone knows is it possible to turn off all static lights at night in world config.cpp ? I would suggest reaching out to haleks, his Ravage mod has all artificial light disabled on Altis. Share this post Link to post Share on other sites
Big Daddy Grimm 7 Posted May 22, 2016 Down loaded and will give it a try. Pics look very good. EDIT: I used this map today and with the exception of a few missing textures this is one awesome map. Share this post Link to post Share on other sites
Guest Posted May 23, 2016 Release frontpaged on the Armaholic homepage. Pecher v0.1 alpha Community Upgrade Project - Terrains Core Community Base addons A3e Share this post Link to post Share on other sites
onlybone 11 Posted May 23, 2016 Hey man, great work so far, I really enjoy your map. There is one thing tho that seems off to me. The biggest building in the city seems to give no visual cover against AI. If you place them even 150m away and you run up the stairs, they somehow detect you and begin to open fire, would really like to see that fixed, as it renders the building useless for sniper missions etc. Share this post Link to post Share on other sites
Belbo 462 Posted May 23, 2016 That really looks great. Now we definitely need super mutants and ghouls. :D Took a small walk around the map and it definitely has 'the vibe'! http://images.akamai.steamusercontent.com/ugc/450736355959704345/114D3706EA05689308512B54204DFF8F6E0070B4/ http://images.akamai.steamusercontent.com/ugc/450736355959705222/C351E549A991287D4A6CE4D11E0C80DBEF72A6DC/ http://images.akamai.steamusercontent.com/ugc/450736355959705887/D01CD1C8EC492E57DF91288444B8B85DD1230FD9/ http://images.akamai.steamusercontent.com/ugc/450736355959706277/424A58A111727D136F20621510FA8C227B75A5F1/ 2 Share this post Link to post Share on other sites
LykosMactire 298 Posted May 23, 2016 My only issue so far with this map is the perm cloud cover, even if you turn overcast off. Share this post Link to post Share on other sites
Hate 232 Posted May 24, 2016 Another suggestion: tag this 'chechnya', so players looking for gritty urban combat maps/playstyles can find this quicker. Will there ever be a broken down metro system or is that too hard to in A3? Edit: Been playing a lot on it tonight. I kind of like the industrial lights and the plaza lights. When I tried to make it really foggy, the whole city became dark instead, I think that might be related to me trying it on dev build though. Share this post Link to post Share on other sites
Valken 622 Posted May 25, 2016 Map felt like a really gloomy Cheranobyl and WWII Elite Sniper mix. With more work this would be incredible fantastic. Details will bring it out as it currently feels like someone dropped a nuke here not so far away. 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted May 25, 2016 Map felt like a really gloomy Cheranobyl and WWII Elite Sniper mix. With more work this would be incredible fantastic. Details will bring it out as it currently feels like someone dropped a nuke here not so far away. ^^^ You just give me a great idea for a mission...... THANK YOU BRO!!!! 1 Share this post Link to post Share on other sites
bad benson 1733 Posted May 25, 2016 @argument: awesome map! keep it up! slightly unrelated question. aren't you the guy who was working on making some of the cherno houses enterable? if so, any chance to see those in the future or a source release for someone esle to finish them? sorry if i mixed you up with someone else. Share this post Link to post Share on other sites
Meik Will Made It 45 Posted May 26, 2016 looking good Share this post Link to post Share on other sites
argument 51 Posted May 28, 2016 Hey man, great work so far, I really enjoy your map. There is one thing tho that seems off to me. The biggest building in the city seems to give no visual cover against AI. If you place them even 150m away and you run up the stairs, they somehow detect you and begin to open fire, would really like to see that fixed, as it renders the building useless for sniper missions etc. My only issue so far with this map is the perm cloud cover, even if you turn overcast off. thanks, fixed @argument: awesome map! keep it up! slightly unrelated question. aren't you the guy who was working on making some of the cherno houses enterable? if so, any chance to see those in the future or a source release for someone esle to finish them? sorry if i mixed you up with someone else. it was me, i can give you source if you need Share this post Link to post Share on other sites
miketim 20 Posted May 28, 2016 Great work on the map. It works very well for urban motorized combat and tank battles, as well as CQB. I like the fact that you kept it free of map labels, makes it very versatile. My only suggestions are that you add more garbage items to the ground ( the arma 3 garbage bags look nice) and personally i prefer the A2 OA roads that you used outside the city to the Chernarus ones, I think it would probably look better with those A2 OA roads ( the ones that dont have leaves on the edges) The buildings fit really well, I think you could use some more foliage on the ground though, maybe try to mix in some of the arma 3 green grass from altis in small patches, and there is some dead grass and shrubs from altis as well that would fit perfectly. Also as that other guy said adding some pine forests around the city with like half dead trees and some arma 3 dead bushes would fit really well. Also one thing is that the map looks weirdly bright on the map screen, the texture looks oddly bright compared to the actual ground on there. Good work, looking forward to version 2 :) Edit: Found a bug You spawned 2 factory buildings into each other right here http://steamcommunity.com/sharedfiles/filedetails/?id=692679110 Share this post Link to post Share on other sites
teddymosart1 40 Posted May 28, 2016 Ghost Recon feel to it......Ready made sniper hide would be looking cool.... Share this post Link to post Share on other sites
dakaodo 52 Posted June 5, 2016 In Eden editor, at coordinates (5170, 4044), you have two trees with their trunks embedded in the bridge -- the rows of trees flanking the road went 1 iteration too far towards the river bank. Otherwise, this is a great concept for a map! I love the atmosphere so far. The parked cars and wrecked playgrounds are a nice touch. This would be tedious to add, perhaps, but maybe set up some funnels and kill zones, where random junk piles, abandoned barricades, a wrecked truck, etc. happen to block off streets here and there, creating a partial maze or funnel for a couple streets. And some of them could have non-obvious exits by cutting through a building, or crouching/crawling under a gap formed by 2-3 cars/objects piled just high enough. If you don't care about making AI pathfinding impossible (i.e. a permanent PvP only map), the streets could use more trash objects and wrecked cars, rubble, etc. But that may be a choice better left for a mission designer, to permit coop vs AI mission as a default. But that's your call! Share this post Link to post Share on other sites
argument 51 Posted June 19, 2016 New version 0.2https://drive.google.com/open?id=0B5kEyJeQwldaNWQwN1BnZ3lwWDQ 5 Share this post Link to post Share on other sites