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1 hour ago, Nichols said:

I can't wait to make a for real ALiVE mission with some custom objectives that you as a player have to patrol to find....maybe setup some triggers that will give bearings and distance like a sighting report coming in over the radio...hmmmmm.

Custom Objectives should work for now. Haven’t had a chance to DL the map yet. Are there enough buildings placed to justify a proper ALiVE index, or will it need to be all Custom Objectives regardless?

 

If we’re talking dozens of buildings, an index probably wouldn’t matter. If it’s much more than that, yeah I’ll index it. Let me know.

 

EDIT: It’s been brought to my attention Custom Objectives may not work anymore on unindexed maps (they used to and should but it’s possible something changed). I’ll try to index it ASAP.

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Looks Fantastic!!

 

Gives me Tonal flashbacks!!

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Map is looking good, not a fan of some of the old trees though :(

 

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THANKS Icebreakr! Always good for a surprise!

 

Perfect map for weaponary before 1985.

- Flat (almost 2D warfare only if one does not own any airbourne assets)

- no place to hide (well, few dry bushes & trees)

- no bullet-proof cover

 

Indeed it could be interesting to simulate low-tech warfare on such terrain. As soon as one side can efford a 1k$ drone, the game is over.

Orchestered maneuvering of low-tech assets could bring victory.

 

Playing with full year 2035 A3 weaponary is rather boring.

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20 hours ago, HeroesandvillainsOS said:

Custom Objectives should work for now. Haven’t had a chance to DL the map yet. Are there enough buildings placed to justify a proper ALiVE index, or will it need to be all Custom Objectives regardless?

 

If we’re talking dozens of buildings, an index probably wouldn’t matter. If it’s much more than that, yeah I’ll index it. Let me know.

 

EDIT: It’s been brought to my attention Custom Objectives may not work anymore on unindexed maps (they used to and should but it’s possible something changed). I’ll try to index it ASAP.

There are less than 10 buildings that I am aware of. There are a few around the airfield and a couple of huts here and there. Everything else will have to be placed in the editor.

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1.1 is around the corner with the following changes:

- improved satellite image (darker lighting, more realistic)
- added 4th waterhole
- dirt paths / aka roads are visible now (for easier navigation)
- description text changed

What still remains is a LOD dissapearing / flickering of huts... dunno what is the cause of that. Any ideas guys?

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Finally, hut issue has been fixed (improper skeleton in model.cfg caused map placed objects to have no option to open/close doors, but editor placed ones worked) so v1.1 is coming in few hours!

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Uploading to Steam as I type this. I spent another full day on bugfixing some really annoying stuff... so, here it is:

 

Changelog 1.1
- improved satellite image (more realistic look)
- fixed huts that even have openable doors now (tnx to buddy Sahbazz!)
- almost 1.9 million objects placed
- added 4th waterhole
- removed some traffic-blocking vegetation
- dirt paths / aka roads are visible now (for easier navigation)
- removed rather large boulder from the runway
- added more paths for AI to travel
- removed annoying white pixels on road intersections
- description text changed

 

Enjoy ;)

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I found built up areas, three with huts, one with two huts and the big one, I dub No Name (Без Имени) with six huts and a nearby watering hole.

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With help of Jakes, I'll probably add one more version of the map (Present Day) with several settlements.

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