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EMERY

Generation kill mod

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so far the baghdad patch has been great. A few crashes a while ago (probably some addon, PERHAPS ANOTHER EBANKS MAP?? hehe), but it's fine now..

Edited by Fox '09

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I just try it. didn't found any serious bugs. Just some glitches, such as the road draw distance is too short, roads overlaped at the intersection, roads don't have a smooth connection with bridges, AI donn't know how to get across a bridge........anyway, thanks for your hard work.

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If only you did the WEST side of the river :D. Good start guys, keep at it.

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I just try it. didn't found any serious bugs. Just some glitches, such as the road draw distance is too short, roads overlaped at the intersection, roads don't have a smooth connection with bridges, AI donn't know how to get across a bridge........anyway, thanks for your hard work.

they need to add the roads to the satmap

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If only you did the WEST side of the river :D. Good start guys, keep at it.

I'll do what I can:)

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Yeah more vegetation would be cool. That's a great reference picture that fox posted.

Would look good with some less dense areas, and alot more trees. :)

Maybe you could use Berghoffs new vegetation pack. His new palms look SOOOO much better than the ones currently being used.

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we will take a look at Berghoffs new vegetation pack. Enad thanks :)

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Well when I was in Baghdad in 2003 one thing I remember about the sides of the major roads was that there were lots of little dips and mounds for bad guys to hide behind. And there is trash everywhere. Big piles of trash, small piles of trash, just trash everywhere. There were alot more palm trees and vegatation as well. this map has some great potential and I am looking forward to any updates. You might want to try an pm Ard, I will link you his post because I know he was working on some walls that you can blow holes into for a breach. maybe he could let you in on that little magic since he isn't pursuing his project much anymore it seems like. Would be a great addition to this map since walls play a huge role in Iraqi house planning

http://forums.bistudio.com/showthread.php?t=95496&page=60

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Well when I was in Baghdad in 2003 one thing I remember about the sides of the major roads was that there were lots of little dips and mounds for bad guys to hide behind. And there is trash everywhere. Big piles of trash, small piles of trash, just trash everywhere. There were alot more palm trees and vegatation as well. this map has some great potential and I am looking forward to any updates. You might want to try an pm Ard, I will link you his post because I know he was working on some walls that you can blow holes into for a breach. maybe he could let you in on that little magic since he isn't pursuing his project much anymore it seems like. Would be a great addition to this map since walls play a huge role in Iraqi house planning

Another soldier said the same thing; he said it was because many cities in Iraq lack a santiation system for disposing of trash. Welcome to the forums, by the way. ;)

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Have finally had time to peruse your map.

Most of what i was thinking has already been mentioned in this thread, veg, roadside, walls. This is all well and good to expect from a Baghdad map but remember, this map is bloody huge.

All the attention to detail will take ages to achieve in full. The neighborhoods surrounding the police station on the east side of the river are coming along well. There are some buildings that could be facing the other way but again this map is huge, so...

I reckon you boys are doing awesome work, and this map is really nice to explore. Set up a few little battles, and found C4 a must to make a quicker advance through the walls. Some of those blocks are massive on foot.

Are you guys doing the palace? If you are then your dedicated to your work, it won't be an easy feat.

All in all great work, its coming along. :D

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ye i think ebanks is workin on baghdad, as for the units etc, not too sure.

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Besides OA, I still think the Baghdad map is a great contribution to ArmA II. I had the chance to play some missions on it and the feeling is really good.

The main problem remains that AI units will not cross the bridges...

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yea things are slow and we are all still keen on the project but just all getting caught up in AO "as you do" i will be getting to group back together soon to get some work done.

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Yeah,the Baghdad map has a biggest city within all the AA2 official or unofficial maps, still expecting an update for it.

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Sorry been busy with life, work, and college lol but i've been contemplating whether or not to start using OA objects in this map or wait for the official tools to come out for OA map making(if that does happen). I just dont feel like hex editing every single p3d file atm...but will probly end up doing so anyways.

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yea just wait out a while ebenks i don't even have AO yet, but i might be selling my motorbike tomorrow if i do i will be the 1st thing i get most likely

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I don't know if you guys are still developing, but some units, such as Cpl Cody Scott for example, do not appear in preview even though placed in the editor. This happens to a number of other units at random.

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Still eagerly expecting an update for this mod. A compatible version with OA or CO and more detailed Baghdad map.

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In regards to the map. I'll try to get an updated OA version this week out. Reworked part of the map some

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