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shezan74

Spritz Island 1.0 released

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Hi friends.

Thanks to your help and your suggestions on this forum i've finally released my first work. Spritz Island is now available on Armaholic .

world tools has been deeply used there. All plants, rocks, bushes, woods and deerstands has been automatically placed by the tool without any "human" work except road cleaning and some fine tunings over some scenic places. All powerlines has been made in a bunch of minutes by using the world tools scripting. This script has been placed as standard object.

I suggest limit angles between each segment to 10 degrees maximum due cable detach visual effect on towers.

Here the script used:

begin
InsertObject(fc190ff6-ef2a-4a98-b925-743d3080e43e;0;0;0;White) //ca\misc\sloup_vn
InsertObject(ae44b324-4ade-40c4-bb7d-e2f0c4355c6c;0;0;99,6;Fuchsia) //ca\misc\sloup_vn_drat
end

Some features

- Based on real DEM data from real Aegean sea island

- Mixed environment with forests and desert areas

- Vegetation and bush type changes from sea level to mountain level

- 4 villages

- 2 lakes (natural and artificial)

- 1 big airport over am artificial peninsula

- complete powerline system across the island and along main roads

- more than 250.000 objects

- featured and created for patrol missions and infantry movements

- Comes with a multiplayer patrol mission made by -[TdC]-Solo.it

Thanks to Icebreakr for hints (Nutella is a good way to obtain informations ;) ), some of you for opening my eyes on my issues, my clan for beta testing and all peoples that contributes on this forum with comments, tutorials and their works.

If you think the island is suitable for playing, a comment/rating on Armaholic is appreciated.

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I don't have access to the game right now to try it but from the teaser screenshots it looks like a damn good island. Certainly makes me want to check out World Tools once my island gets past the concept phase.

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I hope the test will mantain your expectations.

Feel free to ask if you need help with tools ;)

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Really like this Island, can see you put a lot of work into it and as a result it has a nicely realistic feel to it, well done!

The DEM data you've used is spot on and has given plenty of shallow dips and rises in the terrain where both the player and AI can take cover or find sheltered firing positions. Add to this the abundance of bushes/rocks, and the micro AI is really given a chance to shine!

FPS are also good on my ageing rig (AMDx2 3ghz, ati 4850).

Couple of suggestions - perhaps instead of the 'Stubble' clutter try 'GrassAutumnBrown' mixed with a little standard 'GrassAutumn' (I've already tried it using cfgsurface coverage of 0.5 and 0.2 and it blends well with your Sat_Lco).

Only other thing is the TIMBER piles look a little out place on the steeper slopes.

Again, well done.

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shezan74: which RL island did you use if its not a secret :)

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flown over it a couple of times and it looks good it is a island suited for marine assault and more then enough objects to destroy for special ops guys (lots of radio towers and radars)

atm it looks like no ALICE or SILVIE support is present, maybe in a update ?

Edited by supergruntsb78

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shezan74: which RL island did you use if its not a secret :)

Google Earth shows Greek island of KEA is a likely candidate - check it out

Shezan?

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Not seen this island before just seems to have popped up on SU.

Having drove around Spritz Island with its lovely scenery, great views, naval base, airport etc seems a very nice island to add to a growing collection. Particularly like the small beech at the ship wreck, a little south of Mira Bay, great spot for a picnic, must be why there are bus stops on the way down, must be quite a tourist attraction for the locals….

Lots of places of interest for mission making which is very nice, and as someone has already said, great places for small skirmish type, in & out missions….

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Looks great!

...but sadly, .RPT errors. :(

ca\water2\fishing_boat\fishing_boat.p3d: vehicle, config class missing
ca\water2\fishing_boat\fishing_boat.p3d: vehicle, config class missing
ca\water2\fishing_boat\fishing_boat.p3d: vehicle, config class missing
ca\water2\fishing_boat\fishing_boat.p3d: vehicle, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\water2\fishing_boat\fishing_boat.p3d: vehicle, config class missing
ca\water2\fishing_boat\fishing_boat.p3d: vehicle, config class missing
ca\water2\fishing_boat\fishing_boat.p3d: vehicle, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_bunker.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_big_10x.p3d: house, config class missing
ca\misc3\wf\wf_hesco_10x.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\water2\seafox\seafox.p3d: vehicle, config class missing

Edited by CameronMcDonald

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