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About icebreakr

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    handguns, rifles & tactics :)
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    Investor, Game-developer

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    Level designer, creator, mil-sim gamer

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  1. [IceBreakr/IBIS] Lingor for A3

    Thanks for the kind words, but I've had several problems with the TB (Terrain Builder) and getting some corrupt files. Luckly all those fixed, backups made, aiming toward the release!
  2. Oh wow finally some helping hand with the stuff I'm not really good at ;) hit me up on Discord! Please. Also looking for help with some of the stuff that my unit pack had since A2 :/
  3. [IceBreakr/IBIS] Lingor for A3

    Teaser pics: https://www.facebook.com/media/set/?set=oa.2203721929702980&type=3 Release - NOT TODAY - but I will announce it as soon as the source files are bug-free!
  4. [IceBreakr/IBIS] Lingor for A3

    Aiming for today... hopefully.
  5. [IceBreakr/IBIS] Lingor for A3

    That awkward moment when you realize you just lost hours of work since P: drive ran out of space and TB didn't alert anything on the save of the object layers library file... ¯\_(ツ)_/¯
  6. [IceBreakr/IBIS] Lingor for A3

    I've wanted to release it last week, but still dealing with some stuff... wierd stuff, again. Problems with editor. Anyhow, hopefully I'll be releasing this week.
  7. IceBreakr's MP Operations 2018

    Operation Alphadog 2: First MP test of Lingor v3.9! Date/Time: Friday - Oct 6, 2018 @ 2100 CET (8PM UK) Side: DOW (Department of Occult Warfare) Mission Type: COOP / Rescue Operation Storyline: Isla Amalon, Island of Lingor. Amalon has always been a place of myth and legend. It is home to one of government's most secret of operations, the chemical and biological weapons research center. There have been persistent stories about the Amalon experiments. At 0240 hours we recieved a distress call from the lab. Lab got attacked by a group of ARL rebels that penetrated the perimeter and neutralized and disarmed guards. Scientists were probably taken hostage as explosions and small arms fire could be heard in the radio call. Government is scrambling our DOW team once again. We need to find Doctor Nylund and transport him back to our FOB. More info and intel will follow. Enemy: ARL (Lingor Rebel Faction) Addon repository: http://www.vojak.si/col/ (you can remove all of the islands from the collection since we will be playing on Lingor 3.9 that will be released by the end of the week). More info in our group: https://www.facebook.com/groups/sbpteam/ Our Discord channel: https://discordapp.com/invite/0at5rHYr1sy2Mp8y Welcome!
  8. [IceBreakr/IBIS] Lingor for A3

    Lingor 3.9 finally coming together after numerous months of bashing my head... had to redesign some areas (really sorry mission makers!) but I love it now. Hopefully you'll like it, too.
  9. IceBreakr's MP Operations 2018

    Completely forgot this topic, we did at least 30 coop events since the last post, oops ;) Here's an invite to tommorow's event: http://www.vojak.si/events/litbarrow/ Welcome!
  10. [IceBreakr/IBIS] Lingor for A3

    GOM problem is that smaller runways don't have room for taxi ways :/
  11. With help of Jakes, I'll probably add one more version of the map (Present Day) with several settlements.
  12. 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 ;)
  13. 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!
  14. 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?
  15. There are watering holes... 3 of them to be exact. But you need a good tracker to find them haha ;) Also there are around 11 huts and even more small shacks. But yeah, in 1974 there weren't many there and nomadic life didn't call for the permanent housing.