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rip31st

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Everything posted by rip31st

  1. That's exactly why were providing this theater!
  2. Sometimes I wish it were barren like the moon. I could release it way sooner. :)
  3. As soon as I get the map up, I will create mission markers to outline Altis and I will paste the outline of Altis several times inside the map so you can get a perspective of how big it really is.
  4. Mobile spawns, forward bases fix that. As far as each component of the game in respect to the map, there will be a rewarding compensating factor. For example, Someone moves a half- track from the forward base spawn point and once it's within close proximity to an objective, infantry spawning can begin from that vehicle. We're also looking to achieve a immersive factor. For example, you can't just jump in a B-24 and instantly warp to the action and start bombing everything in sight including the freshly detected enemy infantry from the mobile spawn and stop their assault instantly!. First things first...Squadron breifing on the objective. Order to battle or scramble is given. Crew loads bombs and munitions based on supply. Pilot/Co-pilot complete checklists including turning engines, checking flight controls, contacting tower. Flight plan approved, rendevous with squadron and escorts if applicable. Long scary climb to cruising/ bombing altitude with possibilty of enemy fighter contact. Cruise over channel towards target. Navigation to objective, bombadier aquires target, crew opens doors, captain gives orders to drop. You get the idea! Realism to an extent, but reward for teamwork and accomplishments. It's not going to be cut and dry. Team work and planning come into play. Were building a lot of extra details into the vehicles to help with that. It includes everything. Your rounds will not be preloaded into a magazine.
  5. Well I'm unsure if there is a larger one out there or not, but I think what were offering is sufficient for what we're scaling without making it to big. If someone has one already done or in the works, then I sympathize with them, as the challenge of object placement and time consumption becomes a huge issue! Think of it this way...you can fly the average ww2 fighter 35 minutes east or to the south and still not make it one direction across the map
  6. Map performance is great! 153,600m x 153,600m Take on Helicopters is 3,800 square km. http://en.m.wikipedia.org/wiki/Take_On_Helicopters Ours is 23,592 square km.
  7. Yes, Takes some time. But if your piloting a bomber, you'll need it to avoid fighters.
  8. Thanks Tobie! Yes the map has always been the largest. Not sure why it doesn't exist outside of this thread!
  9. When we have the classes set...I will let you know!
  10. Very good! This gives us a great idea what to research and model into the scenario. Thanks!
  11. Oh hiya dark! Yes, still have the link actually after all this time! Are you aware of any sites with all the German marches by chance? Send me a pm. I'm on steam as well.
  12. Sounds right up your alley. If you'd like to give us more specific input, then just send me a pm.
  13. The type of mission were providing... Yes it is large scale. Yes, there is a naval component to this mod, a third or more of the map is water. There is a frontal line of capturable towns. This focuses the attention to those key points so players aren't scattered. There are side objectives which are capturable/destroyable/repairable as well, in addition to capturing key points and objectives, logistics, strategy, and time come into play. Bombing targets or destroying a certain feature depending on it's value could significantly decrease your opponents ability to supply themselves, detect enemy ground units, naval units, or aircraft, or how quickly they are supplied equipment, or make repairs to facilities that have been damaged. Also players willing to sacrifice combat for making repairs or moving equipment could help their side increase production. Racking up K's only doesn't earn you the next rank or access to newer equipment. Overall teamwork of one side or the other is what will win the campaign. Stats to be kept real time via exportation of game data and presented in neat form to a web server where you can track all your kills, rank, etc, and see how your side is doing. App available if I get extra time. Interested in helping dev this mission, and components, pm.
  14. The concept behind this large of a map is to provide a more realistic scale. It's half scale to real life. The possibilities are vast. Multiplayer is primarily the first priority. There are several missions that were created for the previous releases for this mod. They include several variations of Warfare, & Domination. There are D-Day landing missions, missions to capture objectives, paratrooper missions, anti aircraft missions, bombing runs, etc. There are missions that have a lot to do with places of significant interest that were made popular during WW2. Users will get the chance to create their own as well. In addition we will be providing a theater wide multiplayer scenario.
  15. Working on the seawall near Omaha beach. Before we just used a generic seawall for everything, pretty much anywhere there was a seawall we pasted default objects from the BIS library and lined them up to make a seawall. Made for some strange issues. Players getting stuck on stairs, clipping, stuck in place between objects. In an attempt to improve the overall immersive feeling of the mod, were getting away from using those objects and modeling as many as possible to make them look as real to life as we possible can and to cut back on the bugs. Here's just one example of what to expect: Most shingle rocks prior to D-Day were pushed up near the base of the seawall from what we've found. We plan on adding more objects such as debris to it. If you can find more images of the shingle style rocks near Omaha beach and your interested in helping out, just let us know.
  16. Our mod has had 8 community members that have contributed off and on significantly. There are two of us work constantly on it, nearly any free time we get. We feed models occasionally to our texture artist whom at times works a lot on our mod. We get a lot of volunteer work from individuals and donations from other mods. We have a large catalog of models. We've had our sounds professionally mixed before. But we could use some more help with our new sounds. I'll contact you at some point battle. Thanks! I'll put together some screen shots or a video soon.
  17. A lot of improvements, not so sparse. A lot more detail.
  18. Thanks! It will be our highest quality work yet!
  19. Everyone is waiting... no one knows. Hopefully soon
  20. It's ultimately your choice which character you wish to do. When you unpack and extract it, you'll find there are several characters to choose from inside the data folder. Pick one and work on those. BTW when you unpack it, the pbo itself is huge... it may take some time to extract and the program may appear to be not responding. Just take a break and let it run. The BIS tools have a tool to convert .wss files to .wave and back.
  21. We are in a comfortable position to release this year. The work is 3/4's done. It's been an ongoing process for a while now. We haven't updated the BIS forums for a while now, but the work never stopped given some breaks here and there. We had pretty good success with ArmA2. We were pretty happy with the results despite our problems we ran into that were removed. I think if you check armaholic and the other sites for the game we still show right up there at the top for downloads, views, etc. World War II has been very popular here within the community. The quality of the mod has come a long way since the days of ArmA1 where we were building models overnight and having them in game the next day. We snapped together a mod that took us roughly 30 days to make back then. Now were sinking a lot of time, days on end into one model alone and having a lot of discussion about each one.
  22. I'll get with you later on pm to explain the process
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