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deadsmell

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Posts posted by deadsmell


  1. @Taxman

    I have TiddleewinksV2 locked and loaded, and I hope it accommodates the feedback I have received .

    In TiddleewinksV2:

    Artillery moved farther away from the mission area.

    Artillery timing adjusted.

    Flare timing adjusted.

    Blackouts should be be more predictable, and shorter.

    Overall Volume reduced. (Reasonably).

    It's already done.

    Thing is I want the next release to just come out as a "Map Pack". And I need your Clan's/Team's/Guild's/.....Covenant's?........and.....Cult's??...........I dont care....:yay:

    To help me test the different "maps" before theyre ready. Are your guys up to it?

    I need the test somewhat organized, everyone on comms.


  2. -SBS-Mac-....................I SALUTE YOU.

    Your generous hard work is the kind of gesture that doesn't exist anymore. At least not offline. lol.

    Seriously man, I Thank You so much......

    Anyone interested in the Editor feature Needs this script pack!!

    I need the community's help as well..........

    as posted elsewhere:

    Ok you guys.

    I have several new maps i would like to release, but to be honest, I can only test the missions so much by myself. And I really would like a good community playtest before I release the final versions.

    I can tell you with absolute certainty that these maps are top notch quality. I have worked through as many of the kinks as I can going solo, so I really need a community playtest. I would really like to release this map pack tomorrow, but pending a decent playtest...........

    Im calling on the community here to help with a simple playtest. I just need to make sure these missions/maps perform well under a populated server. I really appreciate it.

    sign off here to playtest my new map release......................PLEASE

    I promise not to disappoint..........


  3. Ok you guys.

    I have several new maps i would like to release, but to be honest, I can only test the missions so much by myself. And I really would like a good community playtest before I release the final versions.

    I can tell you with absolute certainty that these maps are top notch quality. I have worked through as many of the kinks as I can going solo, so I really need a community playtest. I would really like to release this map pack tomorrow, but pending a decent playtest...........

    Im calling on the community here to help with a simple playtest. I just need to make sure these missions/maps perform well under a populated server. I really appreciate it.

    sign off here to playtest my new map release......................PLEASE

    I promise not to disappoint..........


  4. Hello all. Are you disappointed with the Lack of good PVP missions?

    Well so was I.

    Thats why I have been working hard on creating, well thought out, fun, Team based PVP CTF missions.

    I know what your thinking,:

    "oh great another lame ass CTF mission that some dumb ass slopped together and called it good."

    I assure you that this is not the case. I'm putting alot of thought and effort into these maps, and it shows through in the end product.

    My missions will have you immersed into an amazing environment, working as a team, and I guarantee you will find yourself having more fun, a whole lot faster.

    The first missions have already been released. You can find them here.

    http://forums.bistudio.com/showthread.php?t=84286

    The mission is called, "Tiddleewinks"

    The download will also give you the daytime version, "Tiddleewinks (day)"

    I am posting this here in the multiplayer section in an effort to draw more attention to the mission, because since I have owned Arma 2, I have just been sitting in empty servers, or playing sub par missions that just have players scattered about, or wandering around like a rats in a maze.

    Please download the missions and tell me what you think. Either here, or in the User missions thread.

    Also, PLEASE come by and play with us. Usually on the Team Toast server, But I may be putting another one up under my own name, either way just come play with us! American Time Zones, but ALL are welcome.

    My next map/mission release should be in the next couple days. In the meantime check out Tiddleewinks, and see whats in store.......

    Here is the mission description as posted in the user missions thread:

    TIDDLEEWINKS MISSION DESCRIPTION:

    The mission is an arena style PVP CTF. It is staged in a hardcore dug in warzone environment. The Mission has been designed to give players alot of cover, while maintaining situational awareness of the battlefield. There is a hospital near each spawn for healing, as well as half of the players for each team are medics/corpsman. Medics and Corpsman are responsible for treating wounded rifleman that cant make it back to the hospital.

    The mission area itself runs east/west and is probably about 250 - 300 (guessing) meters long with a strong point in the middle. Not even going to guess how wide it is, but its wide enough, its also designed in a way that will keep the action in front of the players, allowing use of peripheral vision. Again I wanted situational awareness on this map. There are also ramps and earthen ramparts for players to get some additional vantage points from.

    Now for the bells and whistles.

    This is the nighttime version of Tiddleewinks. Its very dark. good thing there are illumination flares being launched into the air to light your way. In addition to the illumination flares, the surrounding area is being pounded by rockets, and artillery barrages. The flares and the flashes from the rockets and artillery pounding are all that light your way. It creates a fantastic environment, with the battlefield flickering and flashing from the sudden flashes of light around the area. There will be SHORT, random, intermittent blackouts, that occur between reloads of the flares and the artillery that will cause sudden black outs that can last from an instant, to several seconds. While it may be scary at first, the effect is incredible, and the more you play it the more you will appreciate those sudden blackouts. The blackouts can be used to move under the cover of dark, or just may save your butt when your on the losing end of some incoming fire. ya never know. Also if you play the map for long sessions at a time, after about an hour or so the moon will start to rise in the east providing ambient light as well.

    hmm what else can I say about this map. This map is incredibly addictive. Players get into the action fast, lots of intense fire fights, lots of good cover, encourages teamwork.

    Try this map, I guarantee you'll love it.

    Thank you.

    I hope you all enjoy it.

    Please let me know what you think.

    More to come...........


  5. Hey Taxman, I think the more time you spend with it, the more you may begin to appreciate those sudden blackouts. They help keep things tense, and provide cover of darkness for moving, and repositioning.

    Especially now that you can spend time with the daytime version and get more familiar with the map, I am confident you will find more to appreciate in those dark moments at night when it blacks out.

    Keep playing it and let me know if you have a change of heart regarding the issue.

    I am sorry for the ringing in your ears. lol.

    I will be releasing different variations of the map in the future, and I will make changes based on your feedback.

    At the moment however I am focused on the next few maps in the series.


  6. NEW MAP RELEASE:

    deadsmell presents:

    Tiddleewinks

    Dont be fooled by the name. This map doesnt fuck around.

    Spend an hour and a half with my map, and I promise youll be begging for more.

    Please give me feedback. I hope the community enjoys this very much.

    I will have the other variations uploaded within the next few days. This map is the first in the series.............

    I could go on, and on, but I will wait for player feedback, without further adew...............

    http://www.armaholic.com/page.php?id=6903&a=dl

    again, enjoy and feed back is greatly appreciated.

    Extra Special Thanks To -SBS-MAC.

    please report player feedback to the arma 2 user missions thread regarding the release of this map.

    ---------- Post added at 04:10 AM ---------- Previous post was at 04:00 AM ----------

    thanks.

    Also, please feel free to stop by and join us on the team toast CTF server. The only public American CTF server we are aware of.

    Special LO to our European friends

    ---------- Post added at 04:59 AM ---------- Previous post was at 04:10 AM ----------

    Ok i think the link is working now, please let me know. Thank You.


  7. Ok I guess a description of the mission is in order. I should have put it in the original post, but it was late, and I'd had a few drinks.

    Tiddleewinks mission description:

    The mission is an arena style PVP CTF. It is staged in a hardcore dug in warzone environment. The Mission has been designed to give players alot of cover, while maintaining situational awareness of the battlefield. There is a hospital near each spawn for healing, as well as half of the players for each team are medics/corpsman. Medics and Corpsman are responsible for treating wounded rifleman that cant make it back to the hospital.

    The mission area itself runs east/west and is probably about 250 - 300 (guessing) meters long with a strong point in the middle. Not even going to guess how wide it is, but its wide enough, its also designed in a way that will keep the action in front of the players, allowing use of peripheral vision. Again I wanted situational awareness on this map. There are also ramps and earthen ramparts for players to get some additional vantage points from.

    Now for the bells and whistles.

    This is the nighttime version of Tiddleewinks. Its very dark. good thing there are illumination flares being launched into the air to light your way. In addition to the illumination flares, the surrounding area is being pounded by rockets, and artillery barrages. The flares and the flashes from the rockets and artillery pounding are all that light your way. It creates a fantastic environment, with the battlefield flickering and flashing from the sudden flashes of light around the area. There will be SHORT, random, intermittent blackouts, that occur between reloads of the flares and the artillery that will cause sudden black outs that can last from an instant, to several seconds. While it may be scary at first, the effect is incredible, and the more you play it the more you will appreciate those sudden blackouts. The blackouts can be used to move under the cover of dark, or just may save your butt when your on the losing end of some incoming fire. ya never know. Also if you play the map for long sessions at a time, after about an hour or so the moon will start to rise in the east providing ambient light as well.

    hmm what else can I say about this map. This map is incredibly addictive. Players get into the action fast, lots of intense fire fights, lots of good cover, encourages teamwork.

    Try this map, I guarantee you'll love it.

    Thank you.

    I hope you all enjoy it.

    Please let me know what you think.

    More to come...........


  8. September 1st 2009: New Map Release:

    I have a new map for the community.

    This is my first Capture and Hold map.

    It is 5-6 Times bigger than any of my previous maps.

    There are no borders.

    I have paid extra close attention to object placement. There shouldnt be any out of place objects, however it is a big area with alot of objects, so if you see something i missed, let me know.

    Its really a great scenario for large scale TVT PVP infantry. I hope you all enjoy it, and give some feedback.

    This map should be loads of fun. Its currently set up for 32 players, but if i get feedback indicating players/server admins want the player count raised, I can add more.

    I wanted to release it as a 32 player map first though.

    This map should have an extremely high fun factor, and high replay value for those that enjoy action and teamwork.

    Both day and night versions available now.

    deadsmell presents.........

    C&H Guts And Glory

    http://www.armaholic.com/page.php?id=7210

    (released 8/26/09)

    deadsmell proudly presents the CTF Competitor's Pack. Now available for download.

    http://www.armaholic.com/page.php?id=7051

    ************************************************** ************

    IMPORTANT UPDATE:

    I accidentally overlooked some of the weapon selection options for CTF_Tactical and CTF_Tactical(night) in the initial release. Rocket launchers and grenade launchers were never supposed to be available. The map was not designed for those weapons to be employed at all. The map pack now has the fixed mission files for CTF_Tactical and CTF_Tactical(night).

    If you donwloaded the pack earlier, please download again, and replace the old CTF_Tactical, and CTF_Tactical(night) files in your mpmissions folder with new, proper versions.

    All the other missions should be fine.

    I apologize for the inconvenience.

    Heres a brief mission description:

    CTF_Heroes: If you ever played ghost recon 2. not graw, the old ghost recon 2. There was a map called bunkers on that game. This map is kind of an homage to that good old original GR2 map. As in all my maps cover is abundant, and so is situational awareness.

    I spent many hours on this baby.

    Theres so much to say about this map I dont know where to start anymore.

    Its really a great map, you just got to play it.

    CTF_Heroes(night): Heroes at night. The moon is up when the game starts, so let your eyes adjust during the intro.

    CTF_Tactical: Set in the heart of the industrial park in Cherno along the railroad tracks. This is a great location that just got a whole lot better. This is an instant classic, dont miss out on this one.

    CTF_Tactical(night): Tactical at night. No nvg's. The streetlights over the tracks are on adding an ominous touch to an already grizzly looking battlefield. Lots of fun.

    CTF_TiddleewinksV2: Update to the original Tiddleewinks map.

    Changes:

    Pulled Artillery farther back from mission area.

    Changed Artillery timing

    Over all volume is reduced

    Changed flare timing

    Blackouts should be less frequent, shorter, and more predictable.

    Lobby dialog fixed

    Installation:

    Extract the pbo file(s) to your ArmA2\MPMissions folder.

    I spent alot of time working on these, and i'm really looking forward to hearing back from the players.

    These maps were designed to be fun, balanced, and competitive. Every PVP player needs to check this map pack out and play it. It's that good.

    again, enjoy and feed back is greatly appreciated.

    Extra Special Thanks To -SBS-MAC.

    thanks.

    Also, please feel free to stop by and join us on the deadsmellCTF server or the team toast CTF server. The only public American CTF servers we are aware of.

    Special LO to our European friends


  9. Absolutely Taxman, as soon as its done, you got it. I was going to ask if you guys would mind playing it and giving me some feedback, so thanks for expressing interest in it. This map is going to give players good situational awareness and create intense firefights, while naturally encouraging teamwork. Theres alot of cover, but not at the cost of keeping players blinded to whats happening on the battlefield. Theres going to be alot fire exchanged between teams, but not alot of easy kills, theres going to be bullets bouncing and smashing into cover all over the place. Headshots are probably going to be the main cause of death on this bad boy.

    ok im gonna shut up now. I just woke up, and shouldnt be typing so much.

    Can you tell im excited for this map? :)

    Also, yeah that was me playing with you guys for a bit last night. (getting stomped i might add). That was fun, I try to play on your server whenever I get the chance, but I usually only see it on weekends.


  10. Well after some testing there is definitely no whistle on incoming artillery.

    Hey Mac, I got another inquiry for you..........:)

    Would you be able to to write a script so that there are flares automatically being launched in the air to illuminate large areas at night?

    This would be extremely cool.

    I think I have a masterpiece on my hands, and I cant wait to get to final version.

    Bring on Version 2. lol :)


  11. By howitzer I assume you mean 105mm ? *Edit* actually it is the 227mm MLRS rockets which make the really big bangs.

    Question - has anyone noticed whether you get an incoming 'whistle' if you are on the receiving end of the BIS artillery ? Poking around in the ARTY module there is some code to play this sound-effect but none of the configs appear to contain any references to actual sound files.

    I'm cheating a bit by just spawning shells in the target area but it would be nice to get the whistle as well !

    *Edit* I'm pretty sure even the BIS artillery doesn't do the whistling. It's odd because there is code for it but no sound files - makes me wonder if some of this stuff was brought in from BIA ?

    For blufor there is a cannon called the M119, and the opfor version is the D-30. Makes a pretty good explosion. They appear to me to be a bit larger than the standard arty explosions. I just figure it will look cooler to have different size explosions going off, rather than just one size. I dont think ive actually seen the rockets in action yet, at least not the effect they have on the ground level. If you say its bigger, than thats good enough for me.

    Yeah I dont know about the arty whistling, weird, I wonder if you use vopsound if it makes the whistle?

    I know the older versions of the game had sounds you could add to an area, like say an alarm. I guess that could be used to mask the fact that the arty wont whistle. I dont know if that will actually work,Just an idea.


  12. YES!!! Wow man, that is fantastic, thats really gonna help create some "killer" atmosphere.

    So im assuming that I could overlay those arty markers over an existing minefield without messing up the border/minefield script? "Fire for effect" if you will.

    Thats awesome man, i cant wait to check out V2.

    What youve done is great! Fantastic, A+, number 1, Awesome, you are the man! ................but.............lol.........is it possible to have sprinklings of say the howitzer explosions in with the arty? So you have both types of ordinance pounding away. The howitzer explosion will dwarf the arty's providing some nice contrast. So as the player is already in awe of the insane arty coming down around him, then the howitzer hits and really shakes things up.

    I know that the howitzer isnt fired like artillery is so I dont know if the game will let you do it, that would be completely awesome though, man this is exciting.

    Awesome work mac! wow. Very, Very, Cool.


  13. Hey mac, cool video man. Its clear and I can read all the text, i just had to skip back to see some at the end, but its all readable.

    I did get a bit confused, when you set your first marker (the boathouse) you simply designate it as objective 1, and a flagpole is created, when you do your next example of the pier, it is objective two, and no flagpole is created. Kind of confusing that it created a flagpole just by entering objective 1, but not when you enter objective 2, 3, and so on. Also, the way you were able to preview, and see the scripts in action right from the editor kind of confused me because i thought the script pack wasnt added till after you complete the map, and that you could really only see the scripts in action when you actually launch the mp session.

    Fear not though as I seem to be easily confused these days.

    Also, Im just curios, would it be possible to make a script that makes it so you can designate certain areas that will be under artillery barrages, and howizer cannon fire? Just to add more battlefield effect and ambience to a map? Kind of like how you can use the markers to designate a minefield, could we just add constant exlpoding howitzer rounds to that?

    You the man mac.


  14. You may be thinking of the Team ToasT server. We run 2hr first to 5 CTF. We were one of the few servers up after the patch so it was pretty crowded ;). There wasn't much activity the last couple of nights so spent some time with the editor. The server is always up though, with 16+ CTF maps. Currently trying to get some more made.

    Hey shinmen, are you sure the server stays up all the time? I havent seen it in days.

    I checked earlier today as well.

    I hate to say it, but ive kind of given up. I can never find a good ctf server. If im lucky enough to see a CTF server at all, its in europe or somewhere else, and i have tried to play with those high pings, but its kind of pointless, and once those guys shut down theres nothing.

    If you see an american server its empty. I know all to well how that goes, i spent days sitting in an empty server waiting for players to join. We should at least try to organize a couple nights a week for american ctf players to play so we can at least get some playtime and enjoyment out of the game.

    I swear theres more people playing chernarus life than pvp. This sucks balls.

    Not trying to be whiny, but im frustrated. Get it together U.S.A. quit sitting around by yourself in some lame co-op and lets play some ctf.


  15. Im excited to play, I hope it comes out soon:bounce3:

    If you need more testers let me know.

    ---------- Post added at 08:12 PM ---------- Previous post was at 07:24 PM ----------

    BTW I still cant get the citylife website to work for me.

    I registered yesterday, I activated, but it wont let me log in. Id really like to be able to browse the forums and see what I can learn there.


  16. nobody is denying that the mod makers did some real cool stuff with this, but to snub the entire Arma community and act like bratty babies, (No, its our toy and you cant play with it!), is so childish, so selfish, and completely disgusting.

    In my opinion their behavior is a disgrace to themselves, and a real disservice to the community. Why even make the mod if your not going to share?

    You would think they would be overjoyed to share their creation, but alas they are just bratts. If I was Bohemia, and I found out that they were profiting from their little brat club, I wouldnt hesitate, to sue, take ownership of their little mod, and release it for the community.

    I mean people getting mad because others are enjoying themselves with something. This just goes against everything good in gaming.

    Most mod makers want to share their work with the community.

    Anyway good luck not sharing. At least you have your own server, as i have no doubt the majority of the community regards you as a turd.

    When city life comes out noones gonna care about your dinky little mod anymore anyway.

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