Gutm@sher
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Everything posted by Gutm@sher
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Emita City - Arma2CO Island
Gutm@sher replied to bracer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
[/color]Edit; Oh, and I hope to find some nice missions for me to play when I get home from vacation! :) I'm not very skilled with the editor myself. working a warfare port for your map, sent pm regarding. Thanks for the map! Gut -
Tasmania Island ArmA2CO
Gutm@sher replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Working on a Benny CO port as well. Will take a bit as my arm / hand function is limited, but it's already coming together nicely. -
Tasmania Island ArmA2CO
Gutm@sher replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice work, thanks! I havent seen this before and am enjoying exploring this map very much. One bug: @ the bridge west of Piper's River - ai controlled vehicles get confused when trying to cross the bridge travelling west to east and end up stuck at the river. Works fine when traveling east to west. Keep up the good work! -
Island Cicada Release Thread
Gutm@sher replied to commander1985's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice island Commander! Needs a good benny warfare port. As to the questions regarding warfare building placement, using existing structures for the depot solves this plus looks better imo. For benny's, modify common\config\config_structures by adding a small object (SUCH AS HEDGEHOG) as an additional depot object that can be placed inside the building under the version you use (vanilla, arrowhead, CO). Example: WFDEPOT = ["Land_fortified_nest_big_EP1","WarfareBDepot","YOUR OBJECT HERE"];. Dont forget that vehicles purchased at depots spawn to the depot's right (good to know when placing the depot object in congested areas). -
ToraBora "Sandbox Edition"
Gutm@sher replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Actually, it does! I'm playing around with porting warfare to it and Making the mountains the "sweet spots" for income. Just makes team work and / or squad composition much more important. Tanks definitely have little use attacking the mountains! -
I have a nice port of fallujah you are welcome to it for your mod of warfare. edit: sent it to your listed contact email if you are interested.
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Jungle Wars: Island of Lingor
Gutm@sher replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any plans for the south west island, IceBreakr? -
Awesome map Shezan as usual. I have a nice warfare port done up for it and have a few suggestions based on observing the ai: 1. ai can become trapped at the airfield if their objective is north and they are inside the fence perimeter. I have placed some walk over objects to help with this but a north gate entrance like you have at the east and west would be great (or some holes in the fencing). 2. light vehicles (humvees / uaz) do not seem to like the bushes between the main roads and get stuck frequently if they are in formation. I think that the density of them may be the problem. If I come by with a tank and move the bushes down, they start moving again. Rec either cutting some out or replacing with well spaced palm trees or nothing at all. I'm not a map maker so I dont know what a pain that could be. 3. heliport at the north west of the urban area also needs an entrance possibly on the north side. 4. currently I do not use the south west map area because ai squads will not cross the dam. Three is alot of "juicy" real estate there around fallujah barrage that needs some warfare action! Thanks again for another fantastic map! Gut
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Jungle Wars: Island of Lingor
Gutm@sher replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
although the blue looks great, brown probably fits better for a rainy, jungle area. I'll be a happy camper either way with the update! -
UTF server 2 has benny warfare 2.066 fallujah available. It also runs yapal and lingor warfare so you may need those maps to join and change it to fallujah (if empty) depending on whats running. Note that many mods are not allowed and will cause you to be kicked (cba, zeus, etc).
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Jungle Wars: Island of Lingor
Gutm@sher replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New large land mas sound sweet icebreakr. Warfare port update to follow! -
Did someone say invasion?! Will give her a spin, thanks Oden.
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Free DLC: Lingor Units for Arma 2/OA
Gutm@sher replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks to IceBreakr and all other folks for puting this together. This is the kind of effort that keeps our community going and is very much appreciated! -
Installed your sound mod today Jarhead, and wow! This is some sweet ass stuff! Thanks so much.
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Good to hear this map is still being worked on Commader1985.
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just had a quick spin around this map and wow! Some serious work there Shezan, thanks! probably mentioned already but I did notice ai dont like crossing the dams. Good stuff man!
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Just wanted to thank you [KH]Jman and kelly's heroes for mirroring this. I kept getting a warning from AVG anti virus about a backdoor trojan from every other download link but yours. Not saying they are infected or throwing out accusations, but scares the crap out of me enough not to install it. Looking forward to playing! And of course thanks i44 team!
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URR Islands: Kolgujev 2010 v1.1, Nogova 2010 v2, Everon 2010 v3
Gutm@sher replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good stuff hotzenplotz. This may have been asked already but: i remember there was an ace map pack for arma1 that had multiple OFP islands on 1 map. Would make for epic warfare with each faction having a "homeland" and a juicy resistance territory or 2 between them. Anyway, thanks for the work! -
Fields of War: Normandy 1.00 and beyond WIP thread (formerly The 31st Normandy mod)
Gutm@sher replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thats some tastey stuff Beton, really looking forward to it! -
Looks really nice bracer, thanks. The view from the mayors house will look even better when there is smoke rising all around the city! Some relatively empty space (and possibly a small, empty island on the map) spread around the city is not a bad thing if you want to play warfare on it. Looks like it could be a fun, focused warfare scenario.
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Sounds like your temp spawn marker is in the water (if playing be warfare anyway). This will cause your guys to swim on land when they spawn.
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W.I.P Acrostar BD-5J microjet
Gutm@sher replied to bwph4273's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very fun and deadly little critter, and I dont usually like flying. Thanks alot! -
hey ZeroG, really like what you are doing with BE warfare. Nice variation. I notice that it has the respawn bugs from benny 2.065 but I suppose that will be sorted out in 2.066. 1 input for you: is it difficult to include a parameter to disable the ranking system? Interested in this for map porting test purposes without being in debug mode. thanks for your efforts!
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Jungle Wars: Island of Lingor
Gutm@sher replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Outstanding island, as usual Icebreakr! Noticed the tides are active as it is on duala. Seems a 6 hour rotation starting with low tide at approx 0700 / high at 1300. Just thought I'd point this out for mission makers fyi. Thanks once again for a fantastic battle space! -
Agree about the lag. I also like Mikebart's addons but the island may be just too big for them. Had a brief cruise around v4.2. Only noticed a couple of them with the new walls and they look nice. A couple of suggestions from a warfare mission prespective: - I like the current seperation of town buildings. Too many walls, fences, etc close together can cause issues with town spawned defense squads such as tanks stuck on walls, etc. - I also liked the previous forest densness. Allows for good infantry fights without always having undergrowth in your face all the time. - noticed you added some forest areas in the plains regions of the map. Having a good mix, including plenty of open plains, adds variety to the battles and ensures there are enough suitable starting locations for a warfare mission. Not suggesting there isnt enough, just throwing in my 2 cents. - with my current warfare test port for the island I have some capture points in the mountain regions. To me, this adds to the variety as these need to be captured by infantry and / or air assault. I request a few open spots on the mountains if possible so that fast travel will work correctly (if activated) and defenses can be built but no roads to them so they remain remote. Dont want tanks rolling up my infantry hideouts! - suggest at least one more entrance / exit through the airfield walls. Ai get cranky sometimes. Currently D/Ling v4.3 hope you find the above constructive and thanks for the effort!