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Posts posted by bludski
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1 hour ago, supergruntsb78 said:although i am here from the beginning :(
Glad to have you :)
27 minutes ago, old_painless said:Beautiful map, thanks so much for adding proper waterways to a jungle scenario
Thanks! More floodlands coming in the southern part of the river! Some slightly more swampy areas..
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37 minutes ago, supergruntsb78 said:getting even better :) you know the first time i loaded up this map i had no idea Unsung was required so it had missing buildings and stuff and still then it looked great.. with unsung it even looks way better
perhaps (until the NO Unsung version if finished ) give a heads up to the requirement on steam ?
although requirement is a big word ;)
Thanks!
It specifically says it is dependant on unsung and always has .... :)
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3 minutes ago, eggbeast said:load up unsung look in editor under buildings civilian temple i think or maybe ruins
Found it. Unfortunately it doesn't match.
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3 hours ago, eggbeast said:have you seen our buddha head btw?
Nope!
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0.66.6 was released on steam.
A new temple site was discovered west of the river. The previous one has been fully explored and was much larger than previously estimated.
Thousands of other changes. Mainly thickening up the floodlands around the main river. Prepared for more sites in the west side.
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3 hours ago, supergruntsb78 said:found this map yesterday been playing around on it a littlebit today and i have to say ..... WOW ..... the HISDA (Horizon Island Self Defence Army) is going to have a hard time beating Syndicate on this terrain :P
(my use of the map besides Unsung ;) )
As soon as the map gets transferred to Unsung, the steam version will have unsung objects removed and finished using only arma 3 objects. The steam version will be renamed to Trung SI Province 1975 (or such) and mostly everything be destroyed. Mass graves all over. Commie worker camps. Etc. I suggest having unsung mod installed if only for loot and functionality of the map for the time being though.. There may be floating objects and places you can't cross etc without it.
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1 minute ago, Bitesrad said:This flew completely under my radar. I was wondering how your alaska map was going and found out you were working on this as well. You're talented as hell!
Took a break from it to solve some major issues and work on this one in the meantime. Soon as it 1.0 (in a few weeks) it will be shipped with the following unsung update and i will resume work on Nord.
Oh and about the radar.. under it is just how i roll.. ;)
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3 minutes ago, orcinus said:Wonderful pictures, bludski. Makes me quail from hubris at thinking I could make a decent jungle map on the basis of my zero experience/knowledge... but the wtf? - I want this.
I'll pm you witha link for some of my photos of Khmer temples.
In the interim, please continue to amaze with your skill and creativity :)You can. Maybe not at this very moment. The only thing required is dedication and time. Also time. And then you need some time. Also did I mention how much time it takes? If I didn't then know it also takes a LOT of time.
First stop is the arma discord.
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7 minutes ago, dr@gon said:No worries Blud;
I wasn't saying there was anything wrong with a PBR base on your map, its all good and your work is great. I was only commenting that you won't find inspiration from a historical location for naming the base.
As mentioned who knows what kind of classified CIA sponsored, MACV-SOG type of operations are run along the border.
The new temple area was a great new addition.
Naah like i said in an earlier post I need names in the same nature of Pyle and Emery.:) Should have one for the hill 114 firebase too..
The temple is about half done. And then i might tear it up some more by adding some fortifications and stuff that charlie might put there. Cots and some nets and various stuff for creature comforts. There will also be one more temple site and a few smaller temple shrine things hidden in the jungle.
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3 hours ago, dr@gon said:Hi Blud,
More great work!
With respect to the PBR base; the "Brown Water" Navy didn't operate in the tri-border area rivers as far as I know.
Doesn't matter. Players will use them and as such need a base for them. Same as with the airstrip. I only made that so that TeTeT would stop crying. Even though he insists it will be used with jets...
I mean who can prove there weren't cu chi tunnels in my fictional part of cambodia?
Besides as egg says, There is that really big problem with throngs of rogue colonels who go nuts and the need to send shady characters who haven't gone off the deep end yet to go look for them.. The patrol boat base was built to due to increasing demand since the native's didn't have sound systems and flamethrowers in their boats apparently..
Nixon says there isn't any bombing going on here either but only b52s can make those big craters. It is a mystery.
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51 minutes ago, eggbeast said:ah sorry you can tell i didnt load up your map yet - been fragged with work and flu
Oh get well soon! Meanwhile.. this happened.
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11 hours ago, eggbeast said:if you are looking for real world inspiration in terms of named locations
perhaps take a look at "Krong Preah Sihanouk" - the area around sihanoukville, one of the main ports of entry for weapons coming from abroad, destined for the PAVN enclaves in southern cambodia.
Koh Rong island to the west of it is probably suitable
your beach looks a little bit like Sok San would have done before it got gentrified
More this type of situation:
No sea and beches anywhere near. Bodie names i just bastardise from googling them up. :) Some have hidden meanings.
This is Trung Si province. It was hell. You weren't there maaan!
Need some names for the unfinished airstrip and the boat yard thing.... Need to be homely and USAican.
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0.65 is up on workshop. Various config changes.
On 23/01/2017 at 7:38 PM, stephsen said:hot ! is the junglesound problem solved or fix it in the next updates ?
Now it is. Not perfect but is more jungle like now.
2 hours ago, eggbeast said:yeah amazing
do the lights work? if not speak to razorback, i made him some streetlights, or he may have used the a3 ones.
Yes. They are a3 lightpoles.
2 hours ago, Maj. Gastovski said:That's some beautiful work there, bludski. Kudos.
Thanks!
3 hours ago, laxemann said:Dude. Sick can't even describe those trenches - f*ck! Awesome! :D
Thank you :)
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Stuffs were added. Need some good names for the patrol boat base location.
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6 minutes ago, dr@gon said:Hi Blud,
More great work!
I noted that FOB Emery as well as OP Pyle have roads entering/leaving them but those roads lead no where into the jungle, is there a plan to link these positions by road? The new FOB on hill 114 currently has no road and that can be cool making it only accessible by chopper or on foot but the road from OP Pyle does actually go past it so linking the new FOB to that road would seem logical I think. Just throwing out ideas.
I like the new VC camp, I'd hate to wake up on the wrong side of the bed though :).
Thanks.
114 has a road planned from the side with the guard post and the snake like trench down the hill.
I'd also like to make a sort of small vehicle depot and a sort of place by the river where PBs can dock. The US outposts will have a poor track road connecting them, where sneaky charlie can ambush etc.
Yeah some stuff remaining to be done in that vc camp. I also need to add more surfaces to walk on and a few more things to take cover behind. I just haven't founda good wall obbject to use with those bunks. if you follow the riverbed from there and up the hill, it will lead you to some other planned outposts.
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Just now, stephsen said:hot ! is the junglesound problem solved or fix it in the next updates ?
I haven't touched them yet. :/ Still so much visual stuff left to do I haven't even thought about it tbh.
I'll move it up the priorities list though.
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Version 0.64 has been uploaded with these and more changes:
Added a firebase on hill 114. (still in progress, needs ground textures and finalized layout pending sugestions from you guys.)
Added abandoned VC camp in a gorge along the river.
~10.000 plants added along the river.
More details in villages + on foot detail and dense vegetation overgrowing the forgotten wwII bunkers.
Thickening overgrowth on the side rivers.
More battlescars + wrecks.
Since people seem to be using the map already for other things than vietnam war scenarios, I've decided to release a standalone version under another name as soon as the vietnam one is completed and re packaged alon with unsung releases.
This one will not be any different except all unsung content will be removed and some may be replaced by stock arma3 assets + names changed.
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13 hours ago, orcinus said:This looks simply wonderful. Merging with Unsung makes a lot of sense, and gives lots of scope for mission creation including RWO-type missions. Standalone would be good as well.
In my own rather brief time in Cambodia, I fell in love with the place and the (ordinary) people; most definitely not the Govt. & their crony fat cats.
It was, ah, interesting to note how Cambodian drivers follow 'drive on the right' as well as 'drive on the left' (perhaps because the imported vehicles come in both RHS and LHS variants) with 'give way' depending on the relative sizes of the opposing vehicles.
I have a preliminary plan, dating back to 2009, to make a 10th-11th C Khmer temple ruin based on public data/sat maps, and photos I took at Angkor Thom, Ta Ploehm & other sites around Siem Reap back in 2008.
Might fit quite well on this map & other Unsung maps. However, for several reasons it's likely to be quite some time before even an alpha appears.
PM me if you'ld like to see some photos.
PM coming :3
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13 hours ago, carpediem833 said:I'm getting the following error when I put my template on the server...
'bin\config.bin/CfgWorlds/blud_cordelia.ilsPosition'
I'm running this without Unsung as we're a modern day special forces unit.
.62 has been uploaded to workshop and doesn't give any erors anymore unless you use unsung, at which point it might.
Once the map is 1.0 it will be included with unsung itself and I might make a version that only uses tanoa assets and give a new name if there is any demand for it..
Another backup plan is make cambodian war version of it and put mass graves and dead bodies everywhere but nothing has been decided. Priority is unsung version.
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Workshop has been updated to v0.61.
Added first prototype of VC command bunker. Highly wip and deliciously buggy but the concept works. Stuff was learned and science gathered.
Here's a vidyer.
Not final versions. Just a proof of concept.
Temporarily marked on the map as HQ
There will be a network of the final versions of these things.
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FOB EMERY is now pretty much completed and playable. Lacking a few bits and bobs depending on feedback.
0.55 is live on steam and unsung is now required.
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Hey everybody. Happy new year! I've taken a short, soon to end, break from this project to clear my headspace and pick it up again with new eyes. Sorry for the lack of posts lately They should resume next week I think.
I've been working on this map for the unsung mod in the meantime: https://forums.bistudio.com/topic/200939-unnamed-vietnam-war-map-cambodialaos/?page=2#comment-3137046
From now on, NORD will require Tanoa dlc.
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Stuff happened and decisions were made.
Further dev versions will require unsung very soon. Probably next version I upload.
1.0 will be distributed with and as part of Unsung and removed from steam workshop at that point.
Dev versions up until release with unsung will contunue as normal with daily builds on steam workshop.
Naming and such will remain the same so that mission makers won't get any trouble.
:)
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So far I have only decided to make smaller fortifications for nva/vc in the jungle. Hidden stuff and cave like things as far as they can be done in arma. Like the one close to completion on the map already in one of the south western offshoots of the main river.
The way I figure, if you want base vs base type scenarios, mission makers would have to pick the sites suitable for charlie and then add the objects needed to convert one of the other sites to that use. Like the natural caves, ravines, valleys cliffs etc.
In that sense, when making the map, east side of the river is mostly under control by US, whilst west side is unexplored Charlie territory. The clearings are there for mission makers to do insertions or build NVA camps. A few of them will be completely napalmed and cleared as soon as i finish the textures for that.
Basically the US camps on the east side were built just weeks or months ago.
What i would like to have rather than actual bases or such locations for charlie would be a node based fast travel system for them, where i add tunnel entrances that is a virtual network of caves. They should be destroyable and not function if any US are within their perimeter.
Since we can't have nice things like holes in the ground, the few caves I am improvising won't be very large or connected to each other for obvious reasons.
Edit: I am updating the map with some temporary map markers showing X characters in various sizes indicating importance of camps. It should be up within the hour of this post.
QuoteAgain, really great work you have created an excellent map. Please don't feel pressured to do anything you don't want I was really only inquiring about the VC camps.
Thanks a lot. I'm not doing anything I don't want to and I need your sugestions :)
My only requirement for the Charlie camps is that they are hard to find to the extent you have to be in them to see them.
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Unnamed Vietnam War Map (cambodia/laos)
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
No such thing experienced by neither me nor reported by any of the current users :)