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ISLA DUALA FOR ARMA 2

Version: v1.97

First Release: December 30th, 2009

Previous Release 1.95: June 12th, 2011

Current Release 1.97: October 24, 2012

duala_197.jpg

Complete readme file can be found here:

http://www.icebreakr.info/readme_duala.txt

Minimalaco's Introduction Video:

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Changelog v1.97

===========

town Bolabongo upgraded, new Dendala District
added final brg_africa v1.24
fixed grid offset for artillery
smoothed out road near Numbo and Ursana
new clearing E of Mawimbela near river pass
new factory and a farm near Kirabo
further improvements to satmap
upgraded the Pumado Armybase
Canto armybase slight update
aircraft now taxi correctly at Kinsella Intl. runway
upgraded landing system lights at Kinsella Intl. & Aeroporto Molatia Intl. runways on W and E sides
activated oil pumps
presidental palace added to Bolabongo outskirts
added three Molatian forts, used for defense of Bolabongo
added new warehouses for Molatian army
massive redesign of beaches
added more detail and cover spots suck as rock formations
several smaller bugfixes

Units changes:
vehicle classes for Viggens and AS-350 Squirrels now use standard Air class
unarmed AS350 Squirrel versions dont have a graphics glitch anymore
7x FFAR Launcher on AS350 has a proper display name
replaced Leopard 1A5 crew from Rifleman to Crewman
Leopard sound distance fixed, new realistic engine sounds
removed zetaborn faction
tweaked Mig-21 handling / control sensitivity
replaced Mig-21 sounds with improved real recordings
Mig-21's UB32Launcher now has correct 57mm rockets, half-load in each launcher
removed old texture flags from Pinzgauers
crew of T-55 changed to correct one
new gunfire sound of Afrenian Steyr AUG
new Molatian soldier: Trashtalker (AKM), he likes to trash talk to human players

Media screenshots

Check the Media website!

Units (class list) 1.97:

http://icebreakr.info/isla-duala/unit_classes.txt

Please report bugs to:

http://dev-heaven.net/projects/ibr-isla-duala

Download:

Official Site www.icebreakr.info

p.s. Special thanks to BIS for mentioning Duala in their Arrowhead game (under Credits ticker)!

Edited by IceBreakr

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Good start! Thanks for informing us on the concept of the island.

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Sweet!

It's about time we had a map w/ two countries on it!

(had to resort to splitting Chernarus in two!)

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MaxRiga: Terra is too big project right now (not to mention that we would need new object packs), I'm fully busy with Isla Duala after the release of Panthera v2.31.

New details: Isla Duala is bigger than Panthera, around 56km2 of mainly desert, savannah and jungle areas. Its very similiar to OFP's Tonal regarding the vegetation and setup. Old Tonal users will find themselves in familiar areas, but of course layout will be different and objects up to date with current technology ;)

Isla Duala will be primarily intended for:

- anti-terrorist coop operations when you have one active FOB

- brand new TvT gamemode where two leaders have to take care of their country (North or South) and both can declare war or peace. Your platoons have to patrol border and report back if enemy is gathering troops in certain sector so leader can send in reinforcements. Although 56km2 sounds small at least 50 players would be needed for that kind of TvT mission ;) Side wins when they control enemy's Capitol Town and have in control theirs.

- typical Domination/Warfare scenario

Edited by IceBreakr

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I saw the picture,I already know that this will be another must have,just look at the hotspots...this slovenian boy is a dragon...

---------- Post added at 02:08 AM ---------- Previous post was at 02:07 AM ----------

and a little exclusive info about the jungle?

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Its very similiar to OFP's Tonal regarding the vegetation and setup. Old Tonal users will find themselves in familiar areas, but of course layout will be different and objects up to date with current technology ;)

Man i want your babies :eek: well maybe virtual babies haha :yay:

The word Tonal and In Arma2 fourm makes me burst for more information :P !!!

I wish you good luck!! and will watch this thread! :p

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Great work as always Icebreakr. I'm sure it will be excellent.

Edited by Requiem007

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cant wait for this and the other island ur working on :D I use panthera all the time in my missions/videos

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Wow, awesome! :bounce3:

Cant wait for this too, absolutely stunning. :dancehead:

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I am one of those who still play the Tonal-mod for OFP, and this island is looking god damn hot!!

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any pics of the demil'd zone?

what about the airports? will they be dirt? concrete?

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Thanks for all your hard work you share with us IceBreakr. You kick ass man. :)

Screens seem to show a very very nice island.

Regards

Alex

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you do another island, so maybe on this island you can do war-zone ?

something like Kolguyev was, some area of destroyed cities, ruins etc.

it would give "there is real war" atmosphere "D not only peacefully and good conditions

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This does remind me of Tonal in a way. Thanks for the hard work!

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you do another island, so maybe on this island you can do war-zone ?

something like Kolguyev was, some area of destroyed cities, ruins etc.

it would give "there is real war" atmosphere "D not only peacefully and good conditions

Place GameLogic and fill initialization field with:

if(isServer)then{{_x setdamage 1} foreach (position THIS nearObjects ["House",500])}

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Screenies look great man, really taking shape.

Hope the pics I sent you are useful, your hard work is really appreciated. Keep it up. :D

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Looking GREAT so far IceBreakr!

I haven't seen Tonal in a long time, but I remember...

Little shantytowns with corrugated iron huts...

Piles of old tires...

BIG Grass! - like - shoulderhigh elephant grass... (just looked like ordinary grass but Really Big - theres a couple of clutters that look similar - maybe they can be scaled up?))

A quite big town that was all sortof rundown and crumbling - once probably quite nice tenement/apartment buildings with balconies people RPG'd you from as you drove past in the street below.... quite Mogadishu-esque...

Swampy areas where you were ankledeep in water but still surrounded by jungle - just deep enough to make going prone a Bad Idea (the AI didn't behave well in those areas sometimes tho)... Sometimes there were deeper areas - you could boat thru the jungle like a mangrove swamp almost, and it was all misty and confusing - with those wierd unidentified jungle ambient sounds...

BIG Sunsets! - really awesome purplesky ones... (dunno how effective setting the lat long settings in the island config to equatorial would help there??)

B

Edited by Bushlurker

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Will try to recreate some areas, but as far as I've been looking Tonal is missing a lot of details that is possible to do in A2 now ;)

Mangroves and jungle is already on the map, mainly E part of map and there are streams that you can traverse with small boats.

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