Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
Re: BigMaps Editing[message #342345 is a reply to message #342305] Mon, 07 September 2015 12:46 Go to previous messageGo to next message
svean

 
Messages:66
Registered:August 2005
Thanks for explanation happy

Besides AIMNAS BigMaps I started UC hybrid on v1.13 where the story is great, plot and events are really interesting and thought trough, and overall mod is wonderful.
But to be honest... on so small maps, with this limited view and ranges of weapons, and AFTER trying BigMaps... it looks slightly lame.

I really hope that BigMaps will be used in new mods that would be as great as UC. Maybe UC isn't best example (since maps there are completely different) but Wildfire could be played on BigMaps, just some more groups... and some items on the maps with some story and we would have a new great mod!

[Updated on: Mon, 07 September 2015 12:47]

Re: BigMaps Editing[message #343474 is a reply to message #342345] Tue, 15 December 2015 00:05 Go to previous messageGo to next message
Julix

 
Messages:94
Registered:June 2010
Location: Germany

ShadowStrike, have you heard back about your work? Are you still working on AIMNAS as well, and if so do you have anything new to show off here?

Rest of AIMNAS team - what does the map progress look like?

As for the random generator discussion mentioned earlier - you could go from one format to the other by transmitting the randomly generated info optically into the central nervous system where neuron activity in the motor cortex can make helper elves move their mouse-holding-limb to "click" the proper objects into place. Has the added advantage that creative freedom can correct the map where the randomness looks stupid, while still avoiding the "blank canvas" problem some might face when working on such a large map...

Question for all AIMNAS-workers: Out of curiosity, do you do rough drafts on paper first, or how do you outline what you're going to do before doing? Or do you just go for it?

Edit: just realized this is an entire section, with many threads and I should read those first before asking about current status, maybe there's info there.

[Updated on: Tue, 15 December 2015 01:44]

Re: BigMaps Editing[message #343509 is a reply to message #343474] Sat, 19 December 2015 12:23 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Julix wrote on Mon, 14 December 2015 23:05

Rest of AIMNAS team - what does the map progress look like?



Well, rest of AIMNAs team is most likely me... so: work is curently on ice, for reasons why, read my reply in the AIMNAS main thread.


Re: BigMaps Editing[message #353349 is a reply to message #343509] Thu, 03 May 2018 13:16 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Quote:
He has risen from the Grave


Hello Guys,
long time no see, just dropping in to let you know that I am back and I am starting to take care of some "Unfinished Business TM"
I just started to work on Alma Sector H13, hopefully I can post some Teaser Screenshots by next week.
Feels good to be back.

-Zombie



German Army, putting the fun back in InFUNtry BigMaps News
Re: BigMaps Editing[message #353350 is a reply to message #353349] Thu, 03 May 2018 23:34 Go to previous messageGo to next message
CareBear

 
Messages:65
Registered:April 2016
Very nice. I might replay the mod another time, if map is finished and bugs are ironed out. So ETA in...2025? cheeky
Re: BigMaps Editing[message #353366 is a reply to message #353350] Sun, 06 May 2018 04:12 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
https://image.ibb.co/gH0MPS/H13_Teaser.jpg

Teasertime: Barracks Complex

This is just a small segment of the much larger map

[Updated on: Sun, 06 May 2018 04:13]




German Army, putting the fun back in InFUNtry BigMaps News
Re: BigMaps Editing[message #353376 is a reply to message #353366] Mon, 07 May 2018 00:23 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
https://i.imgur.com/wtwy2W6.jpg

Another WIP Picture.

The whole Map will still take some time, it's a densely populated map so yeah you get the idea.
Hopefully I'll get it finished by the end of next week.

Stay tuned
-Zombie
Aw: Re: BigMaps Editing[message #353377 is a reply to message #353376] Mon, 07 May 2018 09:45 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Great news to see such a promising mod project getting more and more sectors done!
Is there an up-to-date map of which sectors have been finished and which not?



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: BigMaps Editing[message #353382 is a reply to message #353377] Mon, 07 May 2018 17:01 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
ATigersClaw wrote on Mon, 07 May 2018 09:45
Is there an up-to-date map of which sectors have been finished and which not?


Not that I am aware of. The last overview Map I've seen is about 4 years old from right before I went on Hiatus and during my Absence,
smeag finished a lot of the Maps himself and when I say a lot I really mean A LOT aww
Long story short, I am not sure if there is an up to date Overview Map and making one is not very high on my priority list ;)
(Takes a lot of time and patience to puzzle one together) big grin

-Zombie
Re: Aw: Re: BigMaps Editing[message #353383 is a reply to message #353382] Mon, 07 May 2018 18:50 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
For a simple yes/no overview refer to the strategic map:
https://i.imgur.com/rlIdV1W.png
I'm not sure what the latest mosaic is either though.



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Aw: Re: Aw: Re: BigMaps Editing[message #353389 is a reply to message #353383] Tue, 08 May 2018 10:54 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Even though there are still some of the rather tedious city sectors open, this does look a lot closer to completion than last time I've seen it.
Looking forward to the day it gets completed just as probably everybody else on this forum.



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353390 is a reply to message #353389] Tue, 08 May 2018 15:44 Go to previous messageGo to next message
Radar

 
Messages:12
Registered:August 2016
Location: Czech Republic
Wow the map is much more complete than I expected. Nice work there
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353419 is a reply to message #353390] Thu, 10 May 2018 17:43 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Thank you Depri, now I know which Maps I need to take care of ;)

Here another Teaser, almost finished:

https://i.imgur.com/amHu52p.jpg

We got a lot going on here, apart from the obvious HQ, we got a lot of Military Housing (I just counted, we already have enough Housing in this Sector alone for a Light Infantry Bataillon),
then we got a bunch of Military Facilities, like Armories, Guardhouses, Mess Halls, Officer and Staff Officer Housing and even some Sports Facilities for the Soldiers to stay in shape.

Apart from the Military Installation, we also got some Civilian Housing in this Sector, after all some Soldiers wanted to keep their Families near.
As you can see, the Map is almost finished, but I need to polish it some more before I move on to an adjacent Sector to continue my work there.

I already got a lot of ideas for the other Sectors of that city, there will be a lot more Military Housing (my plan is to make enough Housing for a whole Regiment or even a small Division)
Hopefully I'll finish the city over the course of June.

Stay tuned
-Zombie
Re: Aw: Re: Aw: Re: BigMaps Editing[message #353429 is a reply to message #353419] Fri, 11 May 2018 12:08 Go to previous messageGo to next message
CareBear

 
Messages:65
Registered:April 2016
Very good. Some watchtowers, and more concertina for more military flavour.
Aw: Re: Aw: Re: Aw: Re: BigMaps Editing[message #353431 is a reply to message #353429] Fri, 11 May 2018 12:45 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Oh boy, that is looking like a well thought out map design.
I can't wait to play AIMNAS on a full playthrough with those maps and all the endless new items!



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: Aw: Re: Aw: Re: BigMaps Editing[message #353435 is a reply to message #353431] Fri, 11 May 2018 14:29 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Years of experience in the military finally pay off big grin

However I will probably not add any more Concertina Wire around the Base, or add more Watchtowers, after all this has been a regular Armybase and not a Forward Operating Base deep in Enemy Country at least not from the Arulcan Military Point of view. So when the Insurgency backed by AIM, IMP and MERC Mercenaries began they beefed up the Defenses for the Base a bit more, putting Sandbags around the Guardhouses, setting up Tanktraps and Concertina Wire, securing the Chokepoints and also the Checkpoint you see on the SW Corner of the Fence, is more an ad hoc Solution to the Threat Assessment, so the Military wanted to make sure, that no Insurgents are able to just stroll into the city and pull up to the Main-Gate (although I am not entirely sure if this will be THE Main-Gate for the whole Base) and because of structural conditions it was not possible to put up a Checkpoint right in front of the Gate. So the Military kicked the people out of their House, and set up a military Checkpoint where it now is.

The whole mindset behind this sector and the adjacent citysectors that will follow was, yes it is a poor Backwater Dictatorship, yes the Military always had to fight Rebels and Insurgents to some degree before we came to the party. But in the end this Military Base was just a regular Military Base to train, house and lead the Soldiers of the Arulcan Army and noone of the Brass thought seriously about the Rebels starting a frontal Assault against the biggest Military Base in Arulco and even if they did, they would be outnumbered at least 20:1 (Not even the Rebel Leadership thought seriously about attacking that Military Base, before we joined the fight happy ) It was not until we started to liberate Omerta and Drassen (and/or Chitzena) when the Military Leadership decided to put up more Fortifications around the Base to counter the Threat. So from the lore point of view it would seem pretty unrealistic to turn that Base into some kind of Fortress with Loads of Watchtowers, Bunkers, Wiretraps, Minefields and so on, it already has more Watchtowers, Guardhouses and Defensive Positions than all the Military Bases I've seen or been to ;)
Re: BigMaps Editing[message #353436 is a reply to message #353435] Fri, 11 May 2018 14:50 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Oh and not to forget, from a pure Lore Point of View, there seems to be a lot of ignorance and arrogance going on in the Arulcan Military Leadership some sort of "Some Ragtag Group of Rebels and Mercenaries are no match for the glorious Army Corps of Arulco (A.C.A. big grin ), we will crush them with the treads of our Tanks, blablabla"
Because other than that I cannot explain the sheer stupidity of sending ten Soldiers (7 Regular, 3 Elite) against a city defended by a roughly Company sized Unit of our well armed and well regulated (Hrhrhrhr) Militia cheeky

Stay tuned
-Zombie
Re: BigMaps Editing[message #353503 is a reply to message #353436] Tue, 15 May 2018 13:37 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
https://i.imgur.com/ALybi7L.jpg

Who hasn't been in this situation, you're on a Chopperflight to some Third World Backwater Dictatorship and suddenly you remember "I forgot my toothbrush" or "Did I bring enough underpants?" and suddenly you're in a pickle.
But fear no more, the all-new OppressoMart has opened his doors for you and we're offering you a wide variety of Goods from Clothing, Convience Foods to .50BMG Rounds.

Little WIP Update, last map is finished here is a little teaser from the next map I am working on.

Stay tuned
-Zombie
Re: BigMaps Editing[message #353504 is a reply to message #353503] Tue, 15 May 2018 14:32 Go to previous messageGo to next message
townltu

 
Messages:315
Registered:December 2017
Location: here
Oh no, i will have to spend hours on all these cool looking and promising maps
to only explore the visibility conditions and determine the optimal camper spots :D

[Updated on: Tue, 15 May 2018 14:32]

Re: BigMaps Editing[message #353520 is a reply to message #353504] Wed, 16 May 2018 13:02 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
WABAMMM! I am on Fire! big grin
Here another WIP-Update:

https://i.imgur.com/zuxBaZx.jpg

This Map is still in a rough state, but you get the Idea, still part of the whole Military Base Theme, you see some more Housing Areas, also a Water Supply Installation or something like that and the purpose of that big building is NONE OF YOUR BUSINESS cheeky nothing to see here, keep walking (you'll find out eventually ;) ) Just keep on going to OppressoMartTM or the other little store. There is also a lot of Civilian Housing and I will add some more, some place all those Military Families gotta live ;)
Hopefully I will finish this map by Monday.

Stay tuned
-Zombie
Re: BigMaps Editing[message #353522 is a reply to message #353520] Wed, 16 May 2018 13:26 Go to previous messageGo to next message
CareBear

 
Messages:65
Registered:April 2016
Man with this progress you will finish the rest of whole map in a month. Nice.
Re: BigMaps Editing[message #353524 is a reply to message #353522] Wed, 16 May 2018 13:52 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
I wouldn't count on it ;) Last map took me almost 1 1/2 weeks to finish and there are still some minor polishing tasks to do on that map. This one is by standards fairly simple for a city sector, but the next three maps will be a little bit more complex and complicated and by now this is just the plain map, no troops, no items, no civilians and no actions, same thing with the last map and same thing with the next maps to come. Designing those maps is just 50% of the work, I might be able to finish those maps to 75%-90% but then my expertise is finished.

-Zombie
Re: BigMaps Editing[message #353526 is a reply to message #353524] Wed, 16 May 2018 16:51 Go to previous messageGo to next message
CareBear

 
Messages:65
Registered:April 2016
Sure, most important thing is to have the map at all,placing items can be left to other people if they feel inclined. Myself i dont miss items on maps that much, since i play with drop all option. Its nice for some little easter eggs though ;)
Re: BigMaps Editing[message #353541 is a reply to message #353526] Fri, 18 May 2018 21:00 Go to previous messageGo to next message
SuLaR

 
Messages:9
Registered:July 2015
Location: Ukraine, Dnepropetrovsk
Zombiehunter, plan to finish work Smeagol'a?
And where do you plan to upload new maps? On github aimnas?

[Updated on: Fri, 18 May 2018 21:08]

Re: BigMaps Editing[message #353542 is a reply to message #353541] Fri, 18 May 2018 21:56 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Not exactly, after all I am just assisting Smeagol with map-making. Planning to finish his work, would mean to replace him and I cannot and I do not want to do that, because in the end it is his project and not mine.

With the uploads of the new maps, same thing. When I finish my maps, I will send them to Smeagol, so he can look them over and do some finetuning if necessary and then he will probably upload those maps with the next Release.

-Zombie
Re: BigMaps Editing[message #353543 is a reply to message #353542] Sat, 19 May 2018 00:26 Go to previous messageGo to next message
CareBear

 
Messages:65
Registered:April 2016
Are you in touch with smeagol. Is he active? Does he still care for aimnas?
Re: BigMaps Editing[message #353544 is a reply to message #353543] Sat, 19 May 2018 01:11 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Yes from time to time. Currently he's pretty much tied up with RL issues. Of course.
Re: BigMaps Editing[message #353545 is a reply to message #353544] Sat, 19 May 2018 18:46 Go to previous messageGo to next message
SuLaR

 
Messages:9
Registered:July 2015
Location: Ukraine, Dnepropetrovsk
Sincerely I wish Smeagol solve his problems. I wonder if the aimnas will come out of beta in its anniversary..
Re: BigMaps Editing[message #353557 is a reply to message #353545] Mon, 21 May 2018 14:05 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
I decided to post the next WIP Map Update when all four Maps of the Military Base are finished,
by now two of those Maps are almost finished, they just need a little more polishing.
Right now I am working on the third Map for the Military Base, progress is made.

But I have another WIP picture for you guys:

https://i.imgur.com/8ODIPPJ.jpg

A Bell UH-1B in the Configuration for the A.C.A. (Armado Carabineros de Arulco/ Armed Carabineers of Arulco)
I need someone who is adept with turning pictures into STIs and also able to edit or make new tilesets.

Stay tuned
-Zombie

[Updated on: Mon, 21 May 2018 14:07]

Re: BigMaps Editing[message #353558 is a reply to message #353557] Mon, 21 May 2018 16:36 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Do you have the model files for that? We have an actual rendering pipeline for creating JA2 assets now. Also, get yer butt on discord.



Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)


Re: BigMaps Editing[message #353563 is a reply to message #353558] Tue, 22 May 2018 17:45 Go to previous messageGo to next message
SuLaR

 
Messages:9
Registered:July 2015
Location: Ukraine, Dnepropetrovsk
Zombie, show us the teaser of the new card?
I'm already burning with impatience!
Re: BigMaps Editing[message #353566 is a reply to message #353563] Tue, 22 May 2018 23:20 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Be patient ;)
Re: BigMaps Editing[message #353568 is a reply to message #353563] Wed, 23 May 2018 01:54 Go to previous messageGo to next message
townltu

 
Messages:315
Registered:December 2017
Location: here
SuLaR wrote on Tue, 22 May 2018 17:45
Zombie, show us the teaser of the new card?
I'm already burning with impatience!


Ok, the new P3 map, according to unverified statement by non reliable source;)
/edit: 3rd picture update
https://s1.imagebanana.com/file/180528/thb/FnsxTBaS.jpg

Note the 3 snipers on the roof, one is mostly covered by the object that could be one of 2 mortar positions.
Expect hostiles in the surrounding parameter, e.g. hidden in waste bins etc,
also take elements of executive forces and self declared militia into account,
they are already present in sector and will turn hostile with the 1st combat action.
Last not least many spies of non domestic factions have strong interest to prevent decapitation.

Verified RIS report indicates that all opposing factions are well equipped
and trigger happier than their representatives in game, aka Ds soldiers, Hicks brothers and Danubian cops. :D

[Updated on: Mon, 28 May 2018 03:52]

Re: BigMaps Editing[message #353569 is a reply to message #353568] Wed, 23 May 2018 10:32 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Too easy of a target, just throw a busload of Korean tourists at it.



Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)


Re: BigMaps Editing[message #353572 is a reply to message #353569] Thu, 24 May 2018 00:28 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Okay folks, here is a new little early WIP pic

https://i.imgur.com/6Vp3DoO.jpg

Another part of the Military Base, you see some Vehicle Depots, Military Warehouses and Housing Areas, also the L-Building will probably become some kind of Commissary.
Soon to come Ammo Depots, Repair Workshops and so on.

Stay tuned
-Zombie
Re: BigMaps Editing[message #353593 is a reply to message #353572] Sun, 27 May 2018 13:47 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Today no Map WIP Picture,
I have started with the 4th and final citysector, the other three are finished (still need polishing though)
The Final Map will be a little bit tougher, loads of different Houses and I am also planning to add some businesses (after all somehow the people have to earn their meager wages)
So I guess I need about 2 weeks to get this done and then I'll take care of the Eastern and South-Eastern Border.

But I have some other Eyecandy WIP Picture for you:
https://i.imgur.com/yKF31A9.png

A Patrolcar of the Armado Carabineros de Arulco (A.C.A.) they wrote a complaint because they didn't want to walk everywhere and so (after the Complainees were executed ;p ) the A.C.A. got "new" Patrolcars,
so stay tuned for some high speed car chases (probably not ROFL)

Stay tuned
-Zombie
Aw: Re: BigMaps Editing[message #353623 is a reply to message #353593] Tue, 29 May 2018 08:42 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
I do like that patrol car.
Makes sense to have some vehicles for Deidranna's guys but then the question comes up, why shouldn't our mercenaries be able to use those cars.

Looking forward to your next map update!



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: BigMaps Editing[message #353626 is a reply to message #353623] Tue, 29 May 2018 11:41 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
From an Immersion Point of View I totally understand you, but then again there are some good reasons why that's not possible.
-Balancing, imagine driving around in 15-20+ Cars that would simply be Gamebreaking, just drive a shitload of Mercs straight into Meduna the game is over in 30 Minutes. It would defeat the whole purpose of this game being a small units tactics game.
-Engine, as far as I know the Gameengine is not designed for every Vehicle being drivable and it would probably generate a lot of Errors
-Work, actually the most important reason, it would be a shitload of work to make every Vehicle in the game drivable, you'd need to make at least 8 Perspectives of EVERY Vehicle, then you'd have to do the coding the cost-benefit ratio would be off the charts. Regarding the Modwork being totally voluntary I am not getting paid enough to make this work ;)

So see those Vehicles and Items just as what they are, Eyecandy to make the game prettier.
Aw: Re: Aw: Re: BigMaps Editing[message #353628 is a reply to message #353626] Tue, 29 May 2018 13:09 Go to previous messageGo to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Yeah, I don't want the cars to be driveable, but just thought out loud from an immersion perspective.



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Aw: Re: BigMaps Editing[message #353630 is a reply to message #353626] Tue, 29 May 2018 13:19 Go to previous messageGo to previous message
townltu

 
Messages:315
Registered:December 2017
Location: here
There is also a fuel shortage in Arulco,
at some point people became desparate and siphoned every fuel tank they could,
later they also took the fuel systems of those cars apart in order to collect the last remaining ccms,
and its rather unlikely that the cars were reassembled afterwards.
Since most car spare parts did flow into the surrounding countries
because their worth in a coutry without fuel is next to zero,
its next to impossible to find e.g. a new caburetor in Arulco.

Also i am rather sure the pic of the car was made before it went into service,
nowadays it should look a lil different:
https://s1.imagebanana.com/file/180529/thb/mecvOVBK.png
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