Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
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Re: Aw: Re: Aw: Re: BigMaps Editing[message #353419 is a reply to message #353390]
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Thu, 10 May 2018 17:43
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Thank you Depri, now I know which Maps I need to take care of ;)
Here another Teaser, almost finished:
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
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Staff Sergeant
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Re: Aw: Re: Aw: Re: Aw: Re: BigMaps Editing[message #353435 is a reply to message #353431]
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Fri, 11 May 2018 14:29
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Years of experience in the military finally pay off
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 ) 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 ;)
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Staff Sergeant
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Re: BigMaps Editing[message #353504 is a reply to message #353503]
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Tue, 15 May 2018 14:32
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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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] Report message to a moderator
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Master Sergeant
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Re: BigMaps Editing[message #353541 is a reply to message #353526]
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Fri, 18 May 2018 21:00
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SuLaR |
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Messages:12
Registered:July 2015 Location: Ukraine, Dnepropetrovsk |
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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] Report message to a moderator
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Private
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Re: BigMaps Editing[message #353568 is a reply to message #353563]
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Wed, 23 May 2018 01:54
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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SuLaR wrote on Tue, 22 May 2018 17:45Zombie, 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
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] Report message to a moderator
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Master Sergeant
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Re: Aw: Re: BigMaps Editing[message #353626 is a reply to message #353623]
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Tue, 29 May 2018 11:41
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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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.
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Staff Sergeant
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