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A new map[message #338124] Sat, 06 December 2014 21:26 Go to next message
Glettkin is currently offline Glettkin

 
Messages:5
Registered:December 2014
Location: Germany
I have a raw drawing of an island to conquer. I have left open many opportunities to create a story around that. I

[Updated on: Sun, 14 December 2014 00:37] by Moderator

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Re: A new map[message #338260] Sat, 13 December 2014 23:54 Go to previous messageGo to next message
Glettkin is currently offline Glettkin

 
Messages:5
Registered:December 2014
Location: Germany
So here it is ...

http://i.imgur.com/GJPpeaU.jpg

One idea is:
All reinforcements come from the airport and spread out over the whole island. If you conquer it there will be no more enemy reinforcements. You can do that by striking through the military base in the middle (then going for the airport) or going around the airport, using the rebels boat in "the woods". but for this you have to do some quests. It will be very very hard to conquer the military base (from north) without expert knowledge and an expert team of mercs.

There are many more ideas, but first i

[Updated on: Sun, 14 December 2014 00:38] by Moderator

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Re: A new map[message #338261] Sun, 14 December 2014 01:04 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Interesting. Quite a lot of new maps to make, but I would definitely want this to develop into something substantial.

My first map mod will be a rework of San Hermanos. I find FC's sectors pretty good, but the size of the cities is quite small.

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Captain
Re: A new map[message #338264] Sun, 14 December 2014 11:42 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
Nice concept and ideas.
The map looks like great britain with a banana haircut and smoke cloud out of the mouth (Rock'n'Roll!).
I like how certain areas are avoidable through different means. Freedom is a good thing, both for gameplay and replayability.
What are the Flaks for? There is no 'JA2-style' helicopter in JAF, so what's the point?
What's the idea of the enemy fortress so close to your start point? It looks like we could send boats on one another through H/2-4. By the way, this could be unlockable through a quest, like a commando strike driven by a stealthy NPC. A shortcut to victory if you have the guts and the Men to do it.

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Re: A new map[message #338266] Sun, 14 December 2014 13:45 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
Destroying a Flak cannon should have drop-offs possible in surrounding sectors, no? I think JAF was supposed to have this mechanic, maybe it's half done or burried in the code. And should be finished.

Since it has programmable locations for drop-offs, it definitely has a toggle for them in the city code. In JA2 they put the SAM bases outside and that was a better choice, because A) you had a nice side mission B) you had a separate sector to defend C) they had much tougher AI there, which broke the routine of the yellow shirt fights and gave you a taste of what's to come.

Definitely something we need to get from the devs - information on how drop-off locations are activated then move that trigger to Flak cannon sites.

[Updated on: Sun, 14 December 2014 13:46] by Moderator

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Re: A new map[message #338280] Mon, 15 December 2014 07:11 Go to previous message
Glettkin is currently offline Glettkin

 
Messages:5
Registered:December 2014
Location: Germany
@ Grim
Thanks Smile

The Flaks have more of an immersion purpose for the time being. Maybe they shouldn

[Updated on: Mon, 15 December 2014 07:27] by Moderator

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