[new layout Tanoa] ISLAND HOPPER

Discussion, Help, and Mission Presentation forum for the PVP Warfare Mission Tool
User avatar
vicious
PVP Warfare Admin
Posts: 441

[new layout Tanoa] ISLAND HOPPER

Post#1 » Wed 30 Nov, 2016 5:20 pm

Image

Image
Fullsize image: https://i.imgsafe.org/eed3121b44.jpg

NAME: ISLAND HOPPER
AUTHOR: vicious
FILE: https://cloud.airsoft-military-news.com/index.php/s/ebJ7O0MYg6nX8pr
PASSWORD: EUTW2016!ih

Feedback is as always very welcome! :cheers:

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

FULL GALLERY: http://imgur.com/a/oQQst
Last edited by vicious on Fri 23 Dec, 2016 8:39 pm, edited 9 times in total.

User avatar
aTWar
Special Operations Management
Posts: 1748

Re: [WIP] GEORGETOWN

Post#2 » Wed 30 Nov, 2016 5:23 pm

Looking good.

I like the balance in the accessibility of flags and the design of shape/connections

And re size is unprecedented in tanoa I think.

Good work
T4H Arma 3 Units
Image
REVELATION 6:8 "And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth."

User avatar
Nyles
EUTW Management
Posts: 3367

Re: [WIP] GEORGETOWN

Post#3 » Wed 30 Nov, 2016 6:12 pm

You might want to reconsider the name since there is already a layout called Georgetown since the Apex was released.

Maybe call it Georgetown Bay or something?

User avatar
vicious
PVP Warfare Admin
Posts: 441

Re: [WIP] ISLAND HOPPER

Post#4 » Wed 30 Nov, 2016 6:22 pm

Nyles wrote:You might want to reconsider the name since there is already a layout called Georgetown since the Apex was released.

Maybe call it Georgetown Bay or something?

Thanks for the hint. Will change it to the name of another (cancelled) layout i called "ISLAND HOPPER". :bouncy:

Helibert
Donator
Posts: 84

Re: [WIP] ISLAND HOPPER

Post#5 » Wed 30 Nov, 2016 7:03 pm

i would delete the last points on each side so only one last flag is needed as two tend to drag out rounds unnecessary. With both endflags gone you could move the bases closer. The Airfield on the northwest gives the northern faction a slight advantage on flight times but as soon as the southern faction takes control over the flag on that island they could render the airport useless for the northern faction ( bought hmg/gmg at flag for example). i would use the northeastern airport

User avatar
vicious
PVP Warfare Admin
Posts: 441

Re: [WIP] ISLAND HOPPER

Post#6 » Fri 02 Dec, 2016 10:20 am

Helibert wrote:i would delete the last points on each side so only one last flag is needed as two tend to drag out rounds unnecessary. With both endflags gone you could move the bases closer. I would use the northeastern airport


Yes the northeastern airport is a good option. THANKS! But the points stay :bouncy: (maybe)

User avatar
vicious
PVP Warfare Admin
Posts: 441

Re: [WIP] ISLAND HOPPER

Post#7 » Fri 23 Dec, 2016 8:15 pm

Steam is down. Time for working on layouts. Layout is now complete.

- File added
- Images added
- Boats and Jetski are usable
- Last two flags are removed

Give me feedback! :cheers:

User avatar
GiPPO
EUTW Management
Posts: 7131

Re: [new layout] ISLAND HOPPER

Post#8 » Thu 12 Jan, 2017 11:14 pm

Adjusted some objects' simulation/simple object settings.
Simple object -> ammo containers, supply boxes, wooden crates - simple object disables any action, also it is kind of always better than disabling simulation
Simulation enabled -> containers - so you can open the door to kill the player inside who just glitched into the container
Sim enabled -> zamak transports, because you can place usable civilian vehicles
Simple object -> huron containers, so they won't repair/heal/store stuff - first I replaced them, because we might eventually make them purchasable , but then I set them back... I will replace them when it's time, we need to replace them in all layouts anyway.
Added boat service points at bases - we haven't really set this in rules/guidelines, but only this way you can service your boat at your base.
Tweaked service point alignment at airports a bit.

Mission.sqm uploaded
"If It Isn't Documented, It Doesn't Exist"

User avatar
vicious
PVP Warfare Admin
Posts: 441

Re: [new layout] ISLAND HOPPER

Post#9 » Fri 13 Jan, 2017 10:41 am

Thanks for your adjustments GiPPO. Much appreciated!

because we might eventually make them purchasable

That is a great idea :cheers:

User avatar
GiPPO
EUTW Management
Posts: 7131

Re: [new layout] ISLAND HOPPER

Post#10 » Sat 14 Jan, 2017 11:27 am

Yeah, it's was pre-heliDLC idea, but we haven't did it yet. It will probably come with service point rework... soon (it's really not a high priority feature)
The biggest issue with that is that independent faction doesn't have a helicopter which can slingload it, so we need to workaround that to make them able to transport those containers.
"If It Isn't Documented, It Doesn't Exist"

User avatar
Likbjorn
PVP Warfare Dev
Posts: 1059

Re: [new layout] ISLAND HOPPER

Post#11 » Wed 08 Feb, 2017 5:22 pm

Harbour has boatshop and bunker doesn't... Why?

User avatar
GiPPO
EUTW Management
Posts: 7131

Re: [new layout] ISLAND HOPPER

Post#12 » Wed 08 Feb, 2017 6:32 pm

Added boatshop to Bunker. (uploaded new mission.sqm)

Will be live tomorrow morning
"If It Isn't Documented, It Doesn't Exist"

User avatar
vicious
PVP Warfare Admin
Posts: 441

Re: [new layout] ISLAND HOPPER

Post#13 » Thu 09 Feb, 2017 11:19 am

Thanks GiPPO. Im currently busy. :(

Who is online

Users browsing this forum: No registered users and 1 guest