[new layout Stratis] Stratis Marina (Lite)

Discussion, Help, and Mission Presentation forum for the PVP Warfare Mission Tool
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aTWar
Special Operations Management
Posts: 1748

[new layout Stratis] Stratis Marina (Lite)

Post#1 » Wed 30 Nov, 2016 8:43 pm

Layout:Stratis Marina (Lite)
Author: @War
Faction 1: blufor
Faction 2: independent
Description:
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OP X-Ray
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Maroula
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Camp
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Garage
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River Bed
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UN Base
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Comms
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Theatre
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Old HQ
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OP Zulu
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T4H Arma 3 Units
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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."

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aTWar
Special Operations Management
Posts: 1748

Re: [new layout] Stratis Marina II (Lite)

Post#2 » Wed 30 Nov, 2016 8:55 pm

Might be worth changing the name to just STratis Marina instead of II i just named it that so it doesnt conflict
T4H Arma 3 Units
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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."

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GiPPO
EUTW Management
Posts: 7131

Re: [new layout] Stratis Marina (Lite)

Post#3 » Sat 14 Jan, 2017 6:06 pm

Moved UAV service point out of hangar - while it looks good, UAVs won't be able to turn around and get out of the hangar.

The problem with this layout is the same that was/is with Airport assault. Too many little, physics enabled objects which will completely kill the FPS. I try to disable some of the heavier ones (as it is more believable that they don't move). Also, the very low profile ones (axes, wires, etc)

Simple object -> wooden log, sleeping bags, axes, metal wires, woodpiles, wooden box, wooden carts, concrete barriers, wooden tables, cages, Plane wreck debris, rowboats, toiletboxes, ancient walls (they have a stupid death "turn over" animation, wtf :D, ancient pillars, box of matches, duct tape, cinder blocks

Fixed the positioning of the concrete barriers (now they properly sit on the terrain)
Fixed the positioning of camping lanters
Fixed some furniture being under houses.
Fixed some more floating/under ground objects.
(Next time please review your layout)

Repositioned the HQs a bit.

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

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aTWar
Special Operations Management
Posts: 1748

Re: [new layout] Stratis Marina (Lite)

Post#4 » Mon 16 Jan, 2017 5:18 pm

Thanks Gippo. You are the people's champion for managing and promoting the community layouts. Hope you know how much everyone appreciated this aspect of EUTW. I dread to think where the community would be without this initiative and your time put into managing it
T4H Arma 3 Units
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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."

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Nyles
EUTW Management
Posts: 3367

Re: [new layout] Stratis Marina (Lite)

Post#5 » Mon 16 Jan, 2017 6:05 pm

aTWar wrote:I dread to think where the community would be without this initiative and your time put into managing it


On Anthrakia or Pefkas Bay...again and again and again. :twak:

WZ00
Donator
Posts: 94

Re: [new layout] Stratis Marina (Lite)

Post#6 » Thu 09 Feb, 2017 7:27 pm

Dont like this, too many points too close together, HQs are too close. Needs some points to stretch the play out further.

DaVillainMarco
Community Member
Posts: 52

Re: [new layout] Stratis Marina (Lite)

Post#7 » Sun 12 Feb, 2017 1:07 am

This is the badest layout i ever played on eutw! (to say it nice) this no arma more...

good that there ppl to make layouts. but this is so crap layout.

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Deathicael
Community Member
Posts: 114

Re: [new layout] Stratis Marina (Lite)

Post#8 » Sun 12 Feb, 2017 2:10 am

Going to have to give this layout a thumbs down as well. Points allow for camping all over the map , vehicles can sit on flags and take cover to repair at the flag after a hit and then continue to shoot every point on the map. It's just an all around cluster flub and not fun.
"Never attribute to Malice that which can easily be explained by Stupidity" - Hanlon's Razor :nuts:

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Deeelite
Donator
Posts: 651

Re: [new layout] Stratis Marina (Lite)

Post#9 » Sun 12 Feb, 2017 1:20 pm

Sry @war but this is the most compulsive layout ever seen on EUTW
No time for any tactic: once u're out of base you only have to pray and hope only on good luck... Enemies are evreywhere and relocate themselves every 3 mins. So when it happens u survive a flag respawn you don't go where u have planned to but where you don't receive fire....

It was time we played something different on stratis and this idea of yours is not that bad in the concept but I souggest to encrease the verticalal distance in between the horizontal connected flags to have 1 more valley in between.

Alternatively, remove 1 vertical connection in order to create a kind of 'C' shape layout.
"When taking part in a discussion, the most difficult thing is not defending your opinion, but knowing what it is in the first place." André Maurois

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Likbjorn
PVP Warfare Dev
Posts: 1059

Re: [new layout] Stratis Marina (Lite)

Post#10 » Sun 12 Feb, 2017 5:24 pm

Yep, CQC idea is not working with such amount of flags and open areas around it. It's campers heaven.
It's extra hard to get in the circle and stay alive for more than 5 minutes. The idea of CQC is god, but you need to introduce it on less flags and on plains not on hills to prevent camping. It's so symbolic that you placed some camping tents ;)

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aTWar
Special Operations Management
Posts: 1748

Re: [new layout] Stratis Marina (Lite)

Post#11 » Sat 18 Feb, 2017 12:30 pm

haha. fair enough. u cant win em all.

gippo just remove from circulation mate if its active in any. ive been away on course for 2 weeks just got back
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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."

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