[new layout Tanoa] BUNKER HILL (Lite)

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

[new layout Tanoa] BUNKER HILL (Lite)

Post#1 » Mon 26 Dec, 2016 2:38 pm

Layout:BUNKER HILL
Author: vicious
Faction 1: blufor
Faction 2: independent
Description:

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OVERVIEW

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BUNKER HILL

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OLD TEMPLE

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PLANTATION

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CABIN

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GRAVEYARD

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CAMPING

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CAMP

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BRIDGE

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QUARRY

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SERVICE POINTS & HARBOURS

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baZti
Community Member
Posts: 1297

Re: [new layout] BUNKER HILL (Lite)

Post#2 » Sun 08 Jan, 2017 4:37 pm

I don't know if rocks are still an issue in arma and if the flags are to close to each other (respawning)... maybe they are.

Upseen from that it could be a really good layout for close combat.

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aTWar
Special Operations Management
Posts: 1748

Re: [new layout] BUNKER HILL (Lite)

Post#3 » Sun 08 Jan, 2017 7:21 pm

potential issue for the bunker flag;

direction that the entrance for the main path faces. dont have it facing one flag / mhq approach
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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vicious
PVP Warfare Admin
Posts: 441

Re: [new layout] BUNKER HILL (Lite)

Post#4 » Mon 09 Jan, 2017 10:23 am

baZti wrote:I don't know if rocks are still an issue in arma and if the flags are to close to each other (respawning)... maybe they are. Upseen from that it could be a really good layout for close combat.


My opinion is that the rocks are much better then in ALTIS/STRATIS. Less buggy. The only way to find out is to try it :bouncy:
If it doesnt work its eays to update the file with a new flag position. ;)

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GiPPO
EUTW Management
Posts: 7131

Re: [new layout] BUNKER HILL (Lite)

Post#5 » Tue 10 Jan, 2017 9:14 pm

UAV service point in the middle of nowhere (and not near a runway).
Again: how should a drone land?
"If It Isn't Documented, It Doesn't Exist"

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vicious
PVP Warfare Admin
Posts: 441

Re: [new layout] BUNKER HILL (Lite)

Post#6 » Wed 11 Jan, 2017 12:20 pm

Im sorry GiPPO. I always just think about small UAVs :D I change it and provide a new file asap.

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HaseDesTodes
Donator
Posts: 555

Re: [new layout] BUNKER HILL (Lite)

Post#7 » Wed 11 Jan, 2017 1:25 pm

vicious wrote:Im sorry GiPPO. I always just think about small UAVs


they have no ammo and you can't even refuel them there (or has that been changed and i missed it)

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vicious
PVP Warfare Admin
Posts: 441

Re: [new layout] BUNKER HILL (Lite)

Post#8 » Wed 11 Jan, 2017 2:37 pm

GiPPO is talking about the big UAV like Greyhawk. They need airfield to land. ;)

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HaseDesTodes
Donator
Posts: 555

Re: [new layout] BUNKER HILL (Lite)

Post#9 » Wed 11 Jan, 2017 2:44 pm

i know what he means.
the point was, placing service points for small uavs would be useless, as the have no options there.
and the need to place something that is "useless" should get you wondering...

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GiPPO
EUTW Management
Posts: 7131

Re: [new layout] BUNKER HILL (Lite)

Post#10 » Wed 18 Jan, 2017 10:11 pm

Added Boat SP to both boatshops at both bases
Positioned the western HQ boatshop a bit north, so the spawned boats will be still inside base area.
Removed boat southern SPs and added one at quarry.
Minor repositioning of AAdefenses to have better AA coverage
Removed UAV SP and added them on runways

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

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