[new layout Altis] Agios Road

Discussion, Help, and Mission Presentation forum for the PVP Warfare Mission Tool
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RagedLemon
Community Member
Posts: 157

[new layout Altis] Agios Road

Post#1 » Thu 13 Apr, 2017 6:32 am

Layout:Agios Road
Author: RagedLemon
Faction 1: blufor
Faction 2: independent

Description:

DOWNLOAD: https://www.dropbox.com/sh/1u96w9e7ml0z ... 0dIqa?dl=0

Airfields:
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GiPPO
EUTW Management
Posts: 7178

Re: [new layout Altis] Agios Road

Post#2 » Thu 11 May, 2017 8:29 pm

Simple object on: sink,
Simple object off: fences, stone walls

Too many vehicle service points - deleted the ones closer to the base. Public vehicle service points shouldn't be that common it should rather give you a higher risk place to service your vehicle compared to going back to base.

edit: adjusted jet & uav service points direction

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

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Hazardous Mouse
Banned
Posts: 1212

Re: [new layout Altis] Agios Road

Post#3 » Fri 19 May, 2017 4:41 pm

Good job man. I played one round on this layout, was fun.
https://stats.eutw.net/index.php?sessio ... ageindex=0

I do not saw all of the flags yet. But from what i saw Agios Slum and Hidden Camp flags looks damn rly decent :) Well done.
Q: How many liberals can figure out what 2+2= ? A: Zero, they just protest that it can be whatever it wants to be.

M.O.R
Banned
Posts: 1008

Re: [new layout Altis] Agios Road

Post#4 » Sat 20 May, 2017 12:25 pm

Hey man. I played it too. Locations are nice. Some additional connections would be nice. It's basically five choke points in a row in that middle section..

CertainDeath
Community Member
Posts: 138

Re: [new layout Altis] Agios Road

Post#5 » Wed 21 Jun, 2017 7:36 pm

Base is too close to third flags...
never ending story.. decicion runs on who leaves first and goes with the money...

connection from resistance village to amfissa and GasStation to Factory would make it much more fluid.
OPT: CSAT SQL of Recon Squad "Bravo"
http://www.operation-pandora.de/

esfumato
Donator
Posts: 323

Re: [new layout Altis] Agios Road

Post#6 » Wed 21 Jun, 2017 8:03 pm

Thing is that the last flags are too far away of main base. and no one attacks them nor want to drive mhqs there... so defenders capture the damn 3rd sector and match never ends.

Danrik
Community Member
Posts: 120

Re: [new layout Altis] Agios Road

Post#7 » Wed 09 Aug, 2017 11:44 am

5 flags in a row (chokepoint after chokepoint). No possibility to flank. But if the map creator does not want to change, unfortunately will not change anyway.
Could be a good map, but currently it is rather boring.

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