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ItzShaddy

Arma 3 Mapping Projects

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I end up doing quite a few projects and what not, so I've decided to create a thread where I'll just update anything cool I want to share. If you have any ideas of things I should create feel free to drop a comment.

Anyway I've been quite busy last few days however I do have an older project I can show. A somewhat rough gang base design.20181211152214_1.thumb.jpg.2fca0ad2e471f780fde80adef1d4ac9a.jpg20181211151958_1.thumb.jpg.7e575c5b8e1f2e90fcd4987a6d11bbd8.jpg20181211152125_1.thumb.jpg.4fa2e2af99acafaf2555e348f6d06947.jpg20181211152147_1.thumb.jpg.f9bf022c728a09fa83e88e39a10c936c.jpg20181211152157_1.thumb.jpg.a77ecc738b5fb404193b7dba0e57f811.jpg20181211152202_1.thumb.jpg.9ac00dd5a7f35568b462d7531833a10e.jpg20181211152243_1.thumb.jpg.fb14d694676576defefd80320333da90.jpg

Once again if you have any ideas on stuff I should create please drop a comment.

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2 hours ago, Fuel said:

looks good but isnt it just a smaller version of what we have now and the spawn marker is not parallel to the road

I'm pretty sure it's smaller than the current gang bases. It's also in a new area and uses some different buildings which changes up combat. Maybe if gang bases were changed once a month or something to spice up combat it could be interesting. Other than that it's pretty similar. I've played around GB a lot and for the most part changing up the designs to much makes it easy to push or extremely hard. It's all about finding that balance.

2 hours ago, AustiN said:

Ye, looks good but please make is parallel @ItzShaddy

Whoops, I've fixed the spawn marker and made the left wall a bit more straight.

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1 hour ago, Scott McTavish said:

So many unneeded objects for the AAA HQ, i stripped it down and moved it to where it is now because the first AAA HQ had useless objects.

Fair enough, just looks so bland and boring.

Edit: My perception is where players gear up and spend time getting stuff out there should be some form of role-play items to enhance the experience and immersion instead of some bland warehouse. However that's just my opinion.

Edited by ItzShaddy

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20 minutes ago, ItzShaddy said:

Fair enough, just looks so bland and boring.

Edit: My perception is where players gear up and spend time getting stuff out there should be some form of role-play items to enhance the experience and immersion instead of some bland warehouse. However that's just my opinion.

I agree but when i was admin the first AAA HQ was mainly a spawn for rebels and there was minimal RP at that location.

Most people just got their stuff and were gone in under 30 seconds hence the reason to strip it down and move it slightly back towards Kavala.

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2 minutes ago, Scott McTavish said:

I agree but when i was admin the first AAA HQ was mainly a spawn for rebels and there was minimal RP at that location.

Most people just got their stuff and were gone in under 30 seconds hence the reason to strip it down and move it slightly back towards Kavala.

On the other hand I feel as though not a lot of people play it but still enough to at least give it some detail. Anyway I love your mapping work, any other ideas what I could do? I'm considering a checkpoint but it's rather a pain to do considering they're almost always death traps.

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1 minute ago, Jag said:

yeah it's just more stuff making the server laggy + it kinda looks a bit deserted.

Well I mean AAA is kind of deserted. Anyway was just a mild thought to make it look like a tow yard without using 150 props to make it massive and lag the server. Something small. Anyway more of a comfort feature to add depth to the map. As Scott said they changed it for a reason so I don't expect it to go back. Anyway thanks for the thoughts, I look forward to some of your thoughts on future projects I'm working on.

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10 hours ago, sbondo1234 said:

detail = lag

especially on life mod

Yup, sometimes it's worth the few frames. All about that balance.

Anyway I've created a checkpoint. I'd like to state this is not a combat checkpoint built like a fortress to withstand nuclear explosions which a lot of life servers have, making it a good spot for rebels to take over. Rather I've gone for a more inviting approach with cover if combat were to arise. Object count is meh on this one due to some details, such as the hedges.

Pros:

Inviting

Has a good visual appeal

No objects need to be removed

Not easy to be held by a small group (Can pen the back of the tower as it's sheet metal)

Cons:

Not great when combat breaks out

If captured by rebels they'll hold a strategic position

Hills around make it easy to roach (Could be a pro depending who has the checkpoint)20181214001404_1.thumb.jpg.33b81367e2ac5a53b5fb646de78b4073.jpg20181214001415_1.thumb.jpg.8a6e9c9932afce09fe2775058eae7abf.jpg20181214001422_1.thumb.jpg.2645f6d1295d9718427a1eaa03ba6ace.jpg20181214001324_1.thumb.jpg.8b76199421df1ca87574dc549a347b35.jpg

20181214001433_1.thumb.jpg.755f4a03a81c12659f02285d270cf45b.jpg20181214001353_1.thumb.jpg.935ba031102e68cb322a71df43abdc81.jpg

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1 hour ago, ItzShaddy said:

Yup, sometimes it's worth the few frames. All about that balance.

Anyway I've created a checkpoint. I'd like to state this is not a combat checkpoint built like a fortress to withstand nuclear explosions which a lot of life servers have, making it a good spot for rebels to take over. Rather I've gone for a more inviting approach with cover if combat were to arise. Object count is meh on this one due to some details, such as the hedges.

Pros:

Inviting

Has a good visual appeal

No objects need to be removed

Not easy to be held by a small group (Can pen the back of the tower as it's sheet metal)

Cons:

Not great when combat breaks out

If captured by rebels they'll hold a strategic position

Hills around make it easy to roach (Could be a pro depending who has the checkpoint)20181214001404_1.thumb.jpg.33b81367e2ac5a53b5fb646de78b4073.jpg20181214001415_1.thumb.jpg.8a6e9c9932afce09fe2775058eae7abf.jpg20181214001422_1.thumb.jpg.2645f6d1295d9718427a1eaa03ba6ace.jpg20181214001324_1.thumb.jpg.8b76199421df1ca87574dc549a347b35.jpg

20181214001433_1.thumb.jpg.755f4a03a81c12659f02285d270cf45b.jpg20181214001353_1.thumb.jpg.935ba031102e68cb322a71df43abdc81.jpg

I like the idea of the checkpoint but on that part of the main road between tapolia and kav is a big hot spot for rebellious activity, therefore the rebels will just take it over and be at a even bigger advantage, revamp the gas stations, make new places to go to, maybe a new casino design, or even a club?

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19 minutes ago, WoozyOG said:

I like the idea of the checkpoint but on that part of the main road between tapolia and kav is a big hot spot for rebellious activity, therefore the rebels will just take it over and be at a even bigger advantage, revamp the gas stations, make new places to go to, maybe a new casino design, or even a club?

Even more reason for it to be implemented, cops could control it. No matter where you put it people will try take it over. Thanks for the idea I'll take into consideration. Gas stations atm are perfect, changing the default due to them looking decent would probably be a bad call for the extra objects added. Other than that, I'll try looking at kav seeing what I can change up.

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6 hours ago, ItzShaddy said:

Even more reason for it to be implemented, cops could control it. No matter where you put it people will try take it over. Thanks for the idea I'll take into consideration. Gas stations atm are perfect, changing the default due to them looking decent would probably be a bad call for the extra objects added. Other than that, I'll try looking at kav seeing what I can change up.

Cops and blackwater could control it

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