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About LaughingJack

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    Company Commander

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  1. The Wrench -- March 2018

    nice work everyone - great to see
  2. [WIP] Korengal Valley [Vanilla]

    is there only the one road through the entire map?
  3. Ghost Recon Wildlands

    rgr tht
  4. "Believability" of maps, realism

    Actually mapping is nothing like making an entire game. negative vibes, man. Again, not one person in here except yourself has said that making a map implies "make your own game", and Psyrus made no allusions whatsoever to that which you have stated, in quoting him. I would suggest, if you are really passionate about having fully realised "perfect" maps, that instead of complaining, you organise some reference material and submit it as a suggested-something another team/group, with the skills, can take forward. - oh wait, Psyrus already suggested this and, well ... Nothing is ever, or will ever be perfect - that's 'Reality'.
  5. "Believability" of maps, realism

    makes comment about P.S. and it's Lush foliage - but complains Squad has too many branches hanging from trees and enemies catching him with pants down - actually wants near-barren desert maps. actually, i think it's more like: Going into hotel room that is not organised and furnished exacty how you want and then complaining to the manager that he has not read your mind. no one said anything about building your own game - no need to perpetuate innacurate comments.
  6. totally get where you're coming from but, dare i say: PUBG is that game, Squad is not. - want BR? then play PUBG since it appears to do a good job of BR and already has the crowd. also: not within the Devs ideals (iirc)so ... modding! why does you name ring a bell with me?
  7. The Console Convert: Squad Beginners Guides and more.

    excellent vid! <TwoThumbsUp>
  8. "Believability" of maps, realism

    re: Belaya. so peeps have differing opinions - that's cool. my opinion is Belaya looks like it has plenty of options for moving around, which i value in a map. i would also second @Zylfrax791 and say that local State & National Parks (Australia) also have similar networks of roads - mainly for fire control and forestry maintenance, and is therefore totally "realistic", imo. @Vegetal. yes, i have seen, driven on, hiked along and camped nearby, countless areas like this over my lifetime and find it totally believable. Also; have you tried using the SDK?, or done any mapping before? - artistic skills work only until you hit the limits of what the engine is capable of. Fools Road does have an oddly lumpy terrain, i agree, but i don't know what it is based on or wheather it has been un-evenly scaled, or even what type of geology it is based on, so i can't comment on it's shape or how textures have been used on it. i will never attempt to make a map that copies Reality - i (and the tools provided) will only ever be capable of making things "Realistic" (i have another island map in the works, based on Flinders Island that IRL is 30+ km long, which is absurd for a game, so i'll be scaling it down to 4(or 8)km because i don't have time to get artistic with over 350 square kilometers).
  9. "Believability" of maps, realism

    limits to the 'realisticalness' of terrain stuff in game is purely down to the engine and how much effort you want to put into painting your terrain "realistically" and weather you want to use real terrain or make your own from scratch. from my experience with the SDK, terrain detail and realism comes down to the terrain polygon detail and how those polys are dealt with when changing LOD - i notice some pretty nasty LOD changes in terain sometimes and it looks terrible (hills popping into/out of shape), and the "resolution" you can work at when manipulating the terrain is not great - like 1 sq.metre - makes it hard sometimes. terrain painting is similar - how much time do you want to spend hand painting the terrain - even with splat maps there will still be quirky areas that need lovin to look even half good. oh, also: if we could have literal fields of grass 'n stuff (think of those lovely looking MegaScan images n'such), that would make a big difference (my biggest immersion breaker is seeing the extremely-flat ground texture through patchy ground cover - no ground tex yet actually looks like ground covered grass (etc).) - making a realistic terrain, even from RL reference, is very hard to do well. as for lots of roads: whats wrong with options? i'd have thought numerous raods to choose from would be a boon, so you're not forced along the same route every time?
  10. Commander position

    Commander: afaik it's coming at some point down the track (hava search, there are a bunch of threads, im sure) Weather: interesting, id like to see it in. i pretty sure they working on it - i believe we have moving clouds and snowfalls now. please correct me if i wrong
  11. Bunch of things I can't find the answers to.

    indeedilly! just wondering if i've inadvertantly made a change in a ruleset that's stopped them from being earned - so much stuffs to learn in here
  12. Bolt sniper role?

    agree absolutely - in all my years of gaming this is exactly how it is, and probably one of the fundamental reasons i hate the class so much, in any game.
  13. Bunch of things I can't find the answers to.

    This ^. I have asked twice now in Discord and had no replies so far. Can anyone help, please? This > from here: https://squad.gamepedia.com/Advance_and_Secure "Advance and Secure (in short, AAS) is the primary game mode in Squad. The objective of Assault and Secure is to capture and hold Control Points (also referred to as flags) in a preset order. Capturing enemy flags penalizes the enemy team and rewards you with added Tickets. The team who first runs out of tickets will lose." -- but it doesn't work this way, at least not for me - i cannot earn a ticket from taking an enemy Cap.
  14. The little broken things

    yes, absolutely agree - i was just coming up with an un-killable situation to illustrate why i think the placeable repair stations are a bad idea, in general.