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Currently working on designing a map that's based on a real world location with additions and changes for gameplay. I want this map to work well with Insurgency, but also other games modes too. It's going to be a big one and it's influenced by a couple of Project Reality maps! Baby steps first though. Without getting too deep into it, I really like the game mode and hope it gets some TLC down the line, as well as more servers running it! However, it definitely needs some maps that are designed with Insurgency in mind. So, what do you guys think makes a good Insurgency map?
Assifuah posted a topic in ModdingSince Steam Workshop support is in the works and getting closer day by day, lets have a discussion about modding! Just like the title says, what is your favourite aspect of modding in the Squad SDK? There's a lot to discover and experiment within the Squad SDK - from making maps, vehicles and weapons to creating game modes and making cool systems and mechanics. Personally, my favourite part is creating assets for mappers to use in their environments/maps. Being able to understand how the current assets are made is vital in being able to do this efficiently and to a good level of quality, so it's really cool sifting through all the assets the developers have used in their maps! Do you peeps have any tips and tricks to share with others about your favourite aspect? Please let us know!
Welcome to Desmo's Playground We feature one 80 player server located in New York. New York We are a community centered around the streamer DesmoLocke. We offer a friendly environment for both grizzled veterans and hapless newbs. Our #1 priority is fun public teamwork. We welcome clans and other groups on the server. We only ask that you don't stack all clans to one team. Thank you. We hope you enjoy our playgrounds as much as we do. Please refer to our subreddit for a complete listing of our rules and expectations and any questions concerning the administration of our servers. For immediate help feel free to join us on Discord. Community Founder: DesmoLocke New York server owner/operator: TR00P3R 20+ admins active across several timezones These are the rules of our server, not following them will first result in a warning and/or kick (depending on the circumstance), followed by a ban. Any racism whatsoever is NOT tolerated. Join squads, the game is about teamwork do NOT Lone Wolf. SL's require a microphone, those who do not will be kicked. SL's MUST communicate over the command channel. Focus on and support the objectives. This should be your thought process in everything you do. If Your superFOB in the corner of the map cannot support an objective either in defense or attack then you are not helping. (This is at the discretion of the admin team). Apologize when you teamkill and never retaliate if team-killed! The admin team has the right to remove you from the server for any reason deemed detrimental to the community. SLs must use the squad leader kit. The role is effectively useless without it and continued use will be considered trolling. (We are not idiots, we understand sometime you can become SL without warning, just change your kit ASAP if you are going to keep the job). Do not use swear words in your user name. Immature user names must be changed. Refusal to do so will result in a ban. Do not abuse the suicide command. It is there to relieve players hindered by bugs and glitches. Respect your fellow players. Do not troll. (It saddens me to add this in writing but people are that obtuse). Overall use common sense and have fun! NEW RULE! Effective April 13th, 2017. Do not rush the enemy first caps. Do not rush past the middle flag until they have been captured. The two closest flags to each main are protected. They are not to be interfered with until captured. (This rule only applies to AAS layers) FOBs must be placed at least 300 meters, one large grid squad, from Main. Server seeding rules. When server is low pop, less than 20v20, the following rules apply: Do not attack or camp or destroy FOBs/HABs. Do not use any vehicle except logistics trucks. Fight over a single central point such as Mosque on Sumari. Do not place a FOB or HAB within 100 meters of the middle flag.
Okay, so I love this game mode, but I think it definitely needs some tweaking. Played invasion on Yehorivka last night as the attackers. Made it to Novo and lost. But here's the thing. Our team did a great job of working together and saving tickets and destroying enemy vehicles, but at the end, the US still won by a whopping 400+ tickets. I would venture to say it was the most aggressive invasion round I have ever played on that map and we still got slaughtered (in terms of tickets). The game mode works well (for the most part), but I would like to suggest some changes.: - Attackers gain an extra +20-25 tickets per flag cap - Attackers start with more than 250-300 tickets, since enemy team starts with 800+ or whatever. - Give attackers more vehicles than 'defenders' - Do not allow 'defenders' to back-cap after attackers have already taken a flag. It just doesn't make much sense in my eyes for the defenders to have 2.5X the amount of tickets as the attackers unless the attackers have an advantage (and as far as I am aware, they don't). What do you guys think? P.S. Invasion game mode is not on the wiki
Howdy everyone, I wanted to propose a new weapon for the U.S. Army faction. The Carls Gustav. The U.S. Army has utilized the Carls G in recent years and has made itself a favorite amongst the troops in current and recent conflicts. The Carls G IS a weapon system used by regular infantry. Benefits that the Carls G has over the LAW is that it's a reloadable weapon while the LAW as we all know is single use. It also has varying munitions that match the opposing faction's RPGs such as HEAT and frag munitions. I believe the Carls G would better represent a more modern anti-tank and anti-personnel recoilless rifle than the LAW does in game. However I'm not advocating the removal of the LAW, just the addition of the Carls G for those larger conflicts in game IE Russia GF vs U.S. Army. This next idea is for a completely different topic but I'll throw it in here as well... I can see the LAW being another secondary weapon for the U.S. Army grenadier. He only has ONE just like a standard infantry man would be realistically carrying, but it would give him anti-vehicular fire power alongside his standard grenade launcher. While the true anti-tank role would be reserved for the Carls G. I also know that the Carls G has modern air burst munitions that can be set to detonate at certain distances. I can see this as being OP but that's for everyone else to discuss and decide. I would love to hear the communities thoughts on this! Thanks! I can't add pics or URLs so youtube Carls Gustav and check it out on images as well!
In light of the reveal in The Wrench of a World War I mod in development, I want to begin a World War I thread for Squad to discuss how a Great War mod might be implemented to feature the war's many unique aspects, like trench warfare and the use of poisonous gases. I've compiled the squad and team roles and their loadouts, the weapons, and the emplacements that I think are needed for World War I Squad. Keep in mind that these are historically accurate for 1916-18, but can of course be tweaked for 1914-15 if any maps apply to those years. 1916-18 allows for some cool weapons, so I figured it'd be better to focus on those years. Squad roles 1 Squad leader (pistol + binos) 1 Light grenadier (bolt-action rifle + bayonet + 2 grenades) 1 Medic (pistol + medic bag) 1 Raider (pistol + trench club + grenade) ∞ Riflemen (bolt-action rifle + bayonet) Team roles 3 Heavy grenadier (British) (bolt-action rifle + bayonet + 4 rifle grenades) 2 Heavy grenadier (German) (bolt-action rifle + bayonet + charge) 1 Sapper (German) (flamethrower + pistol) 3 Snipers (bolt-action rifle + scope) 2 Stormtroopers (German) (submachine gun) Weapons Bolt-action rifles > Lee-Enfield No. 1 Mk. III* (B), G98 (G) Charges > Stielhandgranate M15 Geballte Ladung (G) Flamethrowers > Wechselapparat M17 (G) Grenades > Mills No. 5 Mk. I (B), Stielhandgranate M15 (G) Machine guns > Lewis gun (B), Madsen gun (G), MG08/15 (G) Pistols > Webley Mk. VI (B), C96 (G), P08 Luger (G) Rifle grenades > Hales No. 20 Mk. II (B) Submachine guns > MP18 (G) Emplacements Machine guns > Vickers gun (B), MG08 (G) Mortars > Stokes mortar (B), 7.58 cm Minenwerfer* (G) *The neuer Art variant As you can see, there's a lot of historically accurate asymmetry; the Germans have excellent CQC capability in the Geballte Ladung, MP18, and "Wex" flamethrower. The British, on the other hand, are benefited in ranged engagements by rifle grenades. Now, there are three predominant things to think about for a World War I Squad; deployables, off-map artillery, and a game mode. In my opinion an FOB radio should be a field telephone set, and deployables should compose of an Earth mound (simulating a trench, and similar in size to sandbags), sandbags, barbed wire (new models for both of these), an MG emplacement, and a medium mortar emplacement. Artillery played a huge role in World War I, so off-map artillery - and lots of it - is crucial. SLs should be able to call in HE, gas, and smoke artillery, and choose the number of rounds they call in (from one to, say, fifteen, to allow for large barrages). Cool down time between call ins should depend on the type of artillery (HE, gas, smoke) and the number of rounds called in; something like one minute of cool down time for every HE round, and two and a half minutes for every gas/smoke round, the reasoning for brief cool downs being that there should be a single cool down time that applies to every SL, rather than individual cool down times for individual SLs. When calling in artillery, if calling in more than one round, you should only be able to call in one type. As far as a game mode is concerned, implement it like AAS except that captures zones are not radii, but rather zones that cover a trench line; that way assaults aren't focused on a single point on the map, and rather are spread across a trench line allowing for back-and-forth assault and defend gameplay.
Rekosaurus Rex posted a topic in General DiscussionHey can someone or one of the Devs tell me how the IED's will function in Squad? I'm intrigued by the art of "ALLAHU AKBARING" and I would very much like the IED's to resemble much of like real life, maybe a medium blast range (75m) and a very loud explosion that can be heard miles away, followed by gorgeous black/thick smoke effects shooting up way into the sky like a cloud, that should make people feel terrified. Shrapnel would carry over the length of the bomb blast, clinking against solid objects. If close to the explosion a vibration should be heard, like a really loud speaker, followed by a Tinnitus sound effect, and a ringing of the ear (in game audio of course). Sound should also in my opinion channel around different urban/non-urban settings (through corridors, mountains, etc). Even have the sound of the explosion sound different indoors. Dirt should spit up on detonation of the bomb, heck, even add a small stringy like blood effect to be seen when enemies are caught in the explosion. The new smoke physics being implemented will make for some great smoke effects. (Maybe even add a voice that yells something in Arabic, before he activates the detonation, if not that's okay). In regards to the placement of explosives, AT Mines should function like they do in PR (digging them underneath the ground), and i also think IED's should be more like Insurgency where you just place it down instead, or maybe give an option to set them down however you like: disguised or not disguised (that's where shovels will come into play). Edit: okay maybe 500m is a bit of a fetch. I think the blast radius of the IED in game should be around like 75-100 at most. 150m should maybe be for like a car/truck bomb or something. P.S because I'm on mobile when I was creating this discussion it duplicated the post, please don't forget to check out the other same post as it has some interesting discussion in it: http://forums.joinsquad.com/topic/13024-how-bigloud-will-the-explosion-of-the-ieds-be-in-squad/
Rekosaurus Rex posted a topic in General DiscussionHey can someone or one of the Devs tell me how the IED's will function in Squad? I'm intrigued by the art of "ALLAHU AKBARING" and I would very much like the IED's to resemble much of like real life, maybe a medium blast range (500m) and a very loud explosion that can be heard miles away, followed by gorgeous black/thick smoke effects shooting up way into the sky like a cloud, that should make people feel terrified. (Maybe even add a voice that yells something in Arabic, before he activates the detonation, if not that's okay).
Alright ladies and gentlemen, I know you all have some stories. Here's mine, to start us off. Okay, so I'm driving home today, and I park across the street from my house. I look over to my right, and see this: And wouldn't you know it, the first thought through my head was "I can shovel that!" followed by a brief pondering of what emplacement that may become after I'm done scooping it into existence, doing my squad leader and my country a great service. Hello, I'm penguins227, and I'm a Squadaholic. So what's your story?