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Found 123 results

  1. Hello everyone, First of all if someone suggested it before i am sorry. But with my deficient English i just made couple of search about this topic. Also i am suggesting this because i think it will affect the planning of squad leaders therefore the teamplay. My suggestion is simple: Map option with contour lines Squad is a game which grows with work of it's developers and community. Most of the works are about maps. So in future i think we will see different varieties of maps. As a squad leader who does not memorize every single bit of the maps. It's good to visualise the altitude of terrain before planning or executing a rapid planning. Good to know where to approach, where to overwatch or make a good, offroad etc. in contryside maps. Also we will see helicopters in future (even we have a great mod about it!) So it will good to plan lz points too. So this is my suggestion. I hope you like it. Thank you.
  2. [WIP] Black Rock Beach (Vanilla & JO_mod)

    Hi all, Just started on the next Joint Ops themed map. This one is Black Rock Beach, a long time favourite i'm sure. I have just finished painting the terrain and applying the foliage and they are now done unless i have to move things - you never know instance counts at the side if you're interested - and that's not counting all the GrassType foilages either UPDATE BELOW Map: Black Rock Beach Size: 3k x 3k Gameplay: AAS for Squad vanilla and for the JO mod. Plenty of room for mixed forces. Pics @ my flickrz > Cheers! .LJ
  3. My suggestion here is quite simple: what if we had a better, clearer, more readable map? Many of us have noticed that the current in-game map looks like an aerial snapshot of the terrain, with very few tactical information displayed on it, and that noticeably hinders operation efficiency, both for squad leaders and for the troops. We think a better map might greatly improve movement planning, communication and overall awareness. Here is what a standard Squad in-game map looks like: The terrain is drowning in unnecessary graphical clutter, and a lot of relevant informations are missing or barely visible. For those who are familiar with real-life military maps, or maybe the Arma series (not trying to compare Squad to Arma here, just using it as an example), here's what a map looks like in Arma 3: EDIT: I can't find how to link a properly sized picture, so here's a direct link to it. https://imgur.com/a/DdVWFwD You may notice a few key differences: - Topography: The map displays the peak elevations of the terrain (those dots with a number), and grading lines allow for quick readability of its features. Those informations can be used for better movement, as squads now know exactly if a given position is higher or lower than their objective, and might be able to plan their approach in order to use ridges and such as cover; but also for communications, as the peaks can be used as landmarks (Ex: "Be advised, hostile .50 Cal on Hill 75, facing south.", with Hill 75 being the dot 75 on the map, peaking at 75 metres above sea-level). - Planimetry: The map displays clearly any man-made object or infrastructure. Urban areas are recognizable and individual buildings easily identified. Roads are perfectly visible (whereas in Squad, some roads are almost invisible on the map), and some major landmarks are marked, such as churches, or gas stations. -Vegetation: Heavy vegetation is clearly identifiable on the map (those green areas). -Grid: This might be a bit more controversial, but the grid is displayed in metric units. In Squad, the smallest grid square is roughly equivalent to 33m. -(Bonus) Markers: I'll be posting another thread for this one, but Squad leaders should have access to a wider variety of markers, and more flexibility in their use. For more about this, see: Now, I know that the maps in Squad are smaller than in Arma, so too much intel might clutter the map. There might be no use for too many landmarks, and topography information might need to fade away when zoomed out, to keep a good readability. I am aware that this might mean reworking the map system as a whole, to transition from a static image to a dynamic tactical display, but I honestly think this would be a great Quality of Life improvement, and that most players would welcome it.
  4. Movement Lines On Map

    Now I know there have been a lot of threads posted about waypoints or more marker options for squad leaders or even for them to be available to the rest of the squad members but what I have in mind is a bit different what I want is for squad leaders to be able to draw lines on the map. Now, this would mostly be for the purpose of better coordination and organisation especially in the opening few minutes of the match to ensure everyone is on the right page as to where they are going as quite often the first few moments are the most crucial. However, I know the standard objections that this would be abused and who would see what exactly would it be all squads or just your own, I would have it that only the squad leader can draw it for their own squad (I mean they are trusted to act responsibly for other important core gameplay aspects such as spawning so why not this) and maybe a secondary feature in the same way you have squad chat and squad leader chat to be able to set different lines that all squad leaders could see and maybe have an option to change the colour of the lines so you know which line people are talking about. But honestly I would happy with just it being limited to a squad only feature as opposed to being squad and squad leaders, however, of course, it is up to the developers. And again, in the same way, offensive symbols drawn with these lines could be punished in the same way that other players can report others for toxic behaviour in the in-game chats, for example, using offensive language. Overall, I think this will be worth the time as it will greatly expand a squad leaders ability to communicate and organise with his squad members (and I don't know much if anything about game developing) and as these are just lines on the map that already include placable markers I would not think that this would require too much effort to implement this into the game, but I just hope that the idea is at the very least considered. Thank You For a brilliant game
  5. How has such tiny font size lasted so looooong! PLEASE increase the font size for these towns. Its hard enough to be squad leader than having to guess at the name of these towns because the names are so tiny! Im either blind as a bat.. or these names are smaller than my captain. Fix suggestions: Larger Fonts for town names More pronounced objective map lines linking each town. An easier map to read cant be asking for too much. Please BUMP to get this changed on the next build! This is supposed to be "Mohd Zai" Believe it or not there is a town name on that map. <img src=”” /> This screenshot has 2 town names on the map. Can you make them out? <img src=”” /> <img src=”http://s40.photobucket.com/user/rharmon73/media/SQUAD_zpsluvs2zpb.jpg.html”/> 1360x768 @ 1080p Hrtz monitor resolution
  6. To make it simple, I think that Squad Leaders should have access to more markers, and that they should be able to use them with more flexibility. This means, as I said, more markers (with maybe the ability to add some short text), and being able to choose who will be seeing them. I'm thinking of: -movement markers -directional markers -maybe text Just as an example, imagine a squad leader planning their squad's movement, and placing incremental waypoints for it to follow, like WP1, WP2 and on. That also means the addition of directional markers, maybe a wheel of eight different arrows. This would allow a leader to mark enemy troops but also the direction of their movement. That armor you marked is moving east on the road, converging on squad 4. Or maybe you're specifying that the .50 Cal you're marking is facing south-west. That full squad in the woods is moving North, trying to flank squad 3. I know all of this can be achieved trhough radio communications, but the truth is, in coordinated operations, it is best to keep comms to a minimum. That, and permanent markers are way more reliable than a spoken comm. I also think it would be nice to be able to specify who will see those markers, in order to avoid cluttering the map. A leader could choose to place markers only visible to his own squad, for instance. - Ideally, this suggestion should be considered together with my other thread, about having a better tactical map: So, what do you guys think?
  7. [WIP] West Bank Map [IDF]

    Name: West Bank (subject to change) Location: Jerusalem hills West Bank - Israel Size: 16k Teams: IDF Insurgents (specific faction yet to be determined) Screenshots/Media: General Layout Landscape Preview >>> Click for 360° view <<< Terrace Testing Barrier Wall Test Roads/Whiteboxed Village Bonus IDF Soldier Reskin (will be replaced with new models in the future) Prototype Map Layer Ongoing development album: http://imgur.com/a/qEs1l Trello Board: https://trello.com/b/K5968Jwq
  8. As a frequent SL, one thing I would love to see implemented is more robust squad map tools. Currently I use various markers to direct squaddies to useful positions, but that clutters the map for other squads and inexperienced players are often unable to navigate without a waypoint. I was thinking it would be nice to place individual waypoints for each squad member that only the squad can see on the map and only the individual squad member would see on the compass. Numbered 1-9, they could be placed by holding the number on the keyboard down and clicking on the map (if key-press modifiers can work on the map, I'm not much of a coder ). Also, would be nice to be able to shift-click waypoints like in RTS games to direct squaddies along preferred paths (would be a great help for lost logis).
  9. The ability to set a waypoint, even just a single one, would be a blessing for squad leaders and add a beneficial degree of depth to the game. The ability to place a rally, then a move marker for troops to go to, and then from the move marker to an action point/marker(attack/dig/defend/etc...) is something I'd really like. Just one waypoint would make a world of difference as currently players, of all levels, often move to action points/markers directly from where they spawned which leads to the spawn having a rather limited life by making them kind of easy to find, so it seems. Having the ability to place a single waypoint imho could bring a whole new level of game play and enhance everyone's in-game experience. Please could we test such a feature in the next update. I guess you could use the 'Shift' key + click to place the waypoint and then the usual for the action point/marker.... grovel grovel... grovel... P.s. I searched and found but thought this really needs bringing back to life... people's vectors are too much of a clue... #make-Squad-rich-...-in-depth...-for-enhanced-funzies-...-people-will-like-it-...-o7 P.p.s. This would especially useful for squad leaders that become seperated from their squad, for whatever reason... "Do such and such via such and such waypoint-move-marker..."
  10. Implementing a feature that focuses the map on a squadmate when you click their name in the squad menu. This would be useful for Squad Leaders aswell as easier, faster squad communication. Great game though, keep it up!
  11. Played V11 for a bit, feels like very little small tweaks but heading into right direction, nothing too impressive as the game is still lacking in basic game mechanics. New map Kamdesh is looking and feeling alright, but again, like on the snow map, the road system doesn't make any sense and should be fixed. The small helicopter in US main base made me laugh The gameplay is the same as in every other map, small area to take insignificant 50x50 meter square area ie. ""flag objective", forcing you to blob in and laser beam the enemy to submission. We need something like "frontline game mode" which I suggested here: Also when we open our maps we want to see more! Like a height, we want to see roads, hills and railroads marked on the map. We want to see wooded area marked on the map... etc. etc.
  12. For example, in game menu, when I see server with current map Narva AAS v2, there is no any information about what are factions on that map. There are factions that I like, some factions I dont like. So why must I connect to server to check which factions at current map ? Is it really so difficult to implement this technically? Just write info about factions in game preview menu in server list. Even in prehistoric BF2 such simple things had been implemented.
  13. Mogadishu, Somalia?

    Anyone think it it would be a good idea to have a map based on the events of Black Hawk Down in Mogadishu, Somalia? I think this would be a great addition to the game especially when helicopters come out. Having US Delta Force and Rangers in a city full of Somali gunmen would be amazing with Humvee conveys and anything else we could think of. Comment anything you would also like to see in this if it were to be added to Squad.
  14. PR Vets, vote here.

    So I've been busy with a map, it's a map like Kashan, trying to get that rush feel, who would like to see this map? There will also be other modes that will change from being rush to more of a average game to something completely different. I need all the feedback and suggestions I can get.
  15. server map rotation

    just a quick question is there any way to check the servers map rotation?
  16. It would be easier to identify exact location of threats using other kinds of markers on the map (for example you could put a red and green A1, A2, B1, B2 etc markers on houses). Also the SL leading a full squad tends to be overwhelmed by tasks, but if there was a "spotter" role in the squad who would be able to edit markers on the map, information would flow faster and the SL could focus on other more important tasks. A squadmate would be assigned for the "spotter" role by the SL in order to have a better chance to choose a competent squadmate.
  17. [Mapping] Lighting Your Map

    Hey all! Here is the YouTube of the lighting stream I did on Twitch. Hope this helps somebody! Resources: Lighting Trouble Shooting Guide ( https://wiki.unrealengine.com/LightingTroubleshootingGuide) Cheers! ..oxy..
  18. I’d like to recommend several changes and/or additions to the game map. 1st, when entering a vehicle as driver, your map changes to a smaller mini-map in the lower right corner. This would allow us to view the roads without blocking half the screen as is now the case when the current game map is displayed. 2nd, while the game map is displayed, and someone in your squad is talking, their green icon changes to illustrate who and most importantly, where they are in relation to you. This way, if they say “Enemy squad 75 meters NW of my position”, everyone in the squad knows where this is. 3rd, the ability of any squad member to place a limited set of map markers for a limited amount of time. As an example, I see an enemy BTR, I could place a marker on the map that’s only visible to my squad. This marker would disappear after 10 seconds, but would give the SL time to mark the map for the whole platoon to view. I do understand the point of trying to find a balance between Mil-Sim games vs hardcore tactical shooter games designed for the masses, but these small changes, IMO only enhance the overall goal of Squad to strike that balance.
  19. I present http://gametactic.org/squad, an interactive/collaborative map planning tool for Squad. To get started: follow the link press the create new room button and select a map. Invite other people into your room by giving them the link. Start planning using the tools to the right. You can zoom in using the scroll wheel and pan around with the right mouse button. You can allow other people to draw by clicking their name or unlocking the room with the lock icon. To give you and idea, It looks something like this: Now that I have your attention. Consider the available icons as placeholders for now. I'd like to know from yoyu which icons would be useful for Squad specifically ?
  20. [WIP] Finkarus [Vanilla]

    Name: Finkarus Location: Finkarus (Island somewhere in Eastern Europe) Size: 4*4 km Teams: Russian and US Gameplay: AAS with everything Download link: On Hold Description: Huge map with cities, villages, bunkers, highways and dirtroads. Russian team will start in a bunker in the south eastern corner of the map and make their way through fields, forests, hills, mountains, military camps, ruined castle, cities and villages towards US troops that have established a foothold somewhere in the north-western corner of the map. Minimap: Screenshots/Media:
  21. Add possibility to add enemy marks on map for all players. Those marks are should be visble for squadies only. Squad Leader can approve this one and after this it could be visible for whole team. P.S. Often players with mediocre and non fluent english seen enemy but can't quickly inform squadies about contact.
  22. Squad Mod France: OPEX SERVAL

    I'd like to formally introduce the forums to the SquadFrance.fr mod project: OPEX SERVAL. An official website will be coming soon, but in the mean time you can check up on old updates here. Our mod is built after real life Opération Serval. We plan to introduce operators from the French Foreign Legion, arming them with French small arms in addition to French armored vehicles and helicopters. This content will all be playable on a map based in Mali. I'm Involutory, an American working on the team, and I'd like to share a recent WIP update:
  23. Yamalo 8km [WiP]

    Yamalo 8km AAS Yamalo is a map made for vehicular warfare and superfobs. With expansive plains hundreds of meters wide and large 'Islands' of dense tundra forest all in an 8KM playable area, it will be both a dream and a nightmare. Yamalo is quite obviously inspired by the Project Reality map "Yamalia" and while it's layout is completely separate and made entirely from scratch, I hope you'll have the same feeling plowing your way through the swamps in an APC as you did on the old Yamalia. I've done everything I can to preserve the old feel of Yamalia while simultaneously bringing every part of it up to date, as well as adding some new touches of my own The map features many trench systems, dug in fortifications, and tunnels. I've tried to make sure that each cap point has it's own interest and unique features, and all but a few points in the final version will have some type of interest to them. I have, however, left plenty of room on each point for teams to dig in a build expansive superFOBs, something that I really hope is taken advantage of in gameplay. Without further ado, here's some screenshots showing off the map:
  24. JO Maps - by LJ

    Hi All, I have a passion for Joint Operations (JO). It was honestly one of the best games i have ever had the good fortune to play. This has lead me to picking up Squad, as it is the only game going-anywhere that offered so much potential for modding, and has even allowed me to dream of playing something resembling JO again. I will be doing a number of re-imagined JO Maps, following as closely to the originals where possible, and posting in here with pictures of my progress. I hope that the maps i make will make their way into Squad-proper but even if they don't or are unpopular i am also creating these assets - as well as numerous others - for a hope-to-be-completed mod of Squad called, tentatively, Squad_JO, which will attempt to emulate the game-play and style of JO using Squad as a base game. The Maps I plan on doing: ** scroll down and go to the Album (labeled in blue) ** 1. Black Rock Beach > 2x2 kM (shared with SSLM) 2. Dormant Volcano Isle > 1x1 kM 3. Twin Islands > 2x2kM 4. Sungai Sabe Lumber Mill > 2x2 kM (shared with BRB) * possibly Tobo Wetlands and others as well. I will also be making some non-JO related maps as well. These will be, atm, Flinders Island and Wilsons Promontory. Constructive help and comments are more than welcome Cheers! .LJ
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