Jump to content
LaughingJack

[WIP] Dormant Volcano Isle (Vanilla & JO_mod)

Recommended Posts

UPDATED  05/01/18:

Pics in Flickr album.>   https://flic.kr/s/aHsm5xsNcK

Vid In Playlist.> 

 

 

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 each in here with my progress and uploading a "Geo" and "Populated" versions. 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.

 

DV_24_updated minimap

 

 

 

Name: Dormant Volcano Isle (reimagined JointOps map).

Location: some tropical archipelago.

Size: 1x1 kM approximate.

Teams: Blue v Red (Team1 v Team2). - still wip for team colours

Gameplay: AAS (PAAS) - Infantry with mostly light & medium vehicle support, and suggest no 'artillery' or 'cas', etc..

Download link: no - WIP.

Description: As described on the box - skirmish type AAS, only light vehicular support with possible (very limited) and medium "BTR-level" vehicles, emplaced weapons and defensive works at CP's, one each team owned CP's (Squad_vanilla will need HAB's placed at the first owned-forward-bases (A+D), for team spawning) and two central (parrallel) CP's (4 in total - A, B, C, D).

Additional: this is my first proper map (Iceland became a 'testbed' map ;P ), and is fairly small i know but i think with the right restrictions in place it will be a bunch-o-fun to play. This will be the smallest i make - all the others will be 2k or greater

Screenshots/Media/Minimap: via my Flickr    -https://flic.kr/s/aHsm5xsNcK        *minimap is now up to date.

 

 

Constructive help and critique is more than welcome.

.LJ

Edited by LaughingJack
Update

Share this post


Link to post
Share on other sites

Hi.

This giant rock on the beach looks very very foreign.

 

Here some tip for you which will help to fix that. This is always work with rocks, to make them looks more realistic...

 

1) First of all it is always good to make the ground a little bit rased around the big rocks, to complement them.

2) Secondly there should be some smaller rocks around the big one, cause you know - they love to crack.

3) And to finalize that you can also blend some rocky texture where will be rocks lying on the surface.

 

Xqn964f.jpg

 

In your particular case also there are water, so water can go around the rock because it really heavy, so it can hold the sand around it self and form some sort of an island...

Something like that may be:

tgbD3Ih.jpg

 

Also here some screenshots from Risen 3...

Pay attention to the curved line of the beach and some small islands that form pretty interesting composition...

2t6T2y9.jpg

 

SRbDbzs.jpg

 

You can try something like that too...

Edited by FishMan

Share this post


Link to post
Share on other sites

Thanks @FishMan, yeah i still have to look at things like that a bit more critically (aesthetically). Rocks, and the like, are a real pain to get to look natural - i like your mock-up ;)

 

There is so much more aesthetic ability with new engines, compared to old ones like Novalogics' - i find 'filling in' the world with the miryad stuffs you need to make it look not-spartan (forest areas been the hardest - just looks bare and unloved) is really difficult simply because we are limited by density and variety we can get to actually work in-game.

 

Share this post


Link to post
Share on other sites

UpToDate as of 26/11/17: Pics in Flickr album.>   https://flic.kr/s/aHsm5xsNcK

 

Hi all,

I have updated my album with new pics.

 

DV_18_Neutral_C

 

DV_23_view across B, C and A

 

I have now pretty much finished fitting out this map  ....  i think. And i have now ended up with a small library of materials, mat functions, grass types and assets which will be my base set for other mapping - which of course i will probably have to add to as i continue - which is very handy. I've also learned lots so far.

 

The Map is being set out for AAS, with one forward base owned by each team and two neutrals in between.

There are limited heavy vehicle assets at the Main's and medium vehicles at the owned Forward bases, with light vehicles at both Main's and Frwd's as well.

There are armouries (asset not finished yet) at each base which will be accessible by anyone from any team.

There are emplaced weapons at each base.

 

At this point i'm trying to work out how to end the round using the Ticket system - but that's a Mod thing and it's not working yet :(  - otherwise it appears to be working fine.

 

 

Edited by LaughingJack

Share this post


Link to post
Share on other sites

In one of the screens I see this huge concrete round bunker. Than around it a round sandbag wall probably with an ammo crate.
Now would it be logic to use that bunker for defendin and pile some sanbag here and there in the windows and near doors.
 

Share this post


Link to post
Share on other sites

@Drecks: yeah i may add some more deco's etc later on, but i'm just not sure if things like that will hinder players movement too much. As for the Bunkers, they are basically just a house for the spawn, armoury and zone center, so not super critical to defend it as such but i see your point :)

@Xx-RAGING-DEATH-xX: cheers mate :)

 

Share this post


Link to post
Share on other sites

Nice work!  Ever think of making the Volcano active?  like make lava pour out in areas of the map and have soldiers get burned alive if they get too close to the lava river beds?  Be fun... :)

 

what that might look like...

91edf201aca79c2e05748e8d6bf09ab6--big-is

Edited by XRobinson
pic

Share this post


Link to post
Share on other sites

^True dat!. Actually Dormant Volcano never was an actual Volcano in JointOps *scratches his own nut* O.o

 

Just a giff for my mates downunder...

 

 

Edited by Xx-RAGING-DEATH-xX

Share this post


Link to post
Share on other sites

UPDATE 24/12/17: look around vid number 2 

 

 

 

After having my C: drive die (under warranty tho so the new M.2 only cost me $17 - w00t!) i had to reinstall everything. Consequently my Layer_Info's got borked along the way so i had much repainting to do. This was good though because it's now a bit different in places in a way that has made the map look better - more natural - than it was.

Along the way i've improved my ToD cycle but still have a blue Sky_Sphere at night, which is sub-optimal. I've also, after an hour messing with all the bits involved to work it out, modded the Character Movement (by way of the 'Default' Pawn not the 'Overrides' - lesson learned ... eventually) so i have an "always run" at about the 'Sprint' speed - no Sprint anymore - seems to work well so far.

Now if i can just find out why Terrain Mats get lit differently to Static objects, i can stop chasing my tail fiddling with the damn Mats to get them to not-go-black in low light ...

 

Merry x-mas n stuffs everyone :):):)

.LJ

Edited by LaughingJack

Share this post


Link to post
Share on other sites

Oh nuts,don't make HD like they used to...

Dorment is lookin' mighty tasty, one thing missing from Squad is able to climb tree...Used to lov going Ninja from a tree top...:D

 

Have a "Proper Crimbo" 

Share this post


Link to post
Share on other sites

Yeah it was an OCZ ssd still had 1 year on the warranty tho ;)

 

8 hours ago, Xx-RAGING-DEATH-xX said:

is able to climb tree

I know, i wanna too.

Is one of the things i'm looking at soon as i really want it in - shouldn't be too hard to do, just son fiddling with collision boxes.

 

cheers!

Share this post


Link to post
Share on other sites

Update! 05/01/18:

 

new vid. i think i'm pretty much done. now to find out how to get this public to see if it actually works ;) - would require release of the assets too ...

 

 

 

let me know what you think :)

 

.LJ

Share this post


Link to post
Share on other sites

JointOps V2. Amazing work buddy.  This is what Nova should have done years back.

Just missing those Ol' wooden fishing boats and Swimming mechanics,so we could do some snippy  sniping from them. ;)

 

Share this post


Link to post
Share on other sites
On 1/5/2018 at 6:43 PM, Xx-RAGING-DEATH-xX said:

JointOps V2. Amazing work buddy.  This is what Nova should have done years back.

Just missing those Ol' wooden fishing boats and Swimming mechanics,so we could do some snippy  sniping from them. ;)

 

still working on "buoyancy" - unless the devs finally get to it first (hopefully ;) ) - once that's done i can make some boats ( and have the APC's float).

and yes, i think underwater swimming should be a thing as well.

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×