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Chainsaw

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Everything posted by Chainsaw

  1. Yeah Haggerty I'm just working on models at the moment. I've been playing around with Trenches though. Heres my latest idea:
  2. Upholds the standards I like to see at UO.
  3. Blue makes a good team mate in game and has never displayed hostility, incompetence or immaturity towards others (in my opinion).
  4. http://i.imgur.com/LaqBJaS.jpg
  5. I've opened a thread at BI. Updates will now likely be posted here. https://forums.bistudio.com/topic/201156-wip-terrain-benzopila/
  6. One less person to pressure slot into SL all the time. . Stay safe.
  7. I'll have to look into the Alive mod. I'm only vaguely familiar with it. In my mind I think a persistent event spanning the length of any other event would negate a lot of the issues with low player count that you've all thoughtfully raised (Rambo and spoiling efforts). More so a mission that lasts 4-6 hours containing dynamic objectives that could change depending on the outcome of the prior one. I wouldn't expect a low player count in the middle of such a time-frame. Maybe even having side-missions for the "dead" might hold the player base while they are no longer present in the operation around main objectives. It would also help to cut down a lot of the administration and organisation required to start a completely different mission every time during each event which extends the down-time and possibly hampers the ability for some players to stick around for multiple missions. That said I suppose it begins to sound like a seeder mission although the seeder mission is generally designed to be a re-playable game type targeted at the 1-10 range before the mission is changed to something more deliberate as the server grows. I'm interested to see what considerations people feel are necessary in a technical sense. Could the Alive mod make things far more simple than hand made scripted events? Lots to consider. Perhaps a Bridge Too Far.
  8. I certainly enjoy the experience here at UO. I think we can all agree that it equates to a nice balance of Mil-Sim style of game-play without the stiff organisation of dedicated Mil-Sim units. We come and go as we please. A value which makes UO a constantly active, attractive and dynamic place to play (even if you average 250ms ping and 6am log-ons). The majority of missions are very good. Some almost genius in their originality, made by a base of mission makers who are very dedicated to providing an interesting spectrum of game-play. I wanted to clear that up before anyone thinks I am currently unsatisfied with what we have. I am not. I purely want to explore a concept I would like to discuss the "Persistent" style of missions I hear about in and around the ARMA 3 community. A concept that seems to suggest a more immersive experience. Here I hope to start a discussion about people's ideas and thoughts regarding "persistent" game-play. Is it possible? Would it be better suited to events? How would one keep a mission going without suffering server death when people are killed? How do you make a flexible scenario where the number of players online does not impact the continuity of the mission? How do you overcome the fact that it's a game and therefore the pace of combat is quick and fearless? How would you re-integrate players back into the mission without creating just another King Of the Hill match? Is this something people even want? Does this already exist substantially in other places? How do you handle logisitics? Do we have the content required for such a thing? So many questions. I'm curious as to what philosophies are out there regarding the matter. My first thoughts are that if it could be done, the Team vs Team (TVT) style of mission would make for the most dynamic and interesting form of persistent game-play. For all actions to be accountable to people's decisions would seem to hold more weight on the outcome as opposed to one side being scripted in their actions (Co-Op). Also that re-spawning players in squads (however that may be handled) would retain more structure and co-ordination rather than individual reintegration into the mission. I look forward to any input on the idea.
  9. Dr Pastah, I unlike others present in the channel at the time did not have your Teamspeak volume attenuated lower (from previous incidents involving soundbite spamming). The soundbite destroyed my ears and came without warning. The recording posted above was from another user present in the channel and your soundbite is STILL louder than everything else being transmitted. I did not push for a permaban. I did however ask an Officer to look into the incident. I encourage you to appeal but please stop the behavior that you've been confronted about and banned for previously.
  10. LINK TO MY LATEST SCREENSHOT DUMP (20+ Screenshots): http://imgur.com/a/sEedj So I burnt out on the map and I've had week off. Back to it and I'm now looking into Iron Front Lite buildings for my terrain. They are the best buildings found in Arma 3 for an east-bloc setting. They all have interiors, working doors and damage models. I'm currently testing to see if they are stable. I'm also getting through the forestation faster now. IB4> Yeah there's fog in half the shots. Chainsaw out.
  11. Back into it. Think I've got a better Ukrainian feel with this tree composition I'm now using. Link to more pictures: http://imgur.com/a/HkaLU Still a lot to work on with regards to surface masks and clutter. When the main town is finished, I will release it as an alpha for those interested in testing it.
  12. Chainsaw

    Halshany Terrain

    Nice dude. Forests look very spooky. Aphex is indeed using the Open Chernarus mod. So yes certainly possible.
  13. Ingame/Form Name: Chainsaw Are you willing to be a CO: No Are you willing to squad lead: Yes Are you a regular or donor: Yes
  14. Thanks man. Just temp X-cam at the moment. Got a couple of small bumps to get over and import into TB.
  15. Powering Up. http://imgur.com/a/endWs
  16. More progress. More Pics: http://imgur.com/a/Gn2wh
  17. I do like some of that mod but what's with the weird floral shirts on half the uniforms? I'd love to have a East Ukraine conflict event though.
  18. Came up with a "Coolnewlogo.jpg" for update previews. Cutting in terrain by hand definitely gives opportunity to some interesting features. The micro-terrain allows a place for unique areas. The smaller cell size is allowing me to create creeks and ditches throughout Benzopila. Here's a road over the creek. Street view. Some houses are quite grown-over. Lumber yard. Full size images: http://imgur.com/a/L1fBJ
  19. Trying the forestation areas with different models. Would appreciate some feedback on this vs the last post. Cheers.
  20. Thanks for the props. To turn a short question into a long answer: The amount of work and time put into a terrain doesn't really make me want to create terrains based off one mission idea. I would assume this goes for most Mod makers. One look at the RHS facebook page is enough to turn me off model making forever. The constant requests for things clearly outside of their current scope is truly amazing. "Hey man are you guys going to make a Leopard 1? Me and my community could really use one for our missions" ect. I can't help but feel that well established 3rd party mods are treated like sweatshops for people's small desires. So in short. If you want it, Build it! You'll soon learn how much you want a particular mod by way of time spent getting nowhere and breaking things you didn't think you could break. For me I feel a US terrain has limited uses. We have eastern European buildings, plants, fences ect. To create a truly American terrain would require custom models which now makes your work load 10x as big. For me I want something that realistic world scenarios could be played out on, not a (while great) blockbuster movie plot. What you desire here could simply be made in the 3den editor on Desert.
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