BETA- All Terrain (Extract) - UPDATED
UPDATE: Jan 19th 2016 - Wwise ambient sounds added, map holes fixed, smoothed some route access, added more content and upgraded the NE extract location.
http://steamcommunity.com/sharedfiles/filedetails/?id=600048333
The map is all outdoors, no man-made objects whatsoever, and a mix of long sightlines and covered routes on a BIG scale.
This map debuts a new game type concept I call "Tug Of War" in which either team can grab the objective (or decide to let the other team do it...) and then extract to multiple locations. If the objective is dropped, it can be picked up and the other team can run with it. Lots of opportunity for decisions on how to play the tactics!
Other than the unfinished state of the map, there is a known issue with objective possession not being shown properly on the HUD. If ANYONE knows how to fix this, PLEASE help!!!



http://steamcommunity.com/sharedfiles/filedetails/?id=600048333
The map is all outdoors, no man-made objects whatsoever, and a mix of long sightlines and covered routes on a BIG scale.
This map debuts a new game type concept I call "Tug Of War" in which either team can grab the objective (or decide to let the other team do it...) and then extract to multiple locations. If the objective is dropped, it can be picked up and the other team can run with it. Lots of opportunity for decisions on how to play the tactics!
Other than the unfinished state of the map, there is a known issue with objective possession not being shown properly on the HUD. If ANYONE knows how to fix this, PLEASE help!!!



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Comments
Just like the outdoors, it's easy to get lost in the landscape so remember - it's sunrise, and the sun is just coming up in the east! Get used to key reference points so you can provide good intel!
BOTH teams can go for the flag at round start...OR...your team could decide to split up and go cover the extracts and let the other team waste time and manpower going to pick it up! You get to decide, and tactics will definitely come into play.
I recommend one of at least four possible plans:
1) Send a fireteam (4 players) to get the flag, and send two fireteams (8 players) to secure safe territory for extract.
2) Send a fireteam to get the flag, and split up to cover both extracts, just in case.
3) Let the other team get the flag and split up the team, sending 6 players to each extract if you can't see where the flag went.
4) Let the other team get the flag, but send your entire team to harass and defeat the enemy via good intel as to where they took the flag.
Etc...
If the other team DOES get the flag, you'd better have people covering the extract or it's all over!!
If you take the flag carrier down, you can pick it up and bring it back into 'friendly' territory for the extract. You do have people covering the extract locations, don't you?
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My Portfolio / Site
Like Keebler says, long shots are doable but, aim high.
<iframe width="560" height="315" src="https://youtube.com/embed/at_c89SBDFk" frameborder="0" allowfullscreen></iframe>
My Portfolio / Site
http://forum.americasarmy.com/discussion/5808/aapgmod-v1-0/p1
http://steamcommunity.com/sharedfiles/filedetails/?id=604226806
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(original post updated as well)
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This is getting closer to my vision for this map...that started 18 months ago! (with breaks in between...)
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I'd like something darker and don't know how to create that stuff.
Also, how to make a one piece river mesh...hmm. That'll be fun...
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Or add Lead like in Flint, Michigan. (sorry, had to say it.)
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Pretty sure they would have more than that one though..
The other material disappears over distance and it doesn't seem configurable?
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?
I have brought in sounds and meshes, but only with expert help.
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www.textures.com is cool site with a bunch of royalty free textures to choose from.
Also, I haven't tried it yet, but I do remember adding and changing Channels on my textures for the trees (so they weren't snowy). That might be the key. Also, if all I have to do is create stuff in Photoshop, I'm golden. I work in that all the time for my photography. We'll see.
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