Jolly Mods
Posted: December 28th, 2020, 5:05 pm
Hi all,
Over the past month, I've been spending some scarce free time that has become available during the Thanksgiving and Christmas holidays to learn how to mod maps. I am starting this thread to log changes and additions I will introduce as time goes by, as well as to welcome and discuss feedback from all of you on these modified maps. They are all SSM: they require no downloads. I thank you for your patience, open-mindedness, and constructive comments, as I understand they are likely incomplete.
Hope you all have fun
Cheers,
Jolly
Changelog:
1. DC Urban Siege CTF (0.8)
blue flag = center of docks
2 humvees, 1 tow, 2 .50s, stryker, MH-6
red flag = temple
2 pickups, 1 technical, 2 .50s, stryker, MH-6
control pts:
tower = *high* strategic importance. once captured, it has all elevated spawns that do not immediately parachute, exactly equidistant btw dock flag and temple flag
downtown = adjacent to temple (like market in Nas)
northwest flag = by NW apartment buildings (like slums in Nas)
highrise = has SA transport helo, and some cool goodies (eg Iraqi tanks that can go on water)
Other features:
-escape boats throughout
-can use boat to access the ladder behind docks
-boats have just a bit of turbo
-weapons walls on both mains, with extra stingers/grails to shoot down helos
-it LOOKS like red and blue mains are close, but only as the crow flies. i added Pickup barriers to two main roads traversing the Temple to Docks route. should encourage would-be flag capturers to take longer routes.
-old red main is still there, but i deleted the SA attack helo. so if you want a scud, go have fun.
DPV's have been added throughout as escape vehicles
2. DC Basrahs Edge CTF (0.8)
mostly a mod of Tona's
Middle flag is particularly strategically important: capture it, and get a BMP2 or M2A3/Brad (IFV)
Blue and Red mains have Black Hawks UH-60
Default anti-tank kit now has a SMAW/Stinger or RPG/Grail due to helo.
3. LV NoPara CQ (0.8)
--noticed how blue really struggles to gain momentum on this map.
changelog:
-only 1 DPV in red main
-2 .50cals in red main
-3 LCVPs in blue main
-2x MH-6, 1x UH-60 in blue main; i had initially changed to 2x UH-60 but this left blue w/ too little ground support, as everyone just wanted to fly high and gun (i cant entirely blame them)
-2 DPVs at Factory spawn ONLY when Blue has captured the Factory, else red gets nothing
likely largest change:
-added 4 random spawns based on MH-53 all over the northwest hills. At each random spawn is a DPV. this confers on blue an additional offense advantage and line of attack
-Red better be vigilant: blue has the village surrounded!
4. Inshallah CTF (0.7)
-added glass bottom fixes and turbo engines to basically all vehicles
-added .50cal snipers to mains
-removed Shilka on lower repair pad
-Increased spawn time of Apache and Hind
Over the past month, I've been spending some scarce free time that has become available during the Thanksgiving and Christmas holidays to learn how to mod maps. I am starting this thread to log changes and additions I will introduce as time goes by, as well as to welcome and discuss feedback from all of you on these modified maps. They are all SSM: they require no downloads. I thank you for your patience, open-mindedness, and constructive comments, as I understand they are likely incomplete.
Hope you all have fun
Cheers,
Jolly
Changelog:
1. DC Urban Siege CTF (0.8)
blue flag = center of docks
2 humvees, 1 tow, 2 .50s, stryker, MH-6
red flag = temple
2 pickups, 1 technical, 2 .50s, stryker, MH-6
control pts:
tower = *high* strategic importance. once captured, it has all elevated spawns that do not immediately parachute, exactly equidistant btw dock flag and temple flag
downtown = adjacent to temple (like market in Nas)
northwest flag = by NW apartment buildings (like slums in Nas)
highrise = has SA transport helo, and some cool goodies (eg Iraqi tanks that can go on water)
Other features:
-escape boats throughout
-can use boat to access the ladder behind docks
-boats have just a bit of turbo
-weapons walls on both mains, with extra stingers/grails to shoot down helos
-it LOOKS like red and blue mains are close, but only as the crow flies. i added Pickup barriers to two main roads traversing the Temple to Docks route. should encourage would-be flag capturers to take longer routes.
-old red main is still there, but i deleted the SA attack helo. so if you want a scud, go have fun.
DPV's have been added throughout as escape vehicles
2. DC Basrahs Edge CTF (0.8)
mostly a mod of Tona's
Middle flag is particularly strategically important: capture it, and get a BMP2 or M2A3/Brad (IFV)
Blue and Red mains have Black Hawks UH-60
Default anti-tank kit now has a SMAW/Stinger or RPG/Grail due to helo.
3. LV NoPara CQ (0.8)
--noticed how blue really struggles to gain momentum on this map.
changelog:
-only 1 DPV in red main
-2 .50cals in red main
-3 LCVPs in blue main
-2x MH-6, 1x UH-60 in blue main; i had initially changed to 2x UH-60 but this left blue w/ too little ground support, as everyone just wanted to fly high and gun (i cant entirely blame them)
-2 DPVs at Factory spawn ONLY when Blue has captured the Factory, else red gets nothing
likely largest change:
-added 4 random spawns based on MH-53 all over the northwest hills. At each random spawn is a DPV. this confers on blue an additional offense advantage and line of attack
-Red better be vigilant: blue has the village surrounded!
4. Inshallah CTF (0.7)
-added glass bottom fixes and turbo engines to basically all vehicles
-added .50cal snipers to mains
-removed Shilka on lower repair pad
-Increased spawn time of Apache and Hind