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Messages - Fishmonger

Pages: [1] 2 3 ... 11
1
Ghost Recon: Advanced Warfighter / New Map - Rocket_Man
« on: January 21, 2021, 11:36:03 PM »
Another RPGHard re-make, but with a very different twist. Not random, not a lot of bad guys, but those that are there can be a real pain in the ass.

rocket_man 01-21-2021


2
Ghost Recon: Advanced Warfighter / Map Update - Kinetic Operation
« on: January 15, 2021, 09:18:26 PM »
randomizer brought up to speed, slight adjustment in spawn times, one bug fix, and change to 1-4-8 triggers for more action below 7 players

kinetic_operation updated 01-15-2021


3
Ghost Recon: Advanced Warfighter / New Map - Engpass Unhinged
« on: January 09, 2021, 05:36:03 PM »
Cappy spiced up the old Engpass classic.

engpass_unhinged new - 01/09/2021

4
Ghost Recon: Advanced Warfighter / Map Update - Sanitation Smoothie
« on: January 02, 2021, 11:10:19 PM »
exactly 5 years after release, this update will make the map more playable, but also more random.

Changes made: primary spawn groups now are 3-way random for each difficulty level. Previously they were either there or not, predictable. so that made the map actually more difficult.

To compensate, I reduced the chance for the first 5 spawns from 45% to 30%, I removed about 25% of the AI in the initial area before the tunnel, as that was where most of us usually died. I also upped the difficulty trigger for medium from 5 to 6 players. The map now is 1-6-9. In my first test, I still saw 225 enemies going to the end at medium, so don't expect a cake walk. This is still a tough map and they will still kill us mostly before we get through the tunnel as those engagements are short range where they are lethal.

sanitation_smoothie - update 01-2-2021


5
Ghost Recon: Advanced Warfighter / New Map - Lockdown
« on: January 01, 2021, 11:40:32 PM »
Remake of AmEyeBlind's back_on_the_road terrain. Totally new AI and script. Roof route is part of the map, with its own spawns. Adaptive, random, full treatment. Had to dial back the AI after testing, as my first run without even going up high was a 420 kill round. Should be about 350 max on hard now, about 125 on easy. The place is a lot like Crazy88 with a straight wide open road and targets up ahead, just far more random. Continuing the tradition of New Years Day map releases:

lockdown 01-01-2021

6
General Discussion / The original Lucky Pants
« on: December 26, 2020, 05:55:36 PM »

7
Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummies
« on: December 23, 2020, 11:36:26 PM »
Cappy, see attached zip

8
Ghost Recon: Advanced Warfighter / Not just Soylent Green in the bowl...
« on: December 18, 2020, 10:25:27 AM »
now we also have "Cornhol-ios"

9
Ghost Recon: Advanced Warfighter / Re: GRAW Map Making for Dummies
« on: December 16, 2020, 11:18:13 PM »
 bumping this up so I remember to pin the thread. Cappy needed the link to the videos, I fixed the URLs on the first page


10
Ghost Recon: Advanced Warfighter / Re: New map - the_island_2020
« on: November 08, 2020, 11:05:58 PM »
Note update today 11-08. C4 now works as it should, and the silly truck barrier above the church is no more.

11
Ghost Recon: Advanced Warfighter / New map - the_island_2020
« on: November 07, 2020, 11:18:09 PM »
updated the old Island 2 for a more playable environment

185 enemies, less snipers, no special forces, nobody on top of the palace

the_island_2020 new 11-08-2020 -- updated to fix C4 issues

12
Ghost Recon: Advanced Warfighter / New Map - ghetto_getaway-revisisted
« on: October 23, 2020, 07:57:26 PM »
since reloaded was the original, and since I didn't add, just remove and modify, this is a revisited version at best. I may unhinge the thing in a future custom mission, once I figure out some dak shadows that crept into a few of the shanties at the start of the current mission. Maybe because my PC fell asleep during the lightmap render. May have to repeat that to get the good old daylight into every corner.   

But back to the current mission: the crux of the map used to be the entry into the compound where the second tank sits on guard. That now triggers enemies before you have to show your ass, so no more suicide runs needed. And it's daylight!

No more special forces, even though they weren't out there in big numbers. About 1/3rd of the snipers randomly removed, so perhaps one day we can make it through the town, not just along the edges.

Still two tanks, one chopper, and a bunch of 50 cals. Tested 2 runs, both missions took about 75 kills to finish. Now we don't have to hate this map any longer :)

ghetto_getaway_revisited 10-23-2020




13
All maps updated for 2020 - the randomizer left a lot to be desired on those, especially on easy, we either saw the same guys, or none. Not so any longer. Changed the difficulty switch on all to 1-5-8, made two a little more difficult, and extra cheese a little easier. Rest is same old map.

grab them here or off the map cycle

fish_taco  10-22-2020
blistering_fury 10-22-2020
extra_cheese  10-22-2020

14
Ghost Recon: Advanced Warfighter / Re: That 9/7 grenade kill count
« on: October 13, 2020, 02:58:54 PM »
maybe we need to test this out in real life...



15
Ghost Recon: Advanced Warfighter / New Map - Saving Private Beavis
« on: September 26, 2020, 11:09:44 PM »
Rescue mission. Pack the lucky pants and get on with it

This is all new, mega random, 1-4-7 adaptive
saving_private_beavis new 09-26-2020

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