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Topics - Fishmonger

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Ghost Recon: Advanced Warfighter / Map Update - Wombat Anus
« on: May 11, 2019, 11:07:02 PM »
Removed the stuff that sucked on this map, added a few more marines in the sewer to give them a better shot at reducing the enemies waiting for us. I also dropped about 20 percent of the tunnel enemies and and changed a few percentages for some of the spawns. Tanks still there, chopper still there, final segment unchanged.


Ghost Recon: Advanced Warfighter / New Map - Last_Train_Home
« on: April 25, 2019, 11:05:50 PM »
remake of Grasslands terrain in very different direction. Stay close to the rail track once you get there.

UPDATED 4-27 - ditch the 4-24 version.


Ghost Recon: Advanced Warfighter / Map Update - Ruin their Day
« on: April 10, 2019, 10:41:32 PM »
More random, added smackdowns, changed the player count to 1-5-8 for the levels, and there's some lower percentages for base spawns (used to be 90 percent, now 75)


Ghost Recon: Advanced Warfighter / Map Update - Last_Castle
« on: March 24, 2019, 07:57:05 PM »
I never really found what crashed the map, but it hasn't crashed once in 10 tests at the area15 trigger where it always crashed last time we played it. I removed one 50 cal trigger from that event, so maybe that one was hosed. Or it only crashes when OG is online  ;)

So the changes go like this:

  • easier out of the building, but not a lot easier. This last version was already a bit easier
  • I added panhard spawns to give us something to blow up
  • I added smackdowns to have some surprises, but in 4 test games I haven't seen a single one, given they are all over the terrain and you don't walk through all the triggers every time, so even when they are active, you may not choose the route where the active zone is.
  • I added a Cornholio at the end. Watch for him at the rear entrance to the bunker.
  • I had our chopper fly off rather than explode. Needed a clean road for Panhards.


Ghost Recon: Advanced Warfighter / Map Update - Rapture
« on: March 21, 2019, 11:08:34 PM »
You guessed it - more random, less specials, 1-5-8 player difficulty switches


Ghost Recon: Advanced Warfighter / Map Update - Stool_Sample
« on: March 21, 2019, 11:07:02 PM »
The usual treatment - more random, less special forces, 1-5-8 difficulty update


Ghost Recon: Advanced Warfighter / Map Update - Meat_Grinder
« on: March 10, 2019, 07:54:22 PM »
6 years after release, a tweak to the randomizer of this map. While at it, I dropped the special forces scumbags for some floppy hats, . Also changed the level switch from 12-7-11 to 1-5-8 players and removed a few annoying fences at the start of game, plus the useless golden pipe. Replaced sky with a brigher version.


Ghost Recon: Advanced Warfighter / Map Update - For_the_Gipper
« on: March 10, 2019, 05:31:20 PM »
6 years after release, a tweak to the randomizer of this map. A few rounds played and it was clear to me that the base spawn was not as random as it could be. While at it, I dropped the special forces scumbags for some floppy hats, chagned a few percentages, especially at the very start where we get too many guys too fast. Also changed the level switch from 12-7-11 to 1-5-8 players


Ghost Recon: Advanced Warfighter / Updated Map - Battleground_2019
« on: March 09, 2019, 06:09:04 PM »
Took the edge off this typical RPGhard experience. About 50 less enemies, some scenery adjustments, no more Special Forces, and a few other tweaks.

Still challenging, because not adaptive, and 150+ enemies, but it isn't insane any longer. Should be something we can master over time with some learning, even on smaller teams.

Not to be confused with the recent BattleFIELD map - this is BattleGROUND

battleground_2019 03-09-2019

Ghost Recon: Advanced Warfighter / New Map - Battlefield_2019
« on: February 24, 2019, 10:46:12 PM »
RPGhards classic gets a facelift

brighter, no more special forces, and loss of some bad snipers. To make it interesting, I added 8 spawns with random additional forces, 1-4-8 random. Each spawn is 45 percent chance, but there are secondaries too, so you are going to see more bad guys. I cut a few trees, too.

battlefield_2019 02-24-2019

Ghost Recon: Advanced Warfighter / Map Update - Parque_Mortal
« on: February 12, 2019, 10:49:04 PM »
Was looking for another map to upgrade and came across this dud that had triple panhard spaws, helicopters that went nowhere, tons of special forces in the wrong places...

It already was very random, but now it should be less ridiculous when vehicles are involved. Added a Cornholio at end, made the smackdowns announce themselves, and fixed up everything that could cause the map to go bonkers


Ghost Recon: Advanced Warfighter / New Map - Abottabad_Day
« on: February 09, 2019, 09:49:03 PM »
similar to the night version, but more random and 1-4-8 adaptive instead of the usual 1-7-11. Also added smackdowns, changed some timing and obviously had the sun come up. Last thing I fixed was the trigger for the MK19 so we don't have to worry about some late 40mm welcome shots.

abbottabad_day 02-09-2019

Ghost Recon: Advanced Warfighter / map update - come_to_papa
« on: February 08, 2019, 11:08:23 PM »
got the usual treatment for more randomness, smackdowns, and 1-4-8 adaptive settings


Ghost Recon: Advanced Warfighter / New Map - Calle_Demented
« on: February 03, 2019, 10:06:09 PM »
As the title suggests - it's even worse than before...

more terrain, mostly reloaded_capt version, but now with more surprises, and then there's another whole map segment to get through. Adjusted randomizer to give us a chance, but only real gameplay will tell if we can do this.

calle_demented 02-05-2019

updated version!

Ghost Recon: Advanced Warfighter / Map Update - Tango_Dont_Surf
« on: January 30, 2019, 07:57:06 PM »
This map has always been somewhat of a basket case. This latest edit is version 4.0 of the original. I changed the entire script to get rid of the jammer stuff, plus make the randomizer more random like in recent map updates.

I kept the final approach heavy resistance, but now as a default and not as aggressive as in the past. Any route to zulu is ok now. All special forces have been retired, too.  The map will switch to medium at 3 players, hard at 7. In testing, I didn't get more than 145 kills on hard, and under 50 on easy. Should be about right for our mod weapons.

All the compositions are gone, as well as all the silly ocean wave sounds. Overall, the map is a little more lightweight, which I hope helps to stop the random crashes. All the AI was ok, nothing  in there that should have caused the crashes we saw in the past with medium and higher difficulty spawns.

Basically, if this one still crashes, it has to be a particular spawn of AI in a crazy location that causes the glitch, or it's just the terrain and then the place is basically useless. We'll find out soon


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