#Listener 184 - Terrain

1 messages · Page 1 of 1 (latest)

full seal
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Welcome everyone to my first map Listener 184!

  • 1km Square
  • Features two small Soviet installations.
  • Includes two small FARPS (one on the main island the other just off the coast.)
  • Features a set of old trenches, left over from the Second World War.

Included with the map is a vanilla GM Scenario to play with, looking to add a conflict version soon.

Story behind:
'Listener 184 is a covert Soviet listening station strategically located northwest of Everon, an island that has often been a focal point in military exercises and geopolitical tensions during the Cold War. Established in the late 1970s, Listener 184 was part of a broader network of surveillance installations designed to monitor NATO communications and naval movements in the North Atlantic. The station was equipped with advanced radar and signal intelligence technology, allowing it to intercept electronic communications from ships and aircraft patrolling the surrounding waters. Its remote location offered both operational secrecy and a vantage point over crucial maritime routes. Over the years, Listener 184 has been the subject of various military and espionage theories, with many believing it played a pivotal role in the intelligence-gathering efforts of the Soviet Union. Following the dissolution of the USSR in 1991, the site fell into disrepair, but its legacy continues to intrigue historians and military strategists alike, serving as a reminder of the intense rivalry and the lengths to which nations would go to secure their interests during a tumultuous era.'

If you find any issues with the map, please don't hesitate to let me know!

clear pagoda
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would u be able to add this onto the everon map? like someone did with everon x arland...

full seal
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That's a great idea! I'll have a look into how to do that at some point in the future

clear pagoda
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u legend 🫡
if u wanna go all out see if u can attach arland aswell 😂

full seal
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I'll certainly have a look, cant imagine its overly difficult

random comet
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Awesome work 👍

random comet
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How long did it take you to make your map?

full seal
full seal
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Some minor and bigger changes in the past few updates

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Firstly the map is now lit up at night, at least along the major roadways. I still need to go through the buildings and ensure they are properly lit but this should make the map more enjoyable to play at night

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Next, I've included a lake with a river that runs from it down the length of the map to just before the beach. I just wanted to play around with the lake and river tools, and I think it is a nice addition

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As an added note with the river, I have added a dropped area where river is that should allow infantry to move from the beach up the length of the island without being seen from any of the major encampments in the map, including this road which now has a tunnel running under it to allow infantry to cross without being spotted from the control tower

random comet
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@full seal The following error keeps appearing when in the workbench with your map, when I click play and go into the world.


Reason: Index out of bounds.

Class:      'TimeAndWeatherManagerEntity'
Entity id:12

Function: 'Get'
Stack trace:
Scripts/GameCode/World/TimeAndWeatherManagerEntity.c:448 Function GetDayTimeUIInfo
Scripts/GameCode/World/TimeAndWeatherManagerEntity.c:429 Function GetCurrentDayTimeUIInfoAndPhase
Scripts/Game/UI/HUD/AvailableActions/Conditions/Game/SCR_DaytimeCondition.c:24 Function IsAvailable
Scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:212 Function IsAvailable
Scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:345 Function GetAvailableActions
Scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:435 Function DisplayWidgetsUpdate
Scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:425 Function DisplayUpdate
Scripts/Game/UI/HUD/SCR_InfoDisplayExtended.c:551 Function UpdateValues
WORLD        : UpdateEntities
 WORLD        : PostFrame
full seal
full seal
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Just to let you know of you are editing there will be a big update next week that adds an underground bunker system beneath the Listening station on the hill

random comet
full seal
full seal
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Big update today, added a bunker system below the listening station. Smaller than I was hoping it would be, mainly because of how unfun it was to try and build underground. The bunkers enterence leads from the cliff face on the north eastern side of the island, and snakes along the cliff. The bunker system has two outward facing pillboxes for troops defending the fortification to fire on those moving along the shore road or out to sea.

full seal
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Thanks for mentioning this! Which door specifically?

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Cancel, I have just seen the doors lol, I didnt even know you could interact with them

random comet
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Looks awesome

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How do AI go in the bunker?

full seal
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Will play around with it tomorrow, currently if you place AI inside they wont fall out of the map or anything, once the cover system takes over they move around the bunker just fine

full seal
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This should now be fixed!

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I also fixed some floating props, some props being in the GM menu when they shouldnt have been, some holes in the terrain where the embankments didnt meet the ground and I updated the navmesh to include the lake, as funny as it was to watch the AI go for a swim

random comet
random comet
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Nice looking map

quasi iron
full seal
random comet
hollow mica
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We faced issues last night with not being able to change time/date/weather in editor or GM. Always sunny. Haven't ruled out other mods/configs yet but as a heads up.

full seal
full seal
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Weather, dates and time should now be fixed! What a pain in the ass but all done now!

full seal
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I think, unless anyone brings me any more bugs to fix, I'll be moving on to a new project now!

random comet
clear pagoda
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Did u see if this could be added to everon island? I think it would be a good addition to the mainland or try to squeeze it on the everonXarland map

full seal
full seal
clear pagoda
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Copy that appreciate your work 👍

full seal
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Been a little while, but some new additions and changes to the map:

  • Increased the density of the woodblocks and increased terrain variation inside them to improve infantry gameplay within them;
  • Added bushlines and bunlines to the edges of the woodblocks, to make it more difficult to see into them from the main roads;
  • Added a mountain trail along the north side of the island, allowing infantry to move from the beach to the east side of the listening station without being spotted by the cliff side pill boxes watching the main road.
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Some more changes I want to make over the next couple of weeks:
Add some more life objects around the map to make the island feel more lived in
Add a ruined town (with the new destroyed building models from 1.3) to the south eastern corner of the island
Add a new, small crescent island to the north east of the map to add a new area to fight over
Increase the variation in the terrain, add more shell scrapes and bun lines across the map

I'm torn over whether to add vehicles around the map that are baked into the map, or to leave them for Game masters to placeon their own. Its nice to have ambience without cutting into the GM's vehicle budget

random comet
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Nice work mate.

full seal
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Another little update.

I've added a (very small) town to the south east of the island, I just felt there was currently no reason to go into that corner, and now there is. I may go back through and add some more to this town just to make it a bit more likely for players to visit it.

Speaking of adding more, I added some life items to the listening station, just to make it to feel like there were people operating this facility as opposed to just some random buildings placed on a map.

I've done the same for the helicopter station in the north west of the Island as well.

Finally, I've added another atol of islands in the north east of the map (shown as south east in the picture) to add some more terrain to play on around the map. I'm not entirely sure what I want to put on these islands, so I've left the relatively bare (just some trees and rocks) for the moment but I'm sure I'll have an idea at some point

plain holly
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No pressure just wondering

full seal
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From what I've seen putting the two maps together is actually quite straight forward

plain holly
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Awsome