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#41 | |
Retired PR Developer
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#42 | |
Join Date: Jun 2014
Posts: 600
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Location: SQUAD LEADER CENTRAL
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7/17/17- V2.9.5 -began creating a sort of patrol-base/patrol-outpost with enough room to land a helicopter in the north/central-west side of the map. this will be one of the few 'permenant' bases which aren't just ad-hoc defenses. -terrain improvements to west side mountains and valleys along with 'dirt' roads | |
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#43 |
Join Date: Jun 2014
Posts: 600
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Location: SQUAD LEADER CENTRAL
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Arctic Lion 3.0 - Album on Imgur
7/21/17- V2.9.7-3.0 -started working on(NL) airfield tarmac again - patrol base's main structure created, still needs lots of improving. problem was getting the defensive structures to actually be able to cover all the angles of this mountainy/snowy/foresty terrain and it was pretty annoying, so ended up just adding a single guard tower. there will be enough room for a couple helicopters to land along with a FOB and some AA / foxholes. it will be extended underground to lead into an outer trench system which actually faces the south. because it's actually closer to the RU main than the NL main, it's to help out the RU in defense, although it is a simple extension. the other main reason for this small trench system(which btw isnt done yet) is to add additional entrances to the patrol base. atm it has the front gate and a 'uncompleted hesco flank' for entrances, the trenches will be an additional one and probably a favorable one since it faces the NL. the barbed wire defending the trenches is destructible. the point of this system is overall to give the russians an overt defensive position, while making it possible to attack. if the NL can support their attack from the OP and vehicles they can push into CQB territory via the trenches/tunnel. it will be a pain in the ass to build though. sorry for non-concise thoughts. the hesco's and bunkers provide amazing angles for long range combat, but for closer range combat you will have trouble fighting anyone at the walls, hence why the wire extends almost around the entire main gate. SL's should also be able to construct a risen razorwire/tank trap deployable on the uncomplete hesco blocks to secure the flank however that'll need ingame testing. -NL OP created on am ountain above the patrol base. -terrain improvements in a lot of areas on the map. -coastline extended but still very incomplete -RU main base got more room -NL OP got better terrain and improved trenches, also better cover to help against blindspots and assist with angles of fire. there is a slight ditch to hide from explosive fire(tank apc cas etc) but probably pointless. it is only an OP so anything more than small arms it'll have trouble fighting against. |
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#44 |
PR:BF2 Developer
Join Date: Sep 2014
Posts: 921
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Location: Frl
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That is a nice update man, looks good!
![]() Keep it up, D.J. |
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#45 |
PR:BF2 Contributor
![]() ![]() Join Date: Jan 2016
Posts: 899
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Please use the old Arctic Lion theme for loading (nl_loading_4).
Cant wait to see this map revamped and back in action |
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#46 |
Join Date: Jun 2015
Posts: 479
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amazing work dude, keep it up
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#47 |
Join Date: Sep 2008
Posts: 3,416
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Location: uskedal
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![]() ![]() relevant, i just drove past here and Dovre today |
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#48 | ||
Join Date: Jun 2014
Posts: 600
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Location: SQUAD LEADER CENTRAL
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![]() My only gripe with that piece is that the catchy part is too short and cut short ![]() ![]() awesome ![]() | ||
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#49 |
Join Date: Aug 2014
Posts: 306
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Very nice!!!! Really loving the environment and atmosphere! This looks like it will be loads of fun to play!
![]() Do you think you can post a video showing the flags or interesting parts of the map? When you have time and it's mostly complete ![]() |
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#50 |
Retired PR Developer
![]() Join Date: Aug 2007
Posts: 3,228
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Location: Amsterdam
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wow this is coming together nicely, looking forward to your next update, keep it up!
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Tags |
4km, arctic, discussion, general, lion, map, problems, wip |
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