Arma 2 takistan life 2017
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I'm fairly certain the game is capable of handling a map the size of the Central Kopec region - a rough estimate would put it about 35% bigger, making it just about the size of A3's Altis map. It's not inconceivable to imagine at least one of those two regions becoming a new map made by a group of people running a long-term project in the community.
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(note that this does not take into account the fact that Takistan has a significantly different terrain and climate.) Link to imgur album here So here it is, as a 3 image set - one as the basic map, the second that includes the real-life satellite view of the Czech Republic that is used for Chernarus, and the third is a hastily and badly animated GIF that transitions between the two. When modding comes to SA, I think it's not unreasonable to expect that it will attract not only DayZ players who have been eager to make their own mods, but it will also attract a number of ArmA modders curious to see what can be done in an Enfusion environment.Īll in all, I see a lot of good things ahead.Įven if it's just a theoretical mock-up, I thought it would be cool to see what Central Kopec and North Trikani areas might look like if one expands out from the real-life area of the Czech Republic on which Chernarus is based. While I don't have the data to compare the number of community-made assets available then to the number available now, it feels like we have a fairly respectable amount. ArmA 3 came out of alpha in Sept 2013, so we're just a bit past the 3 year mark. That takes time - a lot of time, and a lot of work. The changes that came in ArmA 3 usually required A2 assets to be converted in some fashion. Since nearly all this community stuff was already compatible and/or designed for A2, compatibility issues were much less of an issue.
#Arma 2 takistan life 2017 mod
So when the DayZ mod brought a huge wave of people to ArmA, those interested in modding had all those years of community assets to draw upon, allowing them to focus more of their time on other aspects of their mods. It's important to keep in mind that when the DayZ mod arrived in early 2012, ArmA 2 had already been out for 3 years, and though it had a relatively small player base, there was (and still is) a very dedicated segment of that community focused on creating and sharing content, code, maps, and assets going even further back, probably all the way back to Operation Flashpoint (I say probably as it was well before I learned of ArmA).
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#Arma 2 takistan life 2017 mods
When I started playing Dayz there were new mods and maps being released every few weeks. Not to mention hundred of weapons created for Arma. Creating a map for use in ArmA or DayZ is not something to be taken lightly - it takes a serious amount of work and commitment to get to the point where it's worth sharing with the community. It's one thing to make a map that is functional and relatively bug-free, but it's another thing entirely to do that and make it a beautiful, exciting, and believeable place to set a game scenario in. Taviana, a player-made map that is often praised for its design, versatility, and beautiful environment, took over 3 years to create (IIRC). But if you make it back home in one piece, oh man, all of that pain was worth it." There are more than dozen maps for Arma 3, some ported and some made from scratch.įrom what I know of the mapmaking process, and from talking with a few map makers over the years, the process could be described as "Climbing a mountain in your underwear to get to a little store at the top, specifically to buy a pill that gives you migraine headaches, but the store may or may not be open when you get there, and even if it is, the guy who runs the place is a total asshole. I really wonder how complicated will be to make maps for Dayz.