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Mercenary Market Ready For Public


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Was able to fix just about everything that we've all discussed (plus a few extras :D ). Still a little sticky in some areas of the stairs, but it is about as good as it will get. Enjoy!!

Bundle Location -> DOWNLOAD

Co-op Mission based on the Market map by Whiskey

Mission Author: Bogie

File Size: 20.2 Mb

Version: 2.0

Web Screen Shot: http://www.diverecovery.com/graw2/marketload.zip

Description in the quotes below:

MERCENARY MARKET

Satellite imagery has shown a buildup of mercenary troops around the marketplace north of Chihuahua, Mexico. Government officials have unofficially asked for support of the US to infiltrate the marketplace and remove all of the heavy armor and vehicles so that they may prepare an assault of their own.

Your mission:

1 Locate and destroy all combatant armor

2 Locate and destroy all mercenary vehicles

3 Extract

The Day, Night and Fog versions of Mercenary Market is based on the GR Market map redone for GRAW2 by designer Whiskey. Each mission contains 210 enemy soldiers. It is recommended for 3+ players and has been thoroughly tested on dedicated Web and LAN servers utilizing the standard weapon layout and Brettzies 2.05b weapons mod.

There are only two minor issues that seem unavoidable. The first is moving slowly on the stairs on some occasions you may pause. To correct, just back up slightly and get a small running start. The other are some of the book cases and vendor stands may look a little dark only on multiplayer servers, but does not impact the game play.

Special Thanks the beta testers: Rocky @ Ghostrecon.net, the graw2.pbwiki.com team, Anthony, Tinker, TripleX, Viper and his team @ AGB (agbgaming.com), Zero G, EBK52, Sitereader, Porter & Twix from the Army of Lion Guinea Pigs and Whiskey for designing a very popular GR map for the GRAW2 Community.

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Bogie,

Sorry I didn't get to help out on this one. This map is absolutely outrageous!!! The tango's come at you from all angles and the story line is great. General Sanchez's legacy apparently lives on!!!

I was out for about two weeks, but I am back and look forward to the conclusion with your next map!!!!

Viper

Edited by Viper714
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Bogie,

Sorry I didn't get to help out on this one. This map is absolutely outrageous!!! The tango's come at you from all angles and the story line is great. General Sanchez's legacy apparently lives on!!!

I was out for about two weeks, but I am back and look forward to the conclusion with your next map!!!!

Viper

My man, Viper!! Was wondering what had happened to you, hope all is well.

Well, the man is expendable, but the mission is not ... so the legacy lives on in other forms. I had an idea that was the preface for Toxic Revolutionaries, but just couldn't get the story line in a logical format. After having flipped through a few maps, this one was perfect to start the next chapter (no pun intended). But don't expect a conclusion any time soon :P

Zero turned me onto the Forest map which is a great third installment. The storyline and script is almost done, so we should have another beta within a week.

Talk to you soon,

Bogie

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Awesome as always, Bogie! We finally got to play the released version. We played in fog, but found that night vision completely cancels it out, so it's basically the same as playing a night map.

Most tactical comments are same as before: it would have been nice to have recessed positions for the fixed weapons, and the tank and 50 cals are easily killed. The best targets remain the Howitzer and ADAT, which have truly evil defenders.

Of course, we all loved the attack at the end. It lasts a tad longer than welcome, as you end up having to poke around a bit too long to maintain the heightened mood, adrenaline and especially music. Perhaps a slightly denser attack in a more focused area...

Anyway, a truly great map. Thanks for all the work!

Edited by sightreader
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Awesome as always, Bogie! We finally got to play the released version. We played in fog, but found that night vision completely cancels it out, so it's basically the same as playing a night map.

The differences between the fog and the night maps (besides relocation of the snipers and some of the patrols) is that the fog gives off bright feedback to the NVGs and do allow you to see a little further. The night map, the NVGs don't do much except give off a dark green tint; except by lights. So essentially, the fog is like an easier version of the night map.

In addition, all of the patrol & heavy weaponed AI all have flashlights attached to their weapons where the fog map only the wandering patrols\heavy weapons have flashlights.

So there are some differences. In most cases, it is easier with the night maps if you have the NVGs off which is just the opposite with the fog maps.

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So essentially, the fog is like an easier version of the night map.

Aha... I didn't know that. I thought that fog would still be too warm for NVGs unless it was also pitch dark night.

I often think night maps would sometimes be more fun if the AI used NVGs rather than flashlights...

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Hi bogiegraphics

Saw that u still have problem with black props in multiplayer.

To fix it remove the

<network sync="bodies" />

line in u_script files from

u_mrk_object_01_bogie to u_mrk_sheet_metal_bogie

and the map will work fine in multi... :thumbsup:

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Thank you Whiskey!! And thank you for designing a great map!!

Do you have any other maps that you are working on? You did such a wonderful job capturing the essence of the original market and actually believe yours looks so much better. Perhaps you can convert all of the original maps :yes:

Take Care,

Bogie

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