thales100 44 Posted January 12, 2008 Share Posted January 12, 2008 I have contacted PUNiSHER and he gave me permission to work on a pc version for his GRPA mod version 4, it includes 30 custom maps. There are some weapons and characters included in the mod too. GRPA means Ghost Recon Players Association , its a Mac association of GR1 players. I am working on the conversion (essentially editing .txt files and converting .aif sound files to .wav), by tomorrow ill probably upload the mod zipped. My work on this is only to convert some files, all mod work was made by PUNiSHER and some few other modders. Its a great map pack to modder's use, he is a cool guy that answers fast to permission requests of use his maps. Quote Link to post Share on other sites
Rocky 1,223 Posted January 12, 2008 Share Posted January 12, 2008 This is a collection of custom maps only ever seen on the Mac? Never heard about that before, sounds like a great find. Quote Link to post Share on other sites
thales100 44 Posted January 12, 2008 Author Share Posted January 12, 2008 Yeah, it is, some of the maps you have seen before, but 20 or so i think were limited to the mac GR universe. Quote Link to post Share on other sites
Suicide Commando 0 Posted January 28, 2008 Share Posted January 28, 2008 Is this still going to be released? Quote Link to post Share on other sites
thales100 44 Posted January 28, 2008 Author Share Posted January 28, 2008 Yeah, but there are some issues with the command maps. GRPA is essentially a TvT league, so PUNiSHER didnt make the CM for SP use, what means in many maps its not possible to assign waypoints, making them impossible to be played SP. I dont know if its easy or even possible to fix this, but anyway ill upload the pack. Quote Link to post Share on other sites
Suicide Commando 0 Posted February 2, 2008 Share Posted February 2, 2008 Ahh ok, thanks for the info niccola. Quote Link to post Share on other sites
thales100 44 Posted April 14, 2008 Author Share Posted April 14, 2008 K ive finally uploaded GRPA v4.0, before you download this cool mod please check this info : 1- Mod was made by PUNiSHER, includes December map by Sleeper, and some maps by -V-, i have just converted some .txt files and .aif sound files to .wav, with PUNiSHER permission, since GRPA is originally a Mac mod. 2- It has been created to TvT matches, so some command maps dont work properly to SP. 3- You may contact PUNiSHER in this site - http://monoman.planetrainbowsix.gamespy.co...eague/index.php -, if you want to request some maps to use in a mod, he is a cool guy and will certainly say yes. Link (138.77 mb): http://files.filefront.com/GRPAv40zip/;100...;/fileinfo.html Quote Link to post Share on other sites
thales100 44 Posted April 15, 2008 Author Share Posted April 15, 2008 List of maps included in this mod: 1-Ancient Ruins 2-Aztec 3-Battleground 4-Brandywine Falls 5-City Park 6-December 7-Farmstead 8-Ghost Village 9-Home 10-Jungle Camp 11-Ocean City 12-Penintentiary 13-Reservoir 14-Ski Slope 15-Venice 16-Subway 17-Lake Retreat 18-Towers 19-Ridge 20-Ranch 21-Desert City 22-Mog City 23-Shanty Town 24-The Mine 25-Central Market 26-Downtown 27-Sand Walls 28-Mexico City 29-Strongpoint 30-Desert Quote Link to post Share on other sites
Twiller 0 Posted April 15, 2008 Share Posted April 15, 2008 Thales, I only can hope that your interest in Ghost Recon will remain a looooooooong time! Twiller (Eddie Price ;-) Quote Link to post Share on other sites
oshead 0 Posted April 16, 2008 Share Posted April 16, 2008 what a list of maps! many i have never seen before. thank you punisher and thank you thales! i have been checking some of these out. very nice. Quote Link to post Share on other sites
thales100 44 Posted April 16, 2008 Author Share Posted April 16, 2008 Thx Eddie and oshead, all credits to PUNiSHER, -V- and Sleeper, plus the other few modders involved. Quote Link to post Share on other sites
sleeper 0 Posted April 20, 2008 Share Posted April 20, 2008 Wow, this is awesome. I was never aware that all these little maps had been made. They are obviously aimed for MP gameplay but many could easily suit simple missions as well. Great work by the mapper(s), sweet, simple maps. These kind of maps were more of what the Ghost Recon community (there's only been one GR as far as i've seen) needed. There were too many big projects that were never completed and too much emphasis by modders to showcase their abilities and not enough on creating playable environments for everyone to enjoy. I hope the Mac guys got a lot of use out of these maps because I know I would have if I would have been an MP type player. It's mods like this that make me miss the good old days when GR was GR and there was no other game that i'd rather be playing. Quote Link to post Share on other sites
Ben 0 Posted April 21, 2008 Share Posted April 21, 2008 Indeed... there are some incredible maps in this mod. Imo Rocky should highlight this topic/mod in the News section.. The following maps are really really good: G17 Lake Retreat GD03 Shanty Town (lol) G12 Penitentiary GD04 The Mine GD09 Strongpoint G10 Jungle Camp These maps aren't superb, but still very decent. G16 Subway G07 Farmstead The rest wasn't really very interesting or not suitable for Hamburger Hill play. There are also some 'aimmaps' in this mod. Anyway, if you are still unsure then go ahead and download these maps and check them out in FireFight mode or something. Quote Link to post Share on other sites
Rocky 1,223 Posted April 21, 2008 Share Posted April 21, 2008 Indeed... there are some incredible maps in this mod. Imo Rocky should highlight this topic/mod in the News section.. Yes yes, it's been on my list for a few days now Quote Link to post Share on other sites
thales100 44 Posted April 21, 2008 Author Share Posted April 21, 2008 (edited) It's mods like this that make me miss the good old days when GR was GR and there was no other game that i'd rather be playing. x2 Ben, and Sleeper, great mapper, and i agree with you, these maps are "pure good and old Ghost Recon" ... Edited April 21, 2008 by Thales Quote Link to post Share on other sites
H-Hour 0 Posted April 21, 2008 Share Posted April 21, 2008 Yeah, I opened them all up in Igor to have a look and was pleasantly surprised. They looked like they'd be a blast for TvT or Firefights. Wish those had been around back in the day when I had a place (and time) to play. Quote Link to post Share on other sites
Lightspeed 273 Posted April 21, 2008 Share Posted April 21, 2008 I have used Shanty Town and MOg City in Sniper Team - The longest kill mod. Will be availalbe later this week for the public to play. Quote Link to post Share on other sites
thales100 44 Posted April 22, 2008 Author Share Posted April 22, 2008 I have used Shanty Town and MOg City in Sniper Team - The longest kill mod. Will be availalbe later this week for the public to play. And they had a good use in Sniper Team mod - two great missions. Quote Link to post Share on other sites
RoeM 0 Posted May 1, 2008 Share Posted May 1, 2008 (edited) Hi everyone. I'm a buddy of Punisher and made three of the maps in the GRPA map pack: Citypark Sandwalls Home Feel free to do with my maps what you want, they are aimed at team play and pretty small. I learned a lot from making these three maps and are actually working on my next map. RoeM grpa.webhop.net roemgrpa@yahoo.com We play on an app called Game Ranger, still have a strong community of a few hundred [GR] fanatics going there. We have a league (GRPA) and clan battle quite often. If Game Ranger ever comes out for PC, I would love to see some of you all there. Edited May 1, 2008 by RoeM Quote Link to post Share on other sites
thales100 44 Posted May 1, 2008 Author Share Posted May 1, 2008 Hi everyone. I'm a buddy of Punisher and made three of the maps in the GRPA map pack: Citypark Sandwalls Home Thanks RoeM, i forgot to mention your name as creator of these three maps in the posts above (i've mentioned only PUNiSHER, -V- and Sleeper) , the modscont file of GRPA v4.0 is very clear : "AUTHOR "Punisher/Monoman/Roem" Thanks again. Quote Link to post Share on other sites
Balthaaa 0 Posted October 12, 2008 Share Posted October 12, 2008 Yeah, I opened them all up in Igor Hmm, as i try to open them up in igor the program crashes. Dunno why. Anyone an idea? Greets B. Quote Link to post Share on other sites
Lightspeed 273 Posted October 12, 2008 Share Posted October 12, 2008 you have to enable/activate the mod in which the maps are placed Quote Link to post Share on other sites
Balthaaa 0 Posted October 12, 2008 Share Posted October 12, 2008 you have to enable/activate the mod in which the maps are placed Thanks...didn't know that ... Quote Link to post Share on other sites
Balthaaa 0 Posted November 6, 2008 Share Posted November 6, 2008 (edited) I got a problem. Maybe you guys recognised it already... On most of the maps (but especially on Farmstead, Subway and Lake Retreat) you got the enemy on your map before you even can see them. On Subway you have also the Problem, that you can see enemies walking beneath you inside the underground if you are standing on the upper level. Is there a way to reduce the visibility of enemies on your map? I don't want to change fog settings, though i think that wouldn't work too. Hope someone has an idea ... Greets B. Edit: Ok, solved the problem in the meantime...if anybody is interested how, tell me. But there's another thing, which i hoped to eleminate too. As i mentioned before you can see the enemy on Subway on the map if it's beneath you in that underground way...anybody an idea how this could be solved? Edited November 6, 2008 by Balthaaa Quote Link to post Share on other sites
ApexMods 883 Posted November 10, 2008 Share Posted November 10, 2008 Yeah, but there are some issues with the command maps. GRPA is essentially a TvT league, so PUNiSHER didnt make the CM for SP use, what means in many maps its not possible to assign waypoints, making them impossible to be played SP. I dont know if its easy or even possible to fix this, but anyway ill upload the pack. Thales, have you found any way to fix those problems with the commandmaps? This seems to be a problem in the map models themselves, doesn't it? Or could this be fixable within the .env files through CMPieceBitmapNode / CMBasePlanningLevel / CMOffsetX / CMOffsetY? Quote Link to post Share on other sites
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