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2011 = Ten Years Of Ghost Recon Mod


Lightspeed

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Hello modders and mod players.

I was just thinking that in a little over 2 years it will be the 10 year anniversary of Ghost Recon which in modding terms gives just enough time to produce something spectacular for the birthday.

I was thinking maybe there are enough modders who could finally unite as one to produce this celebration mod.

We could all contribute ideas and a small part of a greater mod.

For example in mission scripting terms - the mission scripters can create a few missions each with the greatest use of random elements ever.

Noone will have too much work to do - but the end result should be spectacular.

What do you think?

Edited by Lightspeed
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well thats why im starting things now -- bcoz a 2 year buffer should give us plenty of time to get things done.

i was thinking we should brainstorm the concept for the mod - i have several thoughts at present the main three at the moment -

1. Jihad - ghost campaign to infiltrate and destroy key terrorist units around the world.

We could research the leading terrorist organisations within the world and structure a comapign around their destruction.

2. Ghost Recon - history of the ghosts - the best missions from 1960's to 2011 (or from 2001 - 2011). Starting from Vietnam and moving through various warzones.

3. Ghost Recon - World at War - a modern campaign which takes place across the world.

But open for any suggestions - this will be a group effort - I am just going to try to steer this in the right direction.

I would like to see a blend of desert, snow, jungle, forest maps - and a wide and varied range of missions with a definite focus on random elements - each mission could have 2 or 3 outcomes.

Edited by Lightspeed
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OK, well my response to this has kind of spilled over from my own "ratsnest development" thread.

I'm currently working on that project (which has an undetermined release date), but once done (if I'm able) I will add content to this one.

This of course assumes that, with the possible release of PC GR4 in the pipeline, there is still an audience for GR1 content.

There have been a couple of map ideas that I've been keen to do (one of which , Ratsnest, is currently under construction).

The other, was a possible addition to the Blood Oil mod (until I realised that my RL commitments, at that time, gave me no time to build it)

The idea is this:

The map would be accessable by a playable intro, in this case a riverboat journey to the insertion zone.

The river itself would be completely off-map, and this would not be important because the platoon would be passengers on a boat and would not need to access the command map.

This would not be a cinematic as you would have to fight your way through the various villages, ravines etc where there would be areas for scripters to place opfor actors.

This would also enable me to do some fairly striking visual tricks using dyn objects (which can be ruined by the quick save button). At this point in the game quicksaves would be turned off :devil:

Should you live through the journey, you get out of the boat at the insertion zone and the mission begins, on a regular jungle type terrain, as usual (of course you may have lost a couple of troops in the process)

At this stage in the game, this is the map I'd like to add as my contribution (but who knows we might all be modding for GR4 or Ground Branch by then :P )

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well i think the beauty of the early start is that we can mod it to a finished point well before release date and sit on it, tweaking it here and there as we like.

once 2011 rolls around we have a GR Tribute ready to roll and can post it far and wide across the web.

but very keen to see as many new maps as possible in the mod - but likely will be using a lot of older ones - but still great.

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OK, well my response to this has kind of spilled over from my own "ratsnest development" thread.

I'm currently working on that project (which has an undetermined release date), but once done (if I'm able) I will add content to this one.

This of course assumes that, with the possible release of PC GR4 in the pipeline, there is still an audience for GR1 content.

There have been a couple of map ideas that I've been keen to do (one of which , Ratsnest, is currently under construction).

The other, was a possible addition to the Blood Oil mod (until I realised that my RL commitments, at that time, gave me no time to build it)

The idea is this:

The map would be accessable by a playable intro, in this case a riverboat journey to the insertion zone.

The river itself would be completely off-map, and this would not be important because the platoon would be passengers on a boat and would not need to access the command map.

This would not be a cinematic as you would have to fight your way through the various villages, ravines etc where there would be areas for scripters to place opfor actors.

This would also enable me to do some fairly striking visual tricks using dyn objects (which can be ruined by the quick save button). At this point in the game quicksaves would be turned off :devil:

Should you live through the journey, you get out of the boat at the insertion zone and the mission begins, on a regular jungle type terrain, as usual (of course you may have lost a couple of troops in the process)

At this stage in the game, this is the map I'd like to add as my contribution (but who knows we might all be modding for GR4 or Ground Branch by then :P )

finally! the river journey....but I still think it should be a New World river system..

I will of course add what I can to the mod if able...

mig :ph34r:

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would be great to see a contribution from all of the great modders of GR.

i would hope everyone would climb aboard for this.

and i would hope that all modders could put thier differences aside and find a way to come together for this one.

i was looking at a GR.Net archive the other night and think I found a working title, open of course to other ideas.

a short history of the Ghosts - http://www.ghostrecon.net/html/history.htm

working title suggestion - "In Primo Ex Tandem" - first in, last out

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@Mig: it will have to be a river in a high sided valley, for FPS reasons, other than that I'm easy...... Maybe the team can suggest a location that fits the feel of the mod

@Lightspeed: I think that's a great idea (gets my vote), and that mock history is new to me (and pretty cool)

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well seeing as noone has made any suggestions yet - i think the history of the ghosts is a good concept and gives us a lot of options.

in terms of location i think we should follow that guideline from the link and see where you think it fits in...technically we should be able to fit that sort of map into anything in Europe or Asia - maybe we can use it as one of, if not the opening map for Vietnam - where the Ghosts were created.

does anyone know if we can unlock weapons as we go?

starting with say m16s and m60s in the early days, and the available kits increasing as the campaign progresses?

same goes for uniforms?

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ok so ive had a chat to someone who said that it is not possible to do the weapons unlick for regular characters as we go - so instead i think a modern anti-terrorist campaign could be a better option - alos provides th scope for desert, winter, and woodland or jungle terrain.

im chasing new maps for this - try to make as much new material as possible or used little used stuff.

some of the maps that i think should be used -

ig_downtown

phlookians new maps

a jungle style corax map

cobakas 3 desert maps

possibly the oil refinery map again or similar.

any other suggestions?

we will need winter maps too....

Edited by Lightspeed
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OK, well in an attempt to add more stuff then,

I have the MP version of my new P2 map (Blackwolf bridge), I could wipe the few buildings off it which form the team bases (which only make sense in a MP scenario any way) and add some new buildings or a structure of somekind in the centre as the main objective.

Although this map will be released with P2 it will still be fairly unfamiliar as no SP or co-op mission has been written for it (and it differs enough from the larger Co-op version to make it feel unique)

This would fill the winter map slot (and could even be retextured for a more heavily snowbound setting)

BridgeMPShot05.jpg

BridgeMPShot04.jpg

BridgeMPShot03.jpg

BridgeMPShot02.jpg

BridgeMPShot01.jpg

The map itself is a fairly generic winter forest in a valley and as such could be the setting for any military based or strategic facility (missile base, supply base, pipeline etc)

Unlike the Co-op version, there is no access to the upper bridge area, so the bridge itself can be removed (which would alter it still further from the P2 Version

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have a look at Bludawg's Winter TRR mod, some rarely used maps there...like Shadow Valley, sleeper's Snipe map, and a winter day version of POW among others..P2 will have the Big Docks and Day Castle big, and Day RSE Farm maps from that one and they are beautiful too..did I mention his treatment of Vilnius? excellent!

mig :ph34r:

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ok so ive had a chat to someone who said that it is not possible to do the weapons unlick for regular characters as we go - so instead i think a modern anti-terrorist campaign could be a better option - alos provides th scope for desert, winter, and woodland or jungle terrain.

im chasing new maps for this - try to make as much new material as possible or used little used stuff.

some of the maps that i think should be used -

ig_downtown

phlookians new maps

a jungle style corax map

cobakas 3 desert maps

possibly the oil refinery map again or similar.

any other suggestions?

we will need winter maps too....

Lighty, welcome back to the Front!! (How did that old Eagles song go: "You can check out any time you like..." ?)

Cracking idea: I'd love to get involved with a little mission scripting if I can. I'm already featuring one of Cobaka's maps (Desert Fort) in Op FlashBack (yeah yeah, I know, the slowest mission mod ever, but I've finally curtailed my overweening ambition and cut it back to 7 missions only - which leaves me with just 2 to go, hmmm).

Then Mig and I (or maybe just I?) were planning something UKSF-ish for the other Cobaka maps. I'll second this:

have a look at Bludawg's Winter TRR mod, some rarely used maps there...like Shadow Valley, sleeper's Snipe map, and a winter day version of POW among others..P2 will have the Big Docks and Day Castle big, and Day RSE Farm maps from that one and they are beautiful too..did I mention his treatment of Vilnius? excellent!

mig :ph34r:

... I was thinking of some of the wintry desert maps would work really well as my Op Flashback 2, but realistically they'll probably convert to UKSF instead. Already got one mission good to go on Winter Ravine (brrr...), plus Winter Aurora and maybe Winter Day Battle...

Desert maps that aren't much seen also include the Mosque, and then there's Wombat's new desertised Night Battle map: this might be an even better, higher-profile home for it?

http://www.ghostrecon.net/forums/index.php...=48608&st=0

As to unused winter maps: Sleeper's December, Bludawg's winterised Refinery... OMG...

Always has been my problem with mission modding... I'm far better at visualisation than actually making the damn things... :D

Theo

Edited by TheoRetiKule
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Well, not for me it's not......

I've just volunteered myself for some fairly hefty map making based on that date.

Given the small amount of free time available to me, I may not be able to deliver.

Having said that, a quicker timescale might persuade me to add the Ratsnest map to it and put a question mark against the River map

I guess, it depends on what each modder thinks would be a likely timescale for their involvement.

Personally, I have no desire to rush my work out the door. I'd rather make one good thing (quality over quantity especially if this is to be a 10 year celebration)

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I wonder if waiting until 2011 for release is too long?

That might be a bit far off. Wouldn't 2008 be a nice year? After all, this is when the Ghosts went on their first campaign.

(are we dead in the water already?)

Hopefully not! ;)

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