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Do not forget to check regulairy for updates, the map grows bigger in size each time! (see changelog)
Thanks for letting me know, I will check it out!
@r0dx864, Hmm thanks for letting me know, could you take a screenshot of the position it causes problems? I have some trouble finding the bug you point out.
@Chim, I do not currently have a discordserver, I am planning to get one tho, but I need to look how it works ect, so I will add the discord link when it is ready in the page! :)
- ADDED 3 extra playerslots. (now you can play with 4 total players, so you can walk around the showcase with friends.) (NOTE: No enemies are added, it is still just a showcase!)
- Worked on more rooms in The Sewers.
@LSilva, Like I said, I have not tested it, especially not with zombies.
It SHOULD work after I placed AI pathing. but I have not done that yet.
In a future update I will place AI pathing so people can have roaming AI. :)
I will also add fps boosting stuff a bit later on. I want to finish first 3 other area's before I start optimising the first part of the map :).
@r0dx864, Thanks! :)
Hmmh I shall take a look into that, perhaps I can find a way to add those without the Sahara DLC.
@Jian7ye, I want to build the map first personally so I can implement my story right on the spot, perhaps later on when I notice I need to increase production. So perhaps later :).
@Urun, Thank you! :D I will! Much more area's are planned with their own envirement!
For now the only real planning is this current map.
I have not thought about future maps, since this is a really large project.
So in other words, no promises!
If I get enough feedback over the course of making this map, I hope my skills are well developed to make more (SCP) maps, but who knows!
@Doggifast,
Heey heey, in the CYTECH ASSETS MODS, there is an empty object called: FOG.
With this you can place a very local fog/smoke on a position.
You cannot really see the fog in the editor so you need to (play) test it a bit to place it "perfect".
Thank you so much! :) Thanks for your work with the CYTECH stuff, without it, this would not be possible.
I like stated previously, I want to keep this a open/public project so I can get feedback and show the "players" what I am currently doing with this. There are still so many plans to puit into this map and I am very eager to keep working on this! :)
@Jian7ye,
Ofcourse! :) Feel free to give feedback, that is the main reason why I uploaded it as a open project, so people can send me feedback (positive or negative, good feedback is worth more than gold ;))
@TheKillian,
Thank you sir! :D
Thanks man! :) Sure, will do! :)
I keep updating this frequently and it will grow in size more and more.
I will also update it everytime I worked on it so people can visually see the changes and I hope to inform the people that are intrested with it, them more closely with this project!
@Little Andy,
Thanks man! :D I will still share pictures and video's about this project since it still needs a lot of work (more area's and themes.) also more ways to connect parts of the map with each other.
@Armaus21,
Thanks man! :D I always try to entertain fellow gamers as much as possible! Player experience is very important for me! :)
I noticed there were no real SCP maps, so I decided to make one.
I am making this one the same way the CYTECH team has been making their map. (basicly from compositions.) So I am building this entire map from composition to map. Once the entire map has been build it will transfer from composition to an actual map (mod).
[h1] To start this walkthrough: [/h1]
1.Load all required mods.
2.Start arma 3.
3.Select scenario
4. Click on CYTECH MAP (the composition has been made on this map for now)
5.Click on Facility 667.
6.Enjoy the current walkthrough!
The idea of this upload is to keep you guys updated as best as I can with live updates (changes will be updated as soon as possible.) also for me a way to get direct feedback about the level, what are pros what are cons, finding bugs ect.
I hope to also be really transparant with this so you guys can see the progress as it will be made.