A snow map set in a beautiful, picturesque valley located up in the Afghan mountains. On one side of the valley is a small, quaint village with a scenic frozen lake. The other side of the valley features a shanty town compromised of mainly shacks using materials from the local scrap yard. Separating the two areas is a small forest which local insurgents have been hiding out in. They've built up fortifications using stolen equipment and have been terrorising the local villagers, blocking off any escape access and have even shot down a Security helicopter patrolling the area - its crash site located within the woods.
Security forces have finally made the call to step in and have already broke through the insurgents first line of defense in the surrounding perimeter of the shanty town. It's now your job to finish the fight.
Lighting Scenario names:
When opening the map in local play using console commands, enter:
open Highlands?Scenario= Scenario Name ?
Don't forget the question mark!
If its a multiplayer PVP mode and you want to add bots add
after the scenario, for example:
New to 1.7 Nightfall update is specifying the lighting scenario in your open command, for example:
You can set this to either day or night, however if you don't include it, by default it should set to day.
- Some areas are a little barren and could do with more graphical polish (The whole map is very work-in-progress)
- Checkpoint Insurgents/Security
-- There are no restricted zones to stop players from running to enemy spawns.
-- The supply crates aren't currently linked to objectives. So are always active.
-- Bots spawn on the roof of the E objective (CheckpointSec). Will look at this ASAP
-- Bots not present on final counter attack? Saw this on a video. Doesn't seem to be happening in editor. Will have to look into this! Sorry for inconvenience.
What to expect in future updates:
-Hardcore Checkpoint scenarios.
-Domination (2 Scenarios)
-Team Deathmatch (2 Scenarios)
Have fun, please let me know if you run into any issues/have any suggestions! :)
NOTE: This is a WIP, essentially a 'Beta'. There will be issues!
Follow me on twitter
Most recent Changelog: (You can see each individual changelog in detail by clicking the document icon next to the specific update below)
Sorry for the delay in update to 1.7. Had some IRL things I had to sort out and was midway through developing a larger update but had to fix it up and push it out now as I still want this map to be active and for people not to think its dead. :D
Thanks to all those who reached out asking if I was going to update, it means a lot!
Highlands Update 0.3
- Updated to be supported on 1.7
+Completely revamped some areas of the shanty town to appear more "lived in" and more like a favella. It should now make more sense aesthetically and play a little better. (No tiny annoying angles created by the metal shack walls)
THIS IS AN ONGOING PROCESS and is not complete for a large section of the shanty town, especially near the river. This will come in future updates and was planned all to release as one large update like I was talking about earlier but I need to get this one released! :)
+Added support for a Team deathmatch scenario (Highlands_TDM_EAST) centered around the shanty town, should also help to showcase the new areas.
+Added new points of interest.
--A few new and changed buildings in the shanty town.
--Overgrown church ruins on the edge of the forest/shanty town.
--A new basement in the last objective building of the checkpoint security scenario (Tideway inspired me and I really like it)
+Added support for night lighting scenario, this is the first iteration of night lighting and will be severely iterated on till I get it how I like it. It might be a little bright at the moment.
--A objective moved further into the shanty town to show off the new area. Let me know how you like it.
--B objective also moved to the new church ruins to show off that new area. I really like this change, let me know if you do too!
--The last objective building has also received a entirely new basement as well as different outside routes to access it. its cap area has also shifted to accomadate this change.
--Added more grass sprites in and around the woods as the forest floor felt a little bare before.
--Added more soundscapes so audio better reflects its environment (still a WIP and missing from some areas)
--Added scatter rock meshes to some areas of the map.
--Smoothed terrain in several areas.
--Several other minor changes not worth mentioning individually / I forgot :P
Highlands Update 0.3.1
Quick little hotfix.
-Added Day/Night loading screens.
-Added Day/Night scenario images.