hi all, i've posted a link to this already in a different subject message line, but i've updated it and wanted to open a line of discussion pertaining to ideas i have about this map slash map pack. operation black web, is a map pack about a secret government agency funded by the golden alliance, an alliance made by the u.s, england italy and a few smaller minor countries, to promote the inactivity of major threats. black web deals in cia type missions, and the main objective at the moment is to wype out a knew terrorist group going by the name of the red riders, promoting comunism and building neucliar weapons that when completed can wipe out the major countries of the world, without leaving a trace, as well as verry verry little radiation, something the golden alliance still cant figure out how. the red riders plan to strike in simoltanious locations to prevent throwing the earth out of alignment, and if this action is completed they will become the governing body of the world, no stronger government would be present after such an event. in the black web operation, there are normal military type men moving up the ranks, high level security clearanced men who do most of the secret ops, and intellegence ajents who work directly with the cia, mia, and black ops organizations not funded by the golden alliance. in black web maps, you'll pilot vehicles, have to take off and land rather then use vehicles like before, all vehicles now need a unit to pilot them, a more realistic combat system is invovled where the skills to shoot ma be present, but without the correct weapon wielded the skills will not all work, so if your wielding an ar, and trying to shoot full auto withb 7.76 amo it will not work, vice versa with heavy mg's and normal asalts and bursts. at the moment, this is in demo stage, and i look forward to all help comments suggestions and what not. since the last e-mail, i've fixed the pilot bug in the ai units, creating a land and take off point that disallows an ai to multiply take off, as well as added sounds, updated some items, tested winability again, added in a attack helecopter to the test map, and a few other minor things. also note that items play a huge roll in this series, so use the review keys on everything to see what it's description is. the link to black web operations is still the same, but for convieniance it is below, https://dl.dropboxusercontent.com/u/18725707/operation%20black%20web.zip for my thoughts on a few thing. i was wondering if it'd be possible in the future to make a flag on a skill to let a non flying unit on to an impassable tile. where the unit is on dirt, and wants to climb a tree, and has a climb skill. the problem is without flying the unit and moving him on the tree you cant get him their, i thought it would be cool if i made a grappling hook item that moved a unit from a normal to an impassable square one tile away. also i am still verry interested in the cloaking unit, and if anyone figures that out let me know. the insanity effect is still in a weird buggy stage, so for now just ignore it. hopefully i can figure out whats messing it up. also wonder if a splash replace terrain flag could be implemented, for my suicide bomb that could replace all normal city tiles with dirt or a burnt tile. also was thinking a steal skill flag, like take item but it would give a list of a different unit's items to choose from and would attempt to take the item from the unit. could have a chance flag. another one is a passive chance damage, or protect. so a small unit would be harder to hit with certain attacks, it could have a skill that made all asalting skills have a lower chance of succeeding. same with larger units. i also wonder if it would be possible to make a second player team, for stratagy purposes, like playing chess with yourself. you could play maps as the good and bad guys, could be interesting. i still am verry interested in the sub map idea i mentioned last december as well, where on a map of 3 by 3, at 2 2 it would have a flag that gave units there a skill called enter town, when using the skill with a self flag it would transport the unit to a different map, which could be 3 by 3. at 1 1 thered be a flag that gives the unit the exit skill that transports it back to the 2 2 tile in the first map, and at 3 3 on the sub map would be a second similar flag, that instead of transporting the unit to 2 2 on the original map could transport it to 3 3 on the original map, so thate a tunnel could be effectively mad or a second level of a building. the other thing you could do with that, is have a connection system. so the sub map would still exist, but at the edges instead of being the edge of the map could be a drop off in to the surrounding tiles on the original map, a little bit harder but would be cool for shooting from 1 map to the other, but be protected by the sub map. you could toggle through the sub maps with the tab key, and when running through units only the units and structures visible on the map selected would go through the list. another idea, is to have instead of an x y system of maps, an x y z system. so where you would have a map 4 by 4, you could make an exit going down on one of the tiles, to a knew tile, so if on 1 1 and making an exit down, the tile down would be a1 1, where as a is the sub level, 1 1 is the tile. could be nice for building maps, again just an idea. i also wonder if there would be a way eighter through the use of scripter scripts or what not, to make a enemy have a spacific target to aim at. where the flag ai_wait makes it stay still unless a unit is near, the ai would focus on a particular unit, trying to move closer but still attacking the players other units on the way, so instead of moving to the closest units moving linarly to the target. would be nice for the rescue mission if the enemy focused on the person being rescued, better mainly for larger maps. thats all i've got, hope you enjoy what i've done so far. feedback is greatly appriciated and i'll continue to develop this one. austen