Wrench Posted May 26, 2012 Posted May 26, 2012 View File Eastern Mediterranean Terrain for SF2 Eastern Mediterranean Terrain for SF2 = For SF2, Any and All = This is a complete rebuild of the WW2 "North Africa" terrain by Edward, for use in modern time (ie: 1970s-to date). It has been completely rebuilt, from the bottom up, and completely retiled using a 'combo set' of various and sundry imported tiles. Also, there are =MANY= totally new tiles, and their assiciated TODs, that can be used for either the Desert or the IsrealME terrain. Read: lots of new transitions that fill in 99.9% of the blanks of the original tilesets. This terrain does =NOT= have the SF2NA "NavalMap" statement activated, either on the _waterbmp or in any ini. It is designed =ONLY= for ground-based air forces. It is highly suggested it remain as such. The LimitedNations statement is set to TRUE, and Egypt is now classed (on this terrain ONLY!) as a Friendly Nation. Don't be surprised to see IDF birds parked on EAF bases, or EAF birds in Turkey and Greece! This terrain covers the area from the bottom of the Gulf of Sirte (S/E corner), north to central Greece, east to western Turkey (Anatolia), back south to Egypt, as far east as the Suez Canal. Covering the Eastern Med, Crete, Agean Sea, and points in-between. See the planning maps for full coverage. It'll make a nice companion Map for both the Modern Libya, and PureBlue's Anatolia terrains. Those familiar with Edward's orignal WW2 version will recognize the base region, but the targeting and tileing have been completly redone, and is more reflective of the Real World . Place names have been changed to local spelling (where discoverable, spellable and pronounable). Expect to find several World Heritage Sites scattered around and, as always, the occasional Easter Egg. Also included is a modifiend SingleMission.ini, that adjusts the minimum values for various missions. Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, be placed in their Real Life locations, or exist at all. Several cities and other physical features, and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, with no strategic or tactical values. Just someplace to fly over. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but -BEFORE- installing. As always, the Notes and Other Nonesense section may make for entertaining reading. Please also read the New Standard Usage Discalimer, as it's been changed slightly to reflect a change in my policy. It's listed at the bottom, in the Legal Statement Section, with the URL back to the CA post. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 05/26/2012 Category Full Terrains Quote
+paulopanz Posted May 26, 2012 Posted May 26, 2012 Kevin, It's super! [could You fit it for carrier operations? Only to use some ships in Med .....] Quote
EricJ Posted May 26, 2012 Posted May 26, 2012 Add this to the NAfrica.ini: WaterMap=NAfrica_Water.bmp Quote
Wrench Posted May 26, 2012 Author Posted May 26, 2012 OOPOPPS!!!! I did forget the water.bmp line in the main ini, even though the waterbmp exists! That's bascially for shipping routes That will NOT, however, allow for carrier useage. You need to add the 'green freindly naval zones', which will completly f*** up all movement routes -- as we've yet to see a patch tht fixes the 'lack of designated primary targets' on auntie-ship, CAS and Armed recon missions as stated: This terrain does =NOT= have the SF2NA "NavalMap" statement activated, either on the _waterbmp or in any ini. It is designed =ONLY= for ground-based air forces. It is highly suggested it remain as such there really is no need for carrier stations, as this terrain was designed to NOT use them. Of course, for your own personal installs, you're free to do what you like! Quote
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