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Small Town American Mod (W.I.P) RESTART


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Poll: Newsonville Mod Content (178 member(s) have cast votes)

What type of Scripts would you like to see?

  1. Voted Scripts that add realism (11 votes [91.67%])

    Percentage of vote: 91.67%

  2. Voted Scripts that make gameplay easier, by adding less limitations (1 votes [8.33%])

    Percentage of vote: 8.33%

  3. Voted Scripts that make gameplay harder, by adding more limitations (0 votes [0.00%])

    Percentage of vote: 0.00%

If we were to add new events to freeplay, which ones should we make?

  1. Voted Tree Down (Fire Department) (11 votes [29.73%])

    Percentage of vote: 29.73%

  2. Voted Brush Fire (Fire Department) (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Voted Domestic Disturbance (Police) (11 votes [29.73%])

    Percentage of vote: 29.73%

  4. Car vs Person MVA (Police, EMS) (11 votes [29.73%])

    Percentage of vote: 29.73%

  5. Hazmat Emergency (Fire, Police, EMS) (4 votes [10.81%])

    Percentage of vote: 10.81%

What new commands should FF's have?

  1. Voted Put on SCBA gear (11 votes [7.01%])

    Percentage of vote: 7.01%

  2. Voted Connect hose from Hydrant to truck (12 votes [7.64%])

    Percentage of vote: 7.64%

  3. Voted Connect hose from truck to truck (14 votes [8.92%])

    Percentage of vote: 8.92%

  4. Get barrier (7 votes [4.46%])

    Percentage of vote: 4.46%

  5. Get traffic cone (9 votes [5.73%])

    Percentage of vote: 5.73%

  6. Get Flare (6 votes [3.82%])

    Percentage of vote: 3.82%

  7. Voted Put on Traffic Vest (10 votes [6.37%])

    Percentage of vote: 6.37%

  8. Voted Put on Hazmat Gear (12 votes [7.64%])

    Percentage of vote: 7.64%

  9. Voted Get Medical Bag (13 votes [8.28%])

    Percentage of vote: 8.28%

  10. Voted Put on Medical Gloves (10 votes [6.37%])

    Percentage of vote: 6.37%

  11. Voted Search for Victems (10 votes [6.37%])

    Percentage of vote: 6.37%

  12. Voted Captains/Chief: Call Any Unit (12 votes [7.64%])

    Percentage of vote: 7.64%

  13. Voted Captains/Chief: Call Police (11 votes [7.01%])

    Percentage of vote: 7.01%

  14. Voted Captains/Chief: Cancel Units Enroute (12 votes [7.64%])

    Percentage of vote: 7.64%

  15. Voted Captains/Chief: Return Unit (8 votes [5.10%])

    Percentage of vote: 5.10%

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#121 Station27

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Posted 23 December 2010 - 12:12 AM

i didnt know what type of Truck you where using for your hazmat and the the little box truck seemed to suit this the best

HazMat will be on two trucks Rescue 1 and Tower 1 one truck for each station.

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#122 Station27

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Posted 23 December 2010 - 12:57 AM

Here is an as is image of the map texture

Provided by our mapper

Attached Files


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#123 jab16

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Posted 23 December 2010 - 01:08 AM

keep it up guys.
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#124 USman

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Posted 23 December 2010 - 01:10 AM

If you can I'd de-cube the cab roof some, even in the 80's pickups werent that square.... maybe add a slight rounding to the ambo box corners, otherwise=)


Hey thanks! And yeah I was plannig on roundding the corners, just needed a break from this model :machkaputt: lol, This is actually my first full blown model so I am still learning on the fly! Also I have picked up a few tricks that I plant to apply the the squad.

@cops: thanks I will be sure to watch this!

@Station27 Watertower is going in to a slight rework and modification atm. other buildings yet to be started due to cramming for school.
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#125 Station27

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Posted 23 December 2010 - 01:48 AM

Hey thanks! And yeah I was plannig on roundding the corners, just needed a break from this model :machkaputt: lol, This is actually my first full blown model so I am still learning on the fly! Also I have picked up a few tricks that I plant to apply the the squad.

@cops: thanks I will be sure to watch this!

@Station27 Watertower is going in to a slight rework and modification atm. other buildings yet to be started due to cramming for school.

Okay liamhomie is adding some buildings to the map now so this will give you time to keep working before he needs them

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#126 aitor

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Posted 23 December 2010 - 08:17 AM

Looks good the updates :)
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#127 Shadylasse

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Posted 23 December 2010 - 11:46 AM

Here is an as is image of the map texture

Provided by our mapper

It's full of mistakes, sorry to say it. Most of the road parts don't even fit eachother or aren't connected. The roads that ends (like small roads with residence on it) doesn't have a nice rounding or anything to show they actually stop. Also is the roads going across the water which it should not; Bridges cover this, the road can now be seen underneath the bridge too...
All in all 0/10 - sorry, but it's reality, I really see no effort put into this.

EDIT;
Not to mention that when the roads hit eachother the pavements is not rounded off, and even some of the roads just has a "Head on collision" without any realistic items to show the road colors change. I even see a road where a pavement gets the same treatment.

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#128 tomburton

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Posted 23 December 2010 - 01:19 PM

hi guys, great looking mod :)
was wondering whether you could put all updates in future and the previous ones on the first post, making it easier to maybe compare etc. and when you have an update just post that you've updated the first post.


Thanks, Tom.
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#129 Station27

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Posted 23 December 2010 - 03:24 PM

It's full of mistakes, sorry to say it. Most of the road parts don't even fit eachother or aren't connected. The roads that ends (like small roads with residence on it) doesn't have a nice rounding or anything to show they actually stop. Also is the roads going across the water which it should not; Bridges cover this, the road can now be seen underneath the bridge too...
All in all 0/10 - sorry, but it's reality, I really see no effort put into this.

EDIT;
Not to mention that when the roads hit eachother the pavements is not rounded off, and even some of the roads just has a "Head on collision" without any realistic items to show the road colors change. I even see a road where a pavement gets the same treatment.


I will pass this on to him be advised that this is not a final version just the base of what will be finished

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#130 TacticalRooster22

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Posted 24 December 2010 - 03:24 AM

Well I mean I guess it's a good base layout, but it does need more effort. ;)

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#131 Station27

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Posted 24 December 2010 - 03:38 AM

Well I mean I guess it's a good base layout, but it does need more effort. ;)


I spoke to liamhomie and its the image that makes it look like that. He said most of those things arent that noticable but he is going to do some touch ups and resurfaceing to make it even better.

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#132 TacticalRooster22

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Posted 24 December 2010 - 03:51 AM

Oh ok, can't wait. :popcorn:

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#133 aitor

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Posted 24 December 2010 - 09:51 AM

I have an idea for the map, a railroad that crosses the map by bottom of map the river.
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#134 Station27

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Posted 24 December 2010 - 02:34 PM

I have an idea for the map, a railroad that crosses the map by bottom of map the river.


Well have to see Im not making the map so I cant tell you for sure.

Here is another addition to the map

Attached File  court.jpg   0bytes   88 downloads

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#135 TacticalRooster22

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Posted 24 December 2010 - 05:19 PM

I like it, looks for realistic because it's round. ;)

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#136 Xplorer4x4

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Posted 24 December 2010 - 06:01 PM

It's full of mistakes, sorry to say it. Most of the road parts don't even fit eachother or aren't connected. The roads that ends (like small roads with residence on it) doesn't have a nice rounding or anything to show they actually stop. Also is the roads going across the water which it should not; Bridges cover this, the road can now be seen underneath the bridge too...
All in all 0/10 - sorry, but it's reality, I really see no effort put into this.

EDIT;
Not to mention that when the roads hit eachother the pavements is not rounded off, and even some of the roads just has a "Head on collision" without any realistic items to show the road colors change. I even see a road where a pavement gets the same treatment.

A bit harsh imo lol, but I agree with your basic points for the most part.

I dont think all the roads should round out at the end. Run this address for google maps:
4314 East Riverside Drive, Evansville, Indiana
And see most streets here do not round out. Then go down to street view and look at the dead end. The street may as well run through to the back of the APT complex over there but it doesnt. Now I do agree some should round out for variety, but not all.

Some of the streets do indeed need patching up. Some parts look like 2 street textures just chopped together.

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#137 Station27

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Posted 24 December 2010 - 07:48 PM

A bit harsh imo lol, but I agree with your basic points for the most part.

I dont think all the roads should round out at the end. Run this address for google maps:
4314 East Riverside Drive, Evansville, Indiana
And see most streets here do not round out. Then go down to street view and look at the dead end. The street may as well run through to the back of the APT complex over there but it doesnt. Now I do agree some should round out for variety, but not all.

Some of the streets do indeed need patching up. Some parts look like 2 street textures just chopped together.


As stated earlier its the image thats choppy not the actual texture look at the second one almost flawless.


Attached File  map2z.jpg   0bytes   162 downloads

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#138 Shadylasse

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Posted 25 December 2010 - 01:33 AM

A bit harsh imo lol

Hey, at least I was constructive and not just saying "NICE WORK" or worse "that sucks" :-P

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#139 gizmo719

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Posted 25 December 2010 - 02:08 AM

almost looks like a small subdivision vs a small town IMO
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#140 Newfoundking

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Posted 25 December 2010 - 03:42 AM

I'd say if you cut out a road or two, then it'd have the rural fit a little more. That's just my personal opinion obviously, but otherwise, I like the layout ;)

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