Another week, another update. Sadly my vacation time is running out, so forthcoming updates will likely be slow. Instead of focusing on map texture updates, most of the progress this week has been on scripts and importing some assets from Emergency 3. Most of the map texturing done was some small things, such as improving road and sidewalk textures and changing the sand texture on the beaches. A few new car accidents have been added. I also spent a lot of time play testing the map, particularly with fire spread. I have realized that a lot of fires in the game, even smaller fires, grow out of control fairly quickly. While it offers great gameplay, it can be very difficult to reasonably control raging infernos with only a select few units, with gameplay being centered around a small town I feel that the player will need more options to control the raging fires. I have decided to give the bulldozer extra function and have been experimenting with adding in trees that can be destroyed with the bulldozer.
One thing that I've felt has been missing from the base game is the ability to change firefighters to various other uniforms, such as breathing apparatus or the diving suit. Firefighters can now change into breathing apparatus from any firefighting vehicle. Firefighters with breathing apparatus can change into ABC protection at the equipment truck (RW/GPT) or the decon truck. (DEKONP). Firefighters can also change into a diving suit at the equipment truck.
And rounding out the custom scripts is a go to hospital script! Ambulances can now go to the hospital. Currently there is no "return to station" script, so it is very limited. I have also started work on a spawn script, as well as a flashing lights script. Also some scripts that I made for a different mod are in. Doctors no longer spawn with emergency cases, they must get one from the EDV/NEF. Doctors also no longer can be staffed on ambulances, they must be summoned on the EDV/NEF. To balance this change paramedics can now assess patients and treat them better, so not every casualty requires a doctor.
You will also notice that some new stations have been added. Currently these are place holders. Some brand new custom stations will be coming soon. However, if you are interested in checking them out, the new stations can be found here and here.
Currently I am working on a startup script to spawn vehicles. This is the city engineer's office. It will have a parking spot for an engineer's vehicle as well as a bulldozer, and possibly a crane. A tow truck will be available on the map, however it will be at the auto garage on the map, not the engineer's office. Additional tow trucks will eventually spawn outside the map. Eventually you will be able to spawn additional engineers and TEC/THW persons at this building. I have debated on expanding the roles and duties of technical services and may add in additional persons, though this will likely be very far down the road.
This is the town's hospital. It has been adapted from a building from Emergency 3. In fact most mods back in the day used this model as a stand in hospital, so it should look familiar to long time Emergency fans. The attached ambulance station will have two ambulances and a doctor's car. Eventually this service will have a color scheme similar to Die Johanniter, and will operate the area's only medical and rescue helicopter. The town of Schlafenberg will also see a single ambulance with a different color scheme from the hospital station. The liveries will come after I upscale the textures. This will likely be the most labor intensive part of the mod.
Additionally the mountains and forest to the north will eventually be changed to support a more complex and satisfying gameplay component, with the inclusion of search and rescue teams for the deluxe missing persons events as well as individual trees, rather than filler forest objects for tactical control of fire and better unit movement.
As you can see below the town has grown considerably since some of the first screenshots of the mod. The town will continue to grow and be detailed as the mod progresses. A single EMS station will soon be present in the town. Patrol routes will also be present in the near future, however they will be on foot through the town proper, rather than by vehicle!
The neighborhood and farms to the north and the west now have a name. As part of an inside joke they will have the official name of Toasterhausen. There will soon be a small fire station with a single truck located by the neighborhood and car shop. Pictured below is the area's water pumping facility.
Also, I just wanna get a goth GF. (jk i already do and sarah if ur reading this ily)
With my work schedule being quite erratic I was wondering if there was anyone who might be interested in hopping aboard this project? I will need quite a bit of help with UV mapping all of the base game vehicles. The goal of the mod is to keep as much of the original game intact as possible. I don't think that the original game gets enough credit most days. I hope you all enjoy this small dev blog. I will try to make a new stable package of the mod and upload it within the week.