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Squad Mods & Plugins
Aim Training (V8.2 UPDATE)
автор 76561198067382854
-------------------- THIS MODE IS ONLY FOR SINGLEPLAYER ------------------ -To enter type adminChangeLayer AimTrainingMod any in-game training map -All factions at 1 place with all of their weapons -800 meters range with moving bots. (2 sections from west to east represents jogging and sprinting) - 2 AI-driven CQB site, one of them is custom made. (fair warning bots are as deadly as players check your corners, don't rush) **Unique thing about this mod is AI "can" be spawned random amount at fixed places. So your training experience will not be the same until you learn all possible corners. You can spawn all bots or some of them choice is yours. -2 different pop-up clearing sites features in-game buildings. (some of them mixed with AI) -Flick range -Anti-tank range -Granade range Note from modder For people having problems regarding to mods, here all known genereal solution steps: 1- download mod and close steam wait, around 2-3 minutes 2-"Clear Cache" this option resets your settings such as mouse sens and graphics settings (my personal advice is clearing the cache until it is fixed even though that means multiple restarts <- this always worked for me) 3- Unsub from mod check if folder is there steamapps\workshop\content\393380\2065975972 and delete 2065975972 (which is a Aim Training mod folder) or desired mod folder, then resub 4- Sub another squad mod. here another mod (about 20mb https://steamcommunity.com/sharedfiles/filedetails/?id=2555494251) 5- Verify files or Download the game again Lastly, Thanks for playing my mod Stay safe.
RealismMod Updated to 10.5
автор 76561198353759643
LCAC CURRENTLY BROKEN An asset pack for Squad Zeus. Intended to increase roleplay and realism. This release is still in progress there are issues and I had to recover the file from an old version so some stuff is missing. Questions? Comments? Endless Praise? Want to play an Event? I share a discord with the Zeus mod: https://discord.gg/2TDCg25xW8 (Music setting must be on to hear copyrighted sounds) Keybinds I for Sirens/Music P for Lightbars L for headlights P to drop supplies from a helicopter and lower LCAC ramp Adds --Vehicles-- -Medic Pickup -Food Transport Pickup -Box Ural -MI-17 Civilian Aid -Market Minsk -Cargo Pickup -Watermelom Man -Market Ural -PSYOPS M1151 -PSYOPS UH-60 -Propaganda Ural -Propaganda Technical -Police Car -Armed Police Car -M1151 Heavy -MATV Heavy -M1151 Super Light -5 variants of G-wagon -Black Minsk -M939 Armored -Work Pickup -Semi Truck -Jeep -Ural Flatbed -UH1Y Heavy -UH60 Heavy -Technical Bomb -Gas Bomb Truck -BTR-82AT -T-72SIR -M2A3 -PHONK Technical -Mercerdes Truck Full 3-variants -Mercerdes Truck Empty 3-variants -Gary -Armored Gary -Police MRAP -Special Police M1151 -CAS Heli (UH-60,Mi-8,UH-1Y) -Supply Drop Heli (UH-60,Mi-8,UH-1Y, Mi-17 Civilian) -LCAC -Large Fishing Boat -Quad Bike --Roles-- -Civilian 1 -Civilian 2 -Civilian 3 -Armed Civilian (KS-23) -Armed Civilian (Makarov) -Civilian Pilot -Police 1 (M17) -Police 2 (AKM) -Police 3 (M870) -Police 4 (AKMS) -EU Civilian 1 -Moscow Special -ME Special Police -ME Special Police Medic -ME Special Police Leader -EU Civillian 2 -EU Special Police 1 -EU Special Police 2 -EU Police 1 -EU Police 2 --Deployables--- -Tire Barrier -Fortified Cover -Insurgent Bunker -Laptop -ME Hand held Radio -Wooden Table -Wood Bridge -Cargo Ship -Big Smoke Plume -Box Wall -Corpse -Corpse Pile -UH-60 Crash -Tan Vehicle tent -Tan Barracks tent -Jersey Barrier -HeliPad -Weapon Cache -Middle Eastern Light Pole -Definitely not a speaker that plays fortunate son -Tire Fire Smoke -Nice Blowing Smoke -Emplaced UB32 -Militray Radio -Arty Sounds -Satelite Antenna -Generator -Fortified HAB -Light Pole -Spot Light(Down) -Lantern -Spot Light (Up) -Chem Sign -Window Cover -Stove -Plate -Door -Garbage Pile -Couch Cover -Overturned Table -Team Door -Cloth Cover -Clothes Line -Flare -Flare Spawner -Protected Landing Zone -Log Bunker -Trench Wall -Bunker Wall -Sandbag Position -Olive Tent -Olive Vehicle Tent -Camonet Cover -Camonet LeanTo Forest -Camonet LeanTo Desert -Sandstorm -Wall Light -Firing Step -Intel Laptop -Intel Folder -F1 Tripwire -Anti-infantry Mine -Anti-infantry Mine Big -Vehicle IED -155 IED -Camonet Large -Hesco Wall 2x6 and 1x3 -Hesco Garage -UH-1Y Crash -MI-8 crash -Z8 crash -City Sounds -Dog Barking -Mosque Prayer -Interior Voices -Mine Sign -Large Mine Sign -Map Sign -(OBJ) A-10 -(OBJ) F-16 -(OBJ) JH-7a -(OBJ) Su-25 -(OBJ) Power Locker -(OBJ) Radar Installation -Airdrop Spawner -(OBJ) Container (Empty, Military, Civilian) -(OBJ) CWIS -(OBJ) Barrel
[104MB] RiseEventSquad
автор 76561198165405936
UPD 21.06.2024 New: > SpawnMenu > UI Redesign RiseEditor authorization requires 15-20 seconds! ========================= A powerful tool for Zeus. There are too many functions and programming code. *Not everything works in Standalone local game. Use only on the server. Create a RiseEditor and RiseCZInitializer. If the red icon below does not disappear after 15 seconds, then delete RiseEditor, wait 5 seconds and create it again. Or reconnect to the server. - [F6], [Q] - menu. - [F5], [RMB] - mouse. RiseCaptureZones requires RiseCZInitializer to work properly. Discord https://discord.gg/vzTdY9SbEb ========================= For server owners: > Update mods via SteamCMD, this is the most reliable way. > NVG and Flashlights are not required for Zeus to work. > Zeus Lighting Pack is built into the RiseEventSquad. Previously: > Added flags and boards on which you can set images by URL > Added defusable bombs. > Fog of War has been reworked and the ability to disable the Nametag of all players has been added. > Trenches with the option of Auto Align to ground in Other Settings. Forest/Desert biome. > Added a Plugin that expands the capabilities of Fog of War (simply disables Action markers and all markers for FTL) > Added factions IMF, PLA, INS without bags and optics. At the moment there are RGF, VDV, USA, BAF, PLA, INS. > New rocks: Big Rock 6, Big Rock 7 > Added Trench Camonet (forest/desert biome) > Added the ability to change the color of trench grass. > Added Ammo Bag Crate (interact to get AmmoBag) > Added Sitting Places (places where players can sit) with the ability to attach them to Vehicles. > Added Airstrike deployables: A10, F16, JH7A, SU25. > Added Supressed M4, QBZ95 (deployable "Crate"). Works only on the server side. > Added Throne > Added Begemot (MT-LB) > Added XYZ Location (Object Properties) > Improved Trenches perfomance > beta. RiseWeather (WIP, Not available yet) > Bug Fixes (x4) > Enemy VoIP List Hiding Added > Cross-team communication (Fog of War menu) > Logs (steamapps\common\Squad\SquadGame\Saved\Logs\) > RiseWeather: Clouds! > 5 new deployables: houses added deployable (available from any layer): AdminCreateDeployable /RiseEventSquad/Blueprints/Editor/EditorSpawner/BP_RiseEditorSpawner.BP_RiseEditorSpawner_C
DIY
автор 76561198318977306
Disclaimer: Haven't updated this in years, unsure what all is still working, figured I should post to workshop to start getting feedback/bug reports. 100% In-Game Layer Editor. Updated to UE5 Squad 10.3 Easily customize the teams/factions, Main base Locations, Capture Point Locations, and much, much more. Every vanilla AAS and Invasion map is currently supported. To help players running on older hardware, DIY now also includes a server side option to allow or disallow shadows being toggled on or off. (default shadows forced on). Players can press i in-game to attempt to toggle their shadows on or off, it's allowance is enforced by the servers settings. Editing layers is offline only. Uploading custom layers to a server requires ftp access to the server. To Access In Game Layer Editor: Open console (Tilde (~)) AdminChangeLayer DIY_<Map_Name> that you want to edit. Right click and drag to move editor camera, scroll to zoom. Editor camera and user interface will automatically appear when you spawn in any DIY layer in single player mode. Editor functionality is not accessible in multiplayer servers. If mouse cursor gets hidden for whatever reason, press p to force it to show the mouse. There is also a map interface in the bottom right. Click and drag icons to move them, click once to select, double click to teleport to them. You can also right click on the map to open a menu that allows for adding new actors (spawns, cap zones, ect) DIY save files are now in JSON format and are located in your SquadGame/ServerConfig/DIY/ Folder Admins/Server Operators: I have not fully tested hosting/server operation. Please feel free to contact me if you plan on hosting this. AdminChangeMap to any of the DIY_<Map_Name>_AAS Layers. Spawn as either team. Press Shift+O (the letter oh) for advanced admin cam, double click on player name in scoreboard to teleport to a player, or triple click on the enter map to teleport to a location while in advanced admin cam. CustomOptions.ini AllowClientShadowDisable=true ForceUnlockedSquads=false ShowKillfeedForAll=false
Democratic Opposition Forces
автор 76561198031064125
[h1]Democratic Opposition Forces Mod [v3.0][/h1] Calling all volunteers! The nation of Donovia has been attacked by its neighbor and they are mobilizing all of their forces in a full defensive posture. NATO has flooded Donovia (its former foe in the Atropian wars) with military aid in attempt to sway the conflict. This mod adds the ficional Democratic Opposition Forces (DOF) to the game under the Bluefor alliance. The faction has a mix of Soviet-era and western equipment, and has several nuanced differences in role loadouts that set it apart from existing factions. If the mod attracts players we will continue development on the faction and consider adding a new map to the game for them. [h2]Gameplay Layers[/h2] [b]DOF_BlackCoast_Invasion_v1[/b] [list] [*]DOF vs MIL [*]Mid-day Lighting [*]5 flags [*]1x Tank per team [*]1x Heli for attacker [/list] [b]DOF_BlackCoast_Invasion_v2[/b] [list] [*]RUS vs DOF [*]Mid-day Lighting [*]5 flags [*]1x Tank per team [*]1x Heli for attacker [/list] [b]DOF_BlackCoast_RAAS_v1[/b] [list] [*]DOF vs RUS [*]Overcast Lighting [*]5,6, 7 or 8 flags [*]2x Tank per team [*]2x Heli per team [/list] [b]DOF_BlackCoast_RAAS_v1[/b] [list] [*]DOF vs MIL [*]Overcast Lighting [*]5,6, 7 or 8 flags [*]1x Tank for DOF, 2x Tank for MIL [*]1x Heli for DOF [/list] [b]DOF_BlackCoast_Skirmish_v1[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]5 flags [/list] [b]DOF_Belaya_Invasion_v1[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]5 flags [*]1x Tank per team [*]1x Heli for attacker [/list] [b]DOF_Belaya_RAAS_v1[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]5 flags [*]1x Tank per team [*]1x Heli per team [/list] [b]DOF_FoolsRoad_Invasion_v1[/b] [list] [*]DOF vs MIL [*]Evening Lighting [*]4 flags [/list] [b]DOF_Gorodok_Invasion_v1[/b] [list] [*]DOF vs RUS [*]Overcast Lighting [*]6 flags [*]2x Tank per team [*]1x Heli for attacker [/list] [b]DOF_Gorodok_Invasion_v2[/b] [list] [*]DOF vs MIL [*]Overcast Lighting [*]5 flags [*]1x Tank per team [*]2x Heli for attacker [/list] [b]DOF_Gorodok_RAAS_v1[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]5-7 flags [*]2x Tank per team [*]1x Heli per team [/list] [b]DOF_Gorodok_RAAS_v2[/b] [list] [*]DOF vs MIL [*]Overcast Lighting [*]5-7 flags (MIL starts with 1st flag capped on 7 flag layers) [*]1x Tank per team [*]1x Heli for DOF [/list] [b]DOF_Gorodok_RAAS_v3[/b] [list] [*]DOF vs RUS [*]Overcast Lighting [*]5-7 flags (MIL starts with 1st flag capped on 7 flag layers) [*]3x Tank per team [*]1x Heli per team [/list] [b]DOF_Mestia_Invasion_v1[/b] [list] [*]DOF vs RUS [*]Morning Lighting [*]5 flags [/list] [b]DOF_Narva_Invasion_v1[/b] [list] [*]DOF vs RUS [*]Foggy Lighting [*]5 flags [/list] [b]DOF_Narva_Invasion_v2[/b] [list] [*]DOF vs MIL [*]Foggy Lighting [*]5 flags [*]1x Tank per team [/list] [b]DOF_Narva_RAAS_v1[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]5 flags [*]1x Tank per team [/list] [b]DOF_Narva_RAAS_v2[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]5 flags [*]3x Tank per team [/list] [b]DOF_Narva_Skirmish_v1[/b] [list] [*]DOF vs RUS [*]Overcast Lighting [*]5 flags [/list] [b]DOF_Yehorivka_Invasion_v1[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]5 flags [*]1x Tank for attacker [*]1x Heli per team [/list] [b]DOF_Yehorivka_Invasion_v2[/b] [list] [*]DOF vs MIL [*]Overcast Lighting [*]5 flags [*]1x Tank per team [*]2x Heli for attacker [/list] [b]DOF_Yehorivka_RAAS_v1[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]7 flags [*]2x Tank per team [*]2x Heli per team [/list] [b]DOF_Yehorivka_RAAS_v2[/b] [list] [*]DOF vs RUS [*]Mid-day Lighting [*]6 or 7 flags [*]3x Tank per team [*]2x Heli per team [/list] [b]DOF_Yehorivka_Skirmish_v1[/b] [list] [*]DOF vs RUS [*]Overcast Lighting [*]3 flags [/list] This mod is not made to glorify either side of any real-world conflicts and this mod is not intended to replace the Ukraine Armed Forces mod which is in development by another team. Please leave politics out of the game, we're here to have fun, socialise, achieve some needed escape, and get a small taste of what the experience might be like on a modern battlefield.
Squad Tournament Mod [SQv10.5.1]
автор 76561197991724937
[b] Welcome to Squad Tournament Mod! [/b] Version: v4.0.4 - 2026-06-16 Active GUID: 51CCABC9-4CD0-524E-7066-7993CF3871A8 Old GUID: v4.0.0: 99063702-4C9A-C341-B1B8-47AF204E657F My discord: https://discord.gg/f8bQBaPtMF [b] How to use the mod! [/b] - Start the STM_Start_Mod layer - Then switch to any vanilla layer, even with voting - To stop the mod injection use the STM_Stop_Mod layer Mod works also with Voting System now! [b] Supported Test Layers [/b] - STM_Test_AAS - STM_Test_RAAS - STM_Test_Invasion - STM_Test_Skirmish - STM_Test_TC [b] Caster Admin Cam [/b] - Kill feed (Player and vehicles) - Radio built and proxy ranges - Radio health info - HAB Siege Status, sphere and ranges - Rallypoint siege ranges - Rallypoint spawn timer - Flag Info with capture status - Kill/Death/Downed info - Vehicle health info - Player health/weapon info - Add/Change team logo (128x128px) - Add/Change event logo (64x64px) - Add/Change team names - Add/Change pre round tickets - Dot to aim easily for the vehicle info - Teleport by double clicking with "MMB" on the Spawnmap - Player Spectator Cam (minimized and maximized) - Player Follow Cam on players/vehicles - Change the stick height/range - Info to the Server who is using AdminCam to avoid missuse - Logging system - Tournament server config override - Teleport to POI events [b] Credits [/b] For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez
Squad_JO
автор 76561197987786640
V1.4.9 Squad_JO is a Gameplay modification of Squad, based on the classic game Joint Operations from 2004 - "western democratic" coalition forces versus "rebellious anti-western" allies. It retains Squads' organisation & communications but removes much of the structured role-playing elements required by players, allowing for a more accessible playing style that highlights 'playing the objective'. With headshots and knife attacks killing outright and no rally points, this makes for a more deadly game that puts a greater value of life on the player and encourages smarter play, with plenty of room for tactical styles that don't rely on the 'FOB-crafting' meta. The Mod includes Multi-faction teams, modified Gamemodes for AAS & TKOTH and numerous new assets. It also includes numerous gameplay layers for a bunch of Squad-vanilla maps as well as four classic Joint Operations maps; Black Rock Beach, Dormant Volcano Isle, Twin Islands & Kutu Arms Market. Highlights: - Tickets now only account for total captured points (AAS) or accrued time (TKOTH). - Capture zones have perimeter circles, animated flags and spawnpoints driven by team ownership and contested state. They also have Friendly vs Enemy player counts (HUD) and player Distance-To-Cap readouts on contestable Caps (Map). - Armouries(ammocrates) are combined 'Global usage' (usable by both teams) and have a 30 second cool-down timer between successful uses outside of Main bases. Inside of Mains there is no cool-down. - Team & Neutral vehicles have no requirement for Claiming or Role. - Vehicles have modified radial menus and faster enter/exit/change-seat time. - Vehicle spawners can be located on/near capture points. - Modified role 'loadouts' and the way roles are sorted in the deployment & armoury menus. - Removal of Logistic, Deployable & Building systems and the Commander role. - Soldiers have been modified to remove Stamina penalties and stop physical bleeding and thus bandaging; Medic now one-click revives and heals more quickly, but cannot self heal. - Sprinting lock has been removed. Select 'Toggle' in your user settings "Sprint Mode" to enable continuous sprinting without needing to hold the button down. - Focus 'zoom' has been disabled and ADS fov has been changed to compensate on all carried weapons; Focus now works for 2 seconds. <<NOTE: due to ICO changes this is set to 9 seconds for the time being. Was raised due to ICO mechanics not allowing enough steady time. This setting will be revisited in the future. - ADS Zoom Breath Hold (steady) and Sprinting will not work when in water above the waist. - Teams include: Team1 (USA, BAF, CAF & ADF) vs Team2 (INS, IMF & MEA), which will be expanded on in the future. - Cooked for Windows and Linux. Please see the Changelogs for a fuller description of changes. There is also a link to my YouTube, at the right, where you will find an assortment of Development videos - see the latest Update vids for more detail. Discord for discussion and bug reporting: https://discord.gg/hQdZNkqS3V Matrix discussion room: https://matrix.to/#/#jomod:matrix.org GG's :) .LJ
Lights And Lasers [10.5]
автор 76561198798679504
This mod brings Flashlights and Lasers to Squad. Easy to add and edit so no need to rely on me to add new attachment support. Keybinds: Shift i - Flashlight Shift o - Laser Shift L - IRLaser Alt o - change laser color Keybinds editable via ModLoader Keybind Changer ModLoader Actor path: /LightsAndLasers/Blueprints/BP_LightsAndLasers.BP_LightsAndLasers_C Material Param Collection: /LightsAndLasers/Art/Items/Lasers/Materials/MFC_LaserControls.MFC_LaserControls Material Param Name: UseNVG
Promod
автор 76561198018108866
[h1]Squad Promod[/h1] [b]Mod Version 5.3[/b] [b]File Version 15[/b] [b]1820C63242E8668E5F8B00B69BA3FFDD[/b] Squad Promod started from an effort to rebalance Squad's meta in previous patches for competitive play, giving server owners and event organisers more flexibility to configure starting parameters for matches with additional features to help casters make their streams more dynamic and enjoyable. Our main focus with Promod is to create better designed, balanced layers while tweaking gamemode mechanics and maps to match. We also try to add community QoL fixes and address glaring issues in meta and gameplay on a per Squad version basis. Promod adds over 45 new custom layers to Squad that feature more natural custom lighting. We have taken the liberty of revitalizing a classic Squad map, Operation First Light has been rebuilt from the ground up, expanding it by 1/3 of the original size and giving it a new facelift while also optimizing it for the riggers of todays Squad gameplay. Don't forget to upvote! Please report all bugs to the Squad Promod Discord linked below. For technical questions you are encouraged to discuss them on the Discord Server. [b]Features[/b] - Promod Standard Lighting on all maps - Caster overlay for admincam users that adds a cap bar, follow cam, spectate cam, POI events, killfeed, HAB Overrun and TC Hex 3d overlays. - Config Editor for admincam users with ability to change round timers, bleed rates, capture gain/loss and starting tickets ingame among other things. - Event Editor for admincam that supports custom team and event logos on the cap bar. - New TC-Invasion and Team Deathmatch game modes. [b]Layers[/b] SPM_Chora_AAS_v1 SPM_Chora_AAS_v2 SPM_Chora_SKIRM_v1 SPM_Chora_TC_v1 SPM_Chora_TDM_v1 SPM_FoolsRoad_AAS_v1 SPM_FoolsRoad_TC_v1 SPM_Gorodok_AAS_v1 SPM_Gorodok_AAS_v2 SPM_Gorodok_SKIRM_v1 SPM_Gorodok_TC_v1 SPM_Kohat_AAS_v1 SPM_Kohat_AAS_v2 SPM_Kohat_SKIRM_v1 SPM_Kohat_TC_v1 SPM_Kohat_TDM_v1 SPM_Kokan_AAS_v1 SPM_Kokan_AAS_v2 SPM_Kokan_SKIRM_v1 SPM_Kokan_TC_v1 SPM_LogarValley_AAS_v1 SPM_LogarValley_AAS_v2 SPM_LogarValley_SKIRM_v1 SPM_LogarValley_TC_v1 SPM_LogarValley_TDM_v1 SPM_Mutaha_AAS_v1 SPM_Mutaha_AAS_v2 SPM_Mutaha_SKIRM_v1 SPM_Mutaha_TDM_v1 SPM_Narva_AAS_v1 SPM_Narva_AAS_v2 SPM_Narva_TC_v1 SPM_OPFirstLight_AAS_v1 SPM_OPFirstLight_AAS_v2 SPM_OPFirstLight_KOTH_v2 SPM_OPFirstLight_SKIRM_v1 SPM_OPFirstLight_SKIRM_v2 SPM_OPFirstLight_TC_v1 SPM_OPFirstLight_TC_v2 SPM_OPFirstLight_TDM_v1 SPM_Sumari_AAS_v1 SPM_Sumari_SKIRM_v1 SPM_Sumari_TC_v1 SPM_Yehorivka_AAS_v1 SPM_Yehorivka_AAS_v2 SPM_Yehorivka_AAS_v3 SPM_Yehorivla_SKIRM_v1 SPM_Yehorivka_TANKS_v1 SPM_Yehorivka_TC_v1 [u]Important Notes:[/u] If you have a Custom map or a vanilla layer you would like supported, please contact us and we can discuss its addition into the Mod. The mod has some issues when loaded from Shooting Range. [u]Links:[/u] Mod Info - https://docs.google.com/document/d/1UJZq88MBkbD26X23VMAIPrj0_0lx-hgwfvH9WuIMT-c/edit?usp=sharing Source Files - http://www.fissureentertainment.com/devilsd/UnrealEngine/SWCMod/Source/ Promod Discord - https://discord.gg/ZvjZYUW Promod public Trello - https://trello.com/b/bNg0ClXL/swc-mod [u]Created by:[/u] SPΞC. DevilsD |F| Arkanoid SPΞC. Steez
Helicopter Training [SQ v8.2.1]
автор 76561197991724937
This mod is for Pilots to train FOB placement + supply and fleeing from any vehicles with a heli and how to land on different spots. WARNING: Local play has bugs (like everything in local testing) [b] Mod Version: 1.1.7 - 2024-12-27 [/b] My discord: https://discord.gg/f8bQBaPtMF [b] Inside [/b] - FOB Training (Spawnable as admincam) - Landing Training (Spawnable as admincam) - Spawnsystem with all helicopters - Automatic fireing vehicles - Admin training helper spawnsystem [b] To play it on a server or local you need to type in for the map change : [/b] AdminChangeLayer HT_Anvil AdminChangeLayer HT_BlackCoast AdminChangeLayer HT_GooseBay AdminChangeLayer HT_Gorodok AdminChangeLayer HT_Harju AdminChangeLayer HT_Kohat AdminChangeLayer HT_Lashkar_Valley AdminChangeLayer HT_Manicouagan AdminChangeLayer HT_Mutaha AdminChangeLayer HT_Skorpo AdminChangeLayer HT_Tallil AdminChangeLayer HT_Yehorivka AdminChangeLayer HT_SanxianIslands
Comp Skirmish & AAS Layers [UE5 NOT SUPPORTED]
автор 76561198065428155
[b] Created for the Competition Squad community by Tadeasek. [/b] Cooperation with a graphic designer [44th] Brave. [b] Need help, custom layer or just want to write feedback? Join the [url=https://discord.gg/kqE3ftCE34] Tadeasek Mods Discord! [/url] [/b] [b] Support small creators at [url=https://ko-fi.com/tadeasek] Ko-fi Tadeasek [/url] [/b] This mod contains Squad Vanilla Skirmish layers (old skirmish layer + new AAS and skirmish layers) without shadows for use in Comp matches. Layers from ESL S2, GSL S1, GSL S2, SOT S3, and SCT tournaments have also been added to the mod. All layers are set to a match length of 62 minutes of which are a 2 minutes staging phase. At the same time, the Domination ticket bleed is the same -1 ticket for a lost flag and the middle flag already causes a ticket bleed. [h2] Balanced faction setups for Layers: [/h2] [b] Don't you want to play a faction preset on a given layer? You can simply select the faction you want via this command: [/b] [i] AdminChangeLayer <CSL Layer Name> <Faction1>+<Unit> <Faction2>+<Unit> [/i] for example [i] AdminChangeLayer CSL_MutahaSkirmishv2 USA+CombinedArms TLF+CombinedArms [/i] You can choose the following factions USA, RGF, BAF, CAF, CRF, PLA, USMC, VDV, ADF, IMF, TLF, GFI, AFU and WPMC. [h2] You can choose from these units: [/h2] [list] [*] [b] CombinedArms [/b] (vanilla balanced units - no emplacements) [*] [b] Support [/b] (vanilla balanced units with 1 mortar per FOB) [*] [b] Mechanized [/b] (vanilla balanced units with 1 IFV - no emplacements) [*] [b] Armored [/b] (vanilla balanced units with 1 IFV and 1 mortar per FOB) [/list] [h2] Caster overlay (working on server only): [/h2] [b] Caster overlay is an open source mod created for the Competition Squad community by OzzyQQ and Mark Lepninsky. Big up! [/b] Link to Discord [url=https://discord.gg/yt4B6SxCyC] OzzyQQ ModHub. [/url] Guide [url=https://docs.google.com/document/d/1YXoAU-oHLDayoyegMGQ1_dZykb27BoBiTyzswOa5Eg8/edit?usp=sharing] How to use caster overlay ingame? [/url] [b] To use layers with caster overlay, select a layer with the suffix "<layername>_caster". [/b] [h2] Vanilla Layer list: [/h2] [list] [*] CSL_AlBasrahSkirmishv1 [*] CSL_AlBasrahSkirmishv2 [*] CSL_AlBasrahSkirmishv3 [*] CSL_AnvilSkirmishv1 [*] CSL_BlackCoastSkirmishv1 [*] CSL_ChoraSkirmishv1 [*] CSL_FallujahSkirmishv1 [*] CSL_FallujahSkirmishv2 [*] CSL_FoolsRoadSkirmishv1 [*] CSL_FoolsRoadSkirmishv2 [*] CSL_GooseBaySkirmishv1 [*] CSL_GorodokSkirmishv1 [*] CSL_HarjuSkirmishv1 [*] CSL_HarjuSkirmishv2 [*] CSL_KamdeshSkirmishv1 [*] CSL_KohatSkirmishv1 [*] CSL_KokanSkirmishv1 [*] CSL_LashkarSkirmishv1 [*] CSL_LogarSkirmishv1 [*] CSL_ManicouaganSkirmishv1 [*] CSL_ManicouaganSkirmishv2 [*] CSL_ManicouaganSkirmishv3 [*] CSL_MestiaSkirmishv1 [*] CSL_MutahaSkirmishv1 [*] CSL_NarvaSkirmishv1 [*] CSL_SkorpoSkirmishv1 [*] CSL_SumariSkirmishv1 [*] CSL_TallilSkirmishv1 [*] CSL_TallilSkirmishv2 [*] CSL_TallilSkirmishv3 [*] CSL_YehorivkaSkirmishv1 [*] CSL_YehorivkaSkirmishv2 [/list] [h3] Custom Layer list (see images): [/h3] [list] [*] CSL_ChoraSkirmishv2 [*] CSL_GorodokSkirmishv2 [*] CSL_KohatSkirmishv2 [*] CSL_MutahaSkirmishv2 [*] CSL_YehorivkaSkirmishv3 [*] CSL_YehorivkaSkirmishv4 [/list] [h3] Layers based on tournament GSL s1: [/h3] [list] [*] CSL_GorodokSkirmishGSLs1 [*] CSL_KamdeshSkirmishGSLs1 [*] CSL_MutahaSkirmishGSLs1 [*] CSL_NarvaSkirmishGSLs1 [*] CSL_YehovirkaSkirmishGSLs1 [/list] [h3] Layers based on tournament GSL s2: [/h3] [list] [*] CSL_BlackCoastSkirmishGSLs2 [*] CSL_ChoraSkirmishGSLs2 [*] CSL_FoolsRoadSkirmishGSLs2 (custom landscape by DaggerGun) [*] CSL_MutahaSkirmishGSLs2 [*] CSL_NarvaSkirmishGSLs2 [/list] [h3] Layers based on tournament SOT s3: [/h3] [list] [*] CSL_GorodokSkirmishSOTs3 [*] CSL_MestiaSkirmishSOTs3 [*] CSL_MutahaSkirmishSOTs3 [*] CSL_NarvaSkirmishSOTs3 [*] CSL_YehovirkaSkirmishSOTs3 [/list] [h3] Layers based on tournament ESL s2: [/h3] [list] [*] CSL_MutahaSkirmishESLs2 [*] CSL_NarvaSkirmishESLs2 [*] CSL_SumariSkirmishESLs2 [/list] [h3] Layers based on tournament SCT: [/h3] [list] [*] CSL_GorodokSkirmishSCT [*] CSL_HarjuSkirmishSCT [*] CSL_MutahaSkirmishSCT [*] CSL_NarvaSkirmishSCT [/list]
SQZRSkinPack
автор 76561198268228172
This is merely a skin pack. It's not necessary to subscribe to play normally.
OpsMaps
автор 76561198058944807
Custom maps and some vanilla layers for them created by the Squad Ops mod dev team.
Warzone
автор 76561199507260017
🔥 Warzone – Squad Mod Warzone is a large-scale combat mod for Squad, built directly on the vanilla experience while expanding it with more intensity, more firepower, and more battlefield variety. The mod focuses on high optimization, a massive arsenal of weapons, expanded vehicle warfare, and enhanced gameplay mechanics — all while staying true to Squad’s tactical, teamwork-based foundation. Please Note: Warzone is currently in Beta. Bugs, balance issues, or technical problems may occur. Your feedback is highly appreciated. 🎮 You can play Warzone on the following servers: • #2 [A7] [Arabic + English] Global Escalation Mod All Servers Are welcome to Host the mod More updates will continuously be pushed, including new vehicles, maps, weapons, and gameplay improvements. For Bug report you can join our sponsored Community : https://discord.gg/a72 Created by Spectrum.
Squad Enhanced - Invasion Layer Pack [100mb DL]
автор 76561198075923986
[url=https://docs.google.com/document/d/1BaGsZ_Tm8CvVnkieWaqnl8cM2z18fxg7Fcm8ySRpDrE/edit]Having the running man bug? Look at this for some help.[/url] [url=https://docs.google.com/spreadsheets/d/1kR8FbJOKH2_ITX7oFTurwK-PTTYNuXKDx7uIt-O9_YI/edit#gid=0]List of current layers[/url] This mod adds [b]97 invasion layers[/b] (and new seeding/ tanks layers) whilst still being compatible with vanilla invasion layers so you can run both at the same time. If you are interested in running this on a server, add me on discord Jaster__ or join the discord and @me https://discord.gg/qeAURSTpuM Compatible with Linux and Windows servers. [b]Current Servers running this mod[/b] None currently [h1]Latest Features - Commander Overhaul![/h1] [h1]What is this mod? [/h1] This mod is meant to be a light weight invasion layer pack significantly improving upon base vanilla invasion with QoL and player retaining additions whilst being entirely compatible with vanilla invasion (So you can use modded and vanilla layers in a rotation). Long story short this is just normal squad invasion but removes inconveniences and maximizes player QoL whilst improving invasion gameplay/ variety. [h1]Features[/h1] [list][*][u][b]97 New layers![/b][/u] Doubles the amount of invasion layers available to play! Massively increases the replay ability of invasion. [*][u][b]New and unique flags/ locations to fight over[/b][/u] Some with custom statics enabling new locations you've never fought over before like an air craft carrier! [*][u][b]New faction match ups[/b][/u] Factions on maps you've never seen before on vanilla invasion with the mod boasting a much larger variety. [*][u][b]New and varied armor match ups[/b][/u] A large mixture of different kinds of armor match ups from light air assault layers, normal amounts of armor (which is a majority of layers), to massive armor battles. Layers all have their armor match-up's hand designed with careful testing from months of play testing. There's something for everyone. [*][u][b] Lighting is overall diversified and has custom lighting[/b][/u] All lighting layers give adequate brightness so you can see (unlike vanilla) without needing to resort to out of game methods to increase brightness. New lighting/fog set ups unique from vanilla, and much more variety of lighting layers used. Gives layers a different feel, Kohat feels very different under the moonlight for example. Much better than the same handful of lighting layers vanilla squad likes to use for all of a map's layers. [*][u][b]Layers typically have resupply points and secondary mains.[/b][/u] At these unprotected areas, vehicles can load construction/ammo and at some resupplies can use repair stations present. This is done to make logistics less tedious, reducing ease of main camping compared to many vanilla layers so it won't be as much of an issue (Think Mutaha) whilst taking it account with layer balance. [*][u][b]Defenders have a logi/temporary spawn at the first objective, armor/ ATGM's have more consistent delays compared to vanilla[/b][/u] Makes the first point more consistent, defenders always get a chance to get there to defend the first point. However with their assets consistently having delays (no instant spawn MBT's for the defenders) compensates for this. [*][u][b]Attackers start with a little extra tickets/ typically temporary assets.[/b][/u] This makes taking the first point more consistent for a coordinated attacking team compared to vanilla ontop of the previous change. Combined with the previous one it has resulted in just the first point being easier to take then vanilla. With 6 months of playtesting the balancing and feedback has been good with this. [*][u][b]Three New Talil and Al-Basrah tank layers![/b][/u] Featuring RUS,USA,GB and CAF meant for seeding purposes.[/list] Overall this should make the invasion experience much better as you can easily fit these layers in between your favorite vanilla layers and the QoL features of the mod should help preserve server play count numbers (The logi/spawn at the front prevent games where the first cap is lost with no fight and player count plummets from the resulting steam roll/ lack of fighting) Currently I need some bug testers/general testers/feedback to make sure everything works as intended, if anyone has an available server or are willing to lend themselves feel free to contact me on discord. [b]You can see the default respawn timer on enemy vehicles [/b](Does not update when an enemy vehicle is destroy nor notify when it happens) This balances the playing field between experienced players and newer players as experienced players already know what the timers are so there is no reason to restrict this knowledge to harm new players. [b]Built in main protections/ mine prevention zones/ Secondary mains[/b] In additional to larger protections of mains compared to vanilla, there is an additional 400 meter diameter sphere that deletes mines placed within it as a built in rule, and an additional radius that varies somewhere between 200-400ish meters that will kill opposing players in 12 seconds but you can still fire in. These protections, with the additional resupplies, and secondary mains act as built in main protection rules and I think with balancing and feedback will remove the need for main camping rules entirely (as these things make it dramatically less effective and easier to counter) saving administration burden for server owners. Tactical CD for commander assets is 4m (was 15) Cooldown extension on new commander reduced to 1 minute (was 5) Commander voting time increased to 100 seconds (was 60) Squad size required to be commander reduced to 1 (was 2) [b]New Commander abilities[/b] Conventional Guided Salvo HE rocket Airstrike Smoke Barrage 500kg Guided Bomb Strike Unconventional Light Mortar Barrage Smoke Mortar Barrage Rocket Barrage [b]INS commander drone cannot have IED's placed on it[/b] To keep things brief (I could honestly write a small essay on this) this helps makes it easier to keep layers balanced as otherwise either the best enemy vehicle will be consistently destroyed every 20 minutes by the 'IED' drone or not at all. INS/MIL have been adjusted with this to balance it out via better supply routes, harder to take points, and more armor. To partially compensate (aside from inlayer balancing) the drone is active for 2 minutes and 30 seconds longer (12 minutes and 30 seconds total) to increase its potency for observation and intel. With over 6 months of play testing this change has been very successful and well balanced. Special thanks to the following for helping me out greatly on learning how to mod and get it working - Virus.exe, Kaiz, Mjölnir Husky, Shaq, Hawkeye, Laughing Jack, JJordawg
King of the Hill - Additional Layers | [KOTH] (Alpha)
автор 76561198032448305
This mod contains additional layers for KOTH using the base game maps. Done Layers: Anvil_KOTH_v1 AlBasrah_KOTH_v1 Tallil_KOTH_v1 Belaya_KOTH_v1 BlackCoast_KOTH_v1 Chora_KOTH_v1 FoolsRoad_KOTH_v1 GooseBay_KOTH_v1 Gorodok_KOTH_v1 Kamdesh_KOTH_v1 Kokan_KOTH_v1 Manicouagan_KOTH_v1 Also contained in the mod is the following blueprint player item assets. WKOTH_layers\Blueprints\AP-AT_Mines\BP_M14_AntiInfantry_Mine WKOTH_layers\Blueprints\AP-AT_Mines\BP_PMN1_AntiInfantry_Mine
Zeus_Maps_Backup(No Need)
автор 76561199108502090
A map package used when the official Zeus map has not been updated yet. Having the navigation grid. If there are any issues, please join https://discord.gg/fXKH7cn7 Reflect specifically to me. Maps: -Zeus_Narva -Zeus_Yehorivka (broken navigation) -Zeus_Tallil (broken navigation) -Zeus_Sumari -Zeus_Mutaha -Zeus_Manicouagan -Zeus_AlBasrah (broken navigation) -Zeus_Belaya -Zeus_Chora -Zeus_Fallujah -Zeus_Anvil -Zeus_FoolsRoad -Zeus_GooseBay -Zeus_Gorodok -Zeus_Kamdesh -Zeus_Kohat -Zeus_Kokan -Zeus_Lashkar -Zeus_Logar -Zeus_Mestia -Zeus_PacificProvingGrounds -Zeus_Skorpo -Zeus_BlackCoast -Zeus_Harju -Zeus_Sanxian
Strike at Karkand UPDATED!
автор 76561198076479836
[img]https://i.imgur.com/qREVAWs.png[/img] [quote]Last update 22/04/2023[/quote] [img]https://i.imgur.com/gEWhe0b.png[/img]
[25 MB] TF Layers
автор 76561198072410246
[h1] Know Bugs [/h1] There are no bugs, the mod is perfect trust [h1] Al Basrah [/h1] adminchangelayer_TFL_AlBasrah_invasion_v1 adminchangelayer_TFL_AlBasrah_invasion_v2 adminchangelayer_TFL_AlBasrah_invasion_v3 adminchangelayer_TFL_TFMOD_AlBasrah_Invasion_v1 adminchangelayer_TFL_TFMOD_AlBasrah_Invasion_v2 adminchangelayer_TFL_TFMOD_AlBasrah_Invasion_v3 adminchangelayer_TFL_SPM_AlBasrah_invasion_v1 adminchangelayer_TFL_SPM_AlBasrah_invasion_v2 adminchangelayer_TFL_SPM_AlBasrah_invasion_v3 [h1] Anvil [/h1] adminchangelayer_TFL_Anvil_invasion_v1 adminchangelayer_TFL_Anvil_invasion_v2 adminchangelayer_TFL_TFMOD_Anvil_invasion_v1 adminchangelayer_TFL_TFMOD_Anvil_invasion_v1 adminchangelayer_TFL_SPM_Anvil_invasion_v1 adminchangelayer_TFL_SPM_Anvil_invasion_v2 [h1] Black Coast [/h1] adminchangelayer_TFL_BlackCoast_Invasion_v2 adminchangelayer_TFL_BlackCoast_Invasion_v3 adminchangelayer_TFL_BlackCoast_Invasion_v4 adminchangelayer_TFL_BlackCoast_Invasion_v5 adminchangelayer_TFL_TFMOD_BlackCoast_Invasion_v2 adminchangelayer_TFL_TFMOD_BlackCoast_Invasion_v3 adminchangelayer_TFL_TFMOD_BlackCoast_Invasion_v4 adminchangelayer_TFL_TFMOD_BlackCoast_Invasion_v5 adminchangelayer_TFL_SPM_BlackCoast_Invasion_v2 adminchangelayer_TFL_SPM_BlackCoast_Invasion_v3 adminchangelayer_TFL_SPM_BlackCoast_Invasion_v4 adminchangelayer_TFL_SPM_BlackCoast_Invasion_v5 [h1] Fallujah [/h1] adminchangelayer_TFL_Fallujah_Invasion_v1 adminchangelayer_TFL_Fallujah_Invasion_v2 adminchangelayer_TFL_Fallujah_Invasion_v3_CL adminchangelayer_TFL_Fallujah_Invasion_v4 adminchangelayer_TFL_TFMOD_Fallujah_Invasion_v1 adminchangelayer_TFL_TFMOD_Fallujah_Invasion_v2 adminchangelayer_TFL_TFMOD_Fallujah_Invasion_v3 adminchangelayer_TFL_TFMOD_Fallujah_Invasion_v4 adminchangelayer_TFL_SPM_Fallujah_Invasion_v4 adminchangelayer_TFL_SPM_Fallujah_Invasion_v5 adminchangelayer_TFL_SPM_Fallujah_Invasion_v6 adminchangelayer_TFL_SPM_Fallujah_Invasion_v7 [h1] Gorodok [/h1] adminchangelayer_TFL_Gorodok_Invasion_v1 adminchangelayer_TFL_Gorodok_Invasion_v2 adminchangelayer_TFL_Gorodok_Invasion_v3 adminchangelayer_TFL_TFMOD_Gorodok_Invasion_v1 adminchangelayer_TFL_TFMOD_Gorodok_Invasion_v2 adminchangelayer_TFL_TFMOD_Gorodok_Invasion_v3 adminchangelayer_TFL_SPM_Gorodok_Invasion_v1 adminchangelayer_TFL_SPM_Gorodok_Invasion_v2 adminchangelayer_TFL_SPM_Gorodok_Invasion_v3 [h1] Mutaha [/h1] adminchangelayer_TFL_Mutaha_Invasion_v1 adminchangelayer_TFL_TFMOD_Mutaha_Invasion_v1 adminchangelayer_TFL_SPM_Mutaha_Invasion_v1 [h1] Harju [/h1] [h1] Narva [/h1] adminchangelayer_TFL_Narva_Invasion_v1 adminchangelayer_TFL_TFMOD_Narva_Invasion_v1 adminchangelayer_TFL_SPM_Narva_Invasion_v1 [h1] Tallil [/h1] adminchangelayer_TFL_Tallil_Invasion_v1 adminchangelayer_TFL_Tallil_Invasion_v2 adminchangelayer_TFL_TFMOD_Tallil_Invasion_v1 adminchangelayer_TFL_TFMOD_Tallil_Invasion_v2 adminchangelayer_TFL_SPM_Tallil_Invasion_v1 adminchangelayer_TFL_SPM_Tallil_Invasion_v2
Niaxa's Mod Collection (10.5 READY - TESTING PURPOSE ONLY)
автор 76561198039178185
[h1]June 5, 2026 - 10.5 READY :[/h1] - [b]Pyramids and Oasis[/b] now start at a random time of day, so you can now play at night. Night lasts 30 minutes and day 60 minutes. The mod includes rudimentary [b]night vision[/b], activated with [b]Shift+N[/b]. You also have a [b]flashlight[/b], usable only in night vision and visible only to yourself due to performance and replication issues I haven't yet resolved. Its purpose is to improve visibility in NVG mode in the darkest corners. it can be activated with [b]Shift+H[/b]. - [b]Local VOIP is fixed[/b]: only living players can be heard (both allies and enemies). Just like dead players, Admin Cam can't communicate with players locally either. - [b]Show All Stats[/b] is activated : you can see your stats in real-time. - Added an old-school look-a-like [b]Killfeed[/b] on Training layers. - The first version of the Pacific map rework was supposed to be included in this update, but it contains too many bugs. I've also moved the largest files to a WIP folder, so they aren't present in the workshop version, which drastically reduces the mod's size. [h1]January 17, 2026 :[/h1] I'm currently working on a new version of the mod with much more content. The mod will take a new direction, with training maps, races, new layers (including vehicle only layers), and new maps. Stay tuned, but don't expect to see anything for several months. [h1]--- ACTUAL VERSION CONTENT ---[/h1] NXA_Oasis_Training_v1 (capture points) NXA_Pyramids_Training_v1 (capture points) NXA_Pyramids_Training_v2 (deathmatch with random spawns) [h1]--- UPCOMING CONTENT ---[/h1] [h3] Training maps, with all playable weapons : [/h3] - [b]Colosseum[/b], initially made for Titan League : enter the Arena and fight amidst hundreds of containers, coming in several versions. [i]almost ready[/i] - [b]Pyramids[/b], a look-a-like CS2/Valorant map, coming with 3 layers. [i]map is fully ready[/i] [h3] Up to 20v20 battles maps : [/h3] - [b]Lofoten[/b], a small map made for Titan League, looks like Norway/Scandinavia. 2 layers. [i]still needs some rework[/i] - [b]Oasis[/b], another map made for Titan League finally returns on this mod with 2 layers. A desert map, with the Fallujah mosque in the center, an oasis, and a few POI. [i]still needs some rework[/i] [h3] Rework and new layers of existing maps [/h3] - Rework of [b]Pacific Proving Grounds (Pacific War)[/b] : Take full advantage of the amphibious gameplay, discover the Pacific islands like you've never seen them before. Invasion layers, alliances of several existing factions and much more to come ! [i]still needs some rework[/i] - [b]ATTEMPT[/b] : rework of [b]Belaya[/b] to make it compatible with UE5. [i]just a project atm, didn't work on it already[/i] - New layers of existing maps with [b]dynamic weather and day/night cycle[/b]. (sandstorm, auroras, thunderstorm, etc.) [i]still needs work[/i] [h3] Vehicles layers [/h3] - Most of the VSL mod content will be available in the next update : seed layers with vehicles. [i]still needs work[/i] - New [b]vehicle-based layers[/b] : motorized battles, on the ground... but also in the air. [i]still a lot of work[/i] [h3] Other maps [/h3] - A large map with lot of content. Races, sniper shooting... a sort of map with mini-games. [i]just a project atm, didn't work on it already[/i] - [b]Lapland[/b], an event map for Christmas, initially made for 44th community : snowballs and Christmas trees ! [i]still needs work[/i] [h3] Factions and faction setups [/h3] - New factions/faction setups, using existing assets (also older assets still available in the SDK) - Training factions for infantry and vehicles. To make this easier, all kits on the same side have the same uniform : an American soldier vs an Insurgent. A kit represents a faction. You will have access to all the weapons of a faction within the same kit. [h3] Features [/h3] - Local VOIP ON between teams, on certain layers - Most of layers are compatible with the votemap - Loach CAS comes in several versions - Ability to drive enemy vehicles on certain layers [b]To make sure the mod is updated and if you would like to use this mod on your server, please contact me on Steam or Discord : niaxa[/b] [h2]Source files are available here : https://drive.google.com/drive/folders/1fUHLu1VzOvogrPUwRCWUWuHFG93nOHXv?usp=drive_link[/h2]
[UPDATED] WAKE ISLAND 3.01
автор 76561197961623016
[h1]Updated for Squad V3.1[/h1] [h2]Ladies and Gentleman,[/h2] the Horseshoe shaped Legend is back, this time for Squad! We Updated it to Amphibious Gameplay [h1]Updated for Squad V3 (yes Boats)[/h1] [h2]Ladies and Gentleman,[/h2] after a lot of testing we finally release Wake Island Map for Squad. The Horseshoe shaped Legend is back, this time for Squad! Talk to your local Server Hoster to get this Map in rotation on your favorite Server. [img]https://i.ibb.co/d06gnmy/Unbenannt-1.png[/img] [h3]Info about the Map:[/h3] This is Wake Island, this is not Battlefield! We aimed to make a replica of Wake Island as it is used by the US Armed Forces today! Wake Island Serves as an Airfield in the Middle of the Pacific Ocean and as one of several THAAD Sites to Protect the United States against Ballistic Missiles. The Map is 4x4km but features a lot of Water and Carrier Spawns for Helicopters and now Boats. Gameplay Wise this map is kind of a Meatgrinder with options. If you just use Ground Forces it will come to Meatgrind Points, if you use your 3 Helicopters and Amphibious strategically you can avoid that. And yes, there is a Transport on both Carriers and no you cant use it to ride into Battle, its there because Pilots tend to make thier Helos smootch each other and then they cant get them free anymore :-D [h3]Following Gameplay Layers are Included as of Date:[/h3] - Wake_Island_AAS_v1 - Wake_Island_AAS_v2 - Wake_Island_AAS_v3 - Wake_Island_AAS_v4 - Wake_Island_Invasion_v1 - Wake_Island_Invasion_v2 - Wake_Island_Skirmish_v1 (Makes Problems with Vehiclespawning) - Wake_Island_Skirmish_v2 (Makes Problems with Vehiclespawning) - Wake_Island_TC_v1 - Wake_Island_TC_v2 [h3]Support us:[/h3] We are dependend or your feedback and suggestions! Please leave Feedback here on Steam we will read it! [h1]Troubleshooting[/h1] - If youre stuck with a "running man" after loading you need to restart squad thats a general squad modding issue. - if you get a file mismatch error, unsub the mod here and resub it, it will redownload and youre good to go - yes we know this is not amazing but it out of our hand please be angry at OWI. [h2]Realease notice 19th July 2022:[/h2] - Upgraded Wake Island to 3.1 - Added Boat Spawns - Switched US Army for USMC - Replaced over 60 Assets to make the map look better and more Professional [spoiler]IF YOU ENJOY THE MOD GIVE IT A THUMBS UP[/spoiler]
29th ID Drill Builder
автор 76561198325072119
Kits: CHUB kit for instantly building deployables, delete gun and extra objectives in the special menu. CHU for lining up and CORDs. Incendiaries for all SL kits. Pilot kits for MIL and INS. Special Weapon Kits for all factions. Deployables: Hab rock is a non obstructive spawn point. Intel Table is a dig only objective. Radio tower can be taken down with anything. Most efficient way to destroy is digging or C4. Ammo caches can be destroyed with C4 or incendiaries. Repair Station objective that does not repair or rearm.m Menus: 29th admin menu with a default key bind to 0. Vehicle spawner menu lists all spawnable vehicles including motor pool vehicles. Vehicle manager menu lists all spawned vehicles and their health, rearm cost and team. Vehicles and wrecks can be destroyed with this menu. Capture point menu is used to spawn and manage capture points. Clear deployables buttons delete the types of deployables listed. Custom Movement restrictions. Builder Menu: Allows placement of item from spectate Set item to be re spawned at end of round. Place Custom Spawns for vehicles. Can remove camo nets and barb wire, Save option for saving scenarios to your computer to be used later. Capture points: Create a capture point and add corners to define the capture points area. Click "Make Capture point" to apply settings and location. Intel Objective: Pick up a laptop and bring it back to a defined area to complete the objective. To place the objective and return point go to the 29th Menu and chose the feature. Scroll button moves between the objective and the drop off location. Clicking will drop the select item. Placing the green box on a placed item it will be removed. Arrow keys to select the team or neutral. Neutral means either team can use the objective. The laptop once picked up is placed in the person inventory until they get to the objective drop off area, die or drop it. If the person dies, they will drop the laptop. Custom Options: Added two options in the CustomOptions.cfg file that allow players to always re-spawn with full ammo and an option that forces the player skin to change when changing kits on an ammo box. These options are disabled unless the below line are added to the CustomOptions.cfg file. CustomOptions.cfg # Force Player Skin to match Kit ForceRoleSoldier=True # Rearm player on Respawn RearmOnSpawn=True # Turn Logging on ClientLogging=True #Turn on Default Squad teams and looking for Other Mods Factions. # Custom = Custom 29th factions with limited scopes # Default = Standard Squad Factions with CHUB and CHU Kits 29thFactionSearchString=Default
NarvaPlus -Squad V10.3 + Coop
автор 76561199016406238
The Narva+ Mod is a technology test bed and demonstrator for new game mechanics for SQUAD. It will evolve over time, so we can test our new technologies, until our Fulda Gap map project is available. Enjoy playing something new, combined with a vanilla map! https://bwmod.com/narva-mod/ https://discord.gg/ZM86GffuDw Known Issues: Smoke Effect causes fps drops Narva+ Minimap isn't Accurate (Waterlevel) German Bundeswehr Mod Team //New Coop Mission Extraction Amphibious Factions: RGF USMC VDV GER AFU Narvaplus_Invasion_v5 // with flooded Area + MBT´s Narvaplus_Training_v2 //
Rassvet v0.6.8 | [MAP] [KOTH] [SPM] | 753mb
автор 76561198052192566
A complete re-imagining of OPFL (Operation First Light) featuring new biomes and reworked POI's on an expanded and improved terrain with enhanced realtime lighting and dynamic time of day support, set in Eastern Europe. Upon completion, the map will include a 2km by 2km playable area featuring 2 woodland biomes (dead deciduous forest and evergreen pine forest) a coastal tundra, farmland, rural and coastal villages and the occasional industrial site. I'll be expanding the playable area as work on the map is completed The map also has layer support for KOTH and SuperMod IMPORTANT: - This mod is heavily WiP and while it's perfectly playable, areas across the map are in various states of completion. - This map features tessellation for certain assets. To enable tessellation, set your graphics preset to either high or epic. Since tessellation is no longer officially supported by Squad, there seems to be a bug where changing individual settings disables it, and reapplying a preset fixes it. Medium and Low presets don't have tessellation enabled. NORMAL LAYERS: Rassvet Seed v1 - USMC vs VDV seed layer focusing on the new Lumber Yard POI, bots coming when I have time to add them Rassvet Skirmish v1 - BAF vs IMF 5 flag skirmish layer with foggy overcast conditions in the southern villages Rassvet Skirmish v2 - USMC vs RGF 3 flag skirmish layer with dynamic time of day support, focusing on Nilrem Village and surrounds Rassvet AAS v1 - USMC vs RGF 5 flag AAS layer with partly cloudy conditions across most of the playable area Rassvet AAS v2 - RGF vs IMF 5 flag AAS layer with dynamic time of day support across most of the playable area Rassvet TC v1 - RGF vs IMF large hex TC layer with foggy overcast conditions and a king of the hill style centre hex SUPERMOD LAYERS Rassvet AAS v1 - Sunny Rassvet AAS v1 GoingDark - Dynamic Sunrise Rassvet TC v1 - Overcast Rassvet TC v1 GoingDark - Night Rassvet Skirmish 1 - Overcast Rassvet Skirmish 1 GoingDark - Night Rassvet Skirmish v2 - Sunny Rassvet Seed v1 - Sunny Rassvet Seed v1 GoingDark - Night Rassvet KOTH v1 GoingDark - Dynamic Sunrise KING OF THE HILL LAYERS Rassvet KOTH v1 - Sunny Rassvet KOTH v2 - Dynamic Sunrise Rassvet KOTH Seed v1 - Overcast Rassvet KOTH Seed v2 - Dynamic Sunrise Discord: https://discord.gg/XCbb7bmDQY
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