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		<title>Project Reality Forums - Blogs - IronTaxi</title>
		<link>http://www.realitymod.com/forum/blogs/</link>
		<description>Welcome to the Project Reality Official Forums! Project Reality is a realistic, modern, Battlefield 2 modification featuring a variety of new nations, including the complete British Army, weapons, vehicles, and new game modes. Join our growing community today!</description>
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		<lastBuildDate>Tue, 14 Feb 2012 02:46:49 GMT</lastBuildDate>
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			<title>Project Reality Forums - Blogs - IronTaxi</title>
			<link>http://www.realitymod.com/forum/blogs/</link>
		</image>
		<item>
			<title>Long time no see...</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b174-long-time-no-see.html</link>
			<pubDate>Wed, 10 Mar 2010 06:42:17 GMT</pubDate>
			<description><![CDATA[hey all you guys.. Been moving and new job has me tied up and wrangled.  
 
Hope everyone is enjoying the new release. I haven't had any time for...]]></description>
			<content:encoded><![CDATA[<div>hey all you guys.. Been moving and new job has me tied up and wrangled. <br />
<br />
Hope everyone is enjoying the new release. I haven't had any time for even a single round on any of my new maps...  :(<br />
<br />
anyway.. something cool I found while unpacking today. <br />
<br />
<img src="http://img710.imageshack.us/img710/2982/laout.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
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anyone?</div>

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			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b174-long-time-no-see.html</guid>
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			<title>Jhanzou Breach.. quikc overhead shot...</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b160-jhanzou-breach-quikc-overhead-shot.html</link>
			<pubDate>Sat, 23 Jan 2010 04:03:54 GMT</pubDate>
			<description>Thought i would whip up a nice overhead shot of my current WIP map to whip you guys up into an ever greater level of frenzy for  
 
MORE PR!!! 
...</description>
			<content:encoded><![CDATA[<div>Thought i would whip up a nice overhead shot of my current WIP map to whip you guys up into an ever greater level of frenzy for <br />
<br />
<font size="5">MORE PR!!!<br />
<br />
<font size="2">until someones little head pops off or someone blows out their track ball!!   <br />
<br />
HAHA! mental monkey mouth midgets!!! <br />
<br />
<br />
</font></font><b><u>You were sick, but you are better now and there is work to be done!</u></b><font size="5"><font size="2"><br />
<img src="http://img641.imageshack.us/img641/127/testz.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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</font></font></div>

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			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b160-jhanzou-breach-quikc-overhead-shot.html</guid>
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			<title>Fast ropes (work in progress)</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b126-fast-ropes-work-progress.html</link>
			<pubDate>Sat, 28 Nov 2009 18:18:29 GMT</pubDate>
			<description>yep...here it is.. and you thought it couldnt be done and was hard coded.. 
 
BAh.... 
 
 
took me about 20min to figure out how to model it... 
...</description>
			<content:encoded><![CDATA[<div>yep...here it is.. and you thought it couldnt be done and was hard coded..<br />
<br />
BAh....<br />
<br />
<br />
took me about 20min to figure out how to model it...<br />
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<img src="http://img130.imageshack.us/img130/3900/gayrope.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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<b>20min....thats a pretty fast rope no?</b><br />
<font size="7"><br />
:grin::grin::grin::grin::grin::grin:</font><br />
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(noobs)</div>

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			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b126-fast-ropes-work-progress.html</guid>
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			<title>Tutorial: Static Placement: Reality vs. Gameplay</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b125-tutorial-static-placement-reality-vs-gameplay.html</link>
			<pubDate>Thu, 26 Nov 2009 05:49:18 GMT</pubDate>
			<description>So I find myself with far too much time and the urge to share some more of the things that go into map making. 
 
This time around I want to go over...</description>
			<content:encoded><![CDATA[<div>So I find myself with far too much time and the urge to share some more of the things that go into map making.<br />
<br />
This time around I want to go over a brief thought process for placing statics and how I personally go about creating a &quot;zone&quot; or &quot;scene&quot; in a map.<br />
<br />
First lets set the scene <br />
<br />
The location I've chosen to use is a raised corner section of a chinese city. My objective is create a dense core area with enough buildings to make it feel full without being excessively heavy on the game engine. (not sure if I'll succeed!)<br />
<br />
<img src="http://img130.imageshack.us/img130/3314/bf2editor20091125185349.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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<img src="http://img686.imageshack.us/img686/4335/bf2editor20091125185328.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
In the next image I'll outline the layout and the objectives for the area. <br />
<br />
As we can see below we have the following features in the space.<br />
<br />
1. 2 main roads/ramps on 2 sides. <br />
2. A stairwell on the bottom left <br />
3. an entrance to the neighbourhood on the top right. <br />
<br />
So I've decided to layout a street down the center with the buildings ringing the area. (in green)<br />
<br />
The natural objective of course is the stairwell to access the lower areas. <br />
<br />
With so much exposure along the walls I'm also going to make a point of partially isolating the areas along the walls so players arent getting picked off from long shots while in the area. (in red)<br />
<br />
<img src="http://img130.imageshack.us/img130/7992/layoutx.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
Reality vs. Gameplay<br />
<br />
As much as PR is all about reality and I could create a bunch of closed of private lots. put a chain on the front gate and have the street be the only real access it not very fun for gameplay and doesn't give us much to make the player think. (not to mention it becomes a killing zone for the good ole MG.)  :)<br />
<br />
SO I'm going to layout with gameplay in mind and keep an eye on making things seems logical as I can. <br />
<br />
here is the basic layout I came up with . <br />
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<img src="http://img412.imageshack.us/img412/453/bf2editor20091125185509.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
In the image below I've defined 3 paths through the area that I am going to create. each one will have pros and cons.The players will have to weigh the risks and benefits for each way.. (which I have yet to create)<br />
<br />
Also notice the green circle builing. I have added this as a kind of gate keeper for the street and the stairs. This building has an open second story and will provide great views both out into the city and down the local street. (I'll show the views later) I'm trying to add danger and at the same time sweeten the deal for taking a path through this neighbourhood.<br />
<br />
<br />
<img src="http://img340.imageshack.us/img340/4601/layout2l.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
So now I need to refine these areas with walls and other objects. I want to create semi private spaces for each house and make them feel a bit more occupied than a bunch of buildings.<br />
<br />
Below is the result <br />
<img src="http://img690.imageshack.us/img690/5615/bf2editor20091125194159.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
So I have defined three destinct routes with benefits and risks. (assuming you are entering from the top and making your way to the stairs) Although It might not seem like it in the shot all other paths are blocked.<br />
<br />
1. The upper path. <b>Benefits:</b> Well covered from the green 2 storey building if it's occupied, well covered along the ramp and towards the rest of the city. <b>Risks:</b> Direct exposure to the green 2 story when exiting rear towards the stairs. <b>BONUS:</b> 1. Can use the small garden area bottom left for cover 2. Can use the alternate path marked in blue to give 2 possible outlets<br />
<br />
2. The middle path: <b>Benefits:</b> fast and direct. Squad can spread out. <b>Risks:</b> obviously a sitting duck for anyone in the green building with an MG and Irontaxi tags floating over their head. <b>BONUS:</b> marked blue buildng bottom right is partially enterable. Good cover.<br />
<br />
3. The lower path. <b>Benefits:</b> Almost zero exposure to the green building. <b>Risks</b>: Very open to the rest of the city with a constriction point midway against the edge of the wall (aka shooting gallery for anyone watching) <b>BONUS</b>: None.<br />
<br />
<br />
<img src="http://img339.imageshack.us/img339/5958/layout3r.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
 <br />
So which one would you take? Hopefully via this process I'll make players stop and think (or run blindly down the middle and get pawned)<br />
<br />
Just going to post some quick pictures to illustrate some of the features of each path and what they look like in detail..<br />
<br />
First the upper path with cover and 2 exit routes and the garden for cover (needs a back wall yet or some bushes)<br />
<br />
<img src="http://img526.imageshack.us/img526/8978/upperpathwithcover.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://img694.imageshack.us/img694/613/2pathsout.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://img269.imageshack.us/img269/3662/gardencover.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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<br />
The main road and the safe house.<br />
<img src="http://img214.imageshack.us/img214/3239/safe.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
The lower path with the constricted exposed route<br />
<img src="http://img509.imageshack.us/img509/1879/constrictpath.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
Views from the green 2 storey building. rear, left and right views<br />
<img src="http://img264.imageshack.us/img264/5176/backview.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img526.imageshack.us/img526/3749/frontleft.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img269.imageshack.us/img269/8374/frontrighto.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
<br />
and finally the finsihed layout with some terrain painting and trees. Will add some more walls / bushes and decorations of course. But the meat and bones are there.<br />
<br />
<img src="http://img526.imageshack.us/img526/5723/bf2editor20091125214441.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img269.imageshack.us/img269/8517/bf2editor20091125214449.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img694.imageshack.us/img694/5711/bf2editor20091125214453.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img504.imageshack.us/img504/1535/bf2editor20091125214530.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img8.imageshack.us/img8/1484/bf2editor20091125214537.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img694.imageshack.us/img694/1484/bf2editor20091125214537.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
<img src="http://img269.imageshack.us/img269/267/finsih.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
Anyway...thats about it..the zone is created. has an objective(stairs), a problem (green 2 storey where taxi is waiting with his MG) and several possible solutions. the anatomy of a map space. <br />
<br />
<br />
So my overall objective is to create alot of these problem spaces and then interconnect them with filler buildings. the great advantge of this map is it is supposed to be chaotic and random. which really gives me alot of freedom.<br />
<br />
<b>Note:</b> You could always, as a player, take one of the side ramps and avoid the area but they are VERY exposed and there is no way out of them once you are on them...<br />
<br />
Cheers Gents... happy mapping.</div>

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			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b125-tutorial-static-placement-reality-vs-gameplay.html</guid>
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			<title>Static Round up</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b124-static-round-up.html</link>
			<pubDate>Wed, 25 Nov 2009 20:58:40 GMT</pubDate>
			<description><![CDATA[Just wanted to give some quick props to the dev team and the man hours they spend producing stuff for the mod.  
 
I'm a bit isolated making maps as...]]></description>
			<content:encoded><![CDATA[<div>Just wanted to give some quick props to the dev team and the man hours they spend producing stuff for the mod. <br />
<br />
I'm a bit isolated making maps as they are mostly solo projects and don't require too much input..  but one of the benefits of having a big talented team is being able to draw on their talent to help increase the depth and new experiences in our maps and in the mod in general.<br />
<br />
So. in respect of those individuals and the time they spend I want to do a little roundup of all the new content we have created so far for an upcoming chinese map.<br />
<br />
If you consider all the new statics we have added to vbf2. currently we are looking at over 500meg in the PR statics folder alone.<br />
<br />
By comparison vbf2 had approx 750megs of content in statics models. We are quickly approaching that number!!!<br />
<br />
SO here is a quick roundup of the content for one map so far. multiply this by all the maps chock full of PR content (Muttrah, Korengal and others) and you can only imagine the man hours!!<br />
<br />
Specifically want to thank Z-trooper and Ghostdance on these ones.. As well as R-dev Whino..  for his unflagging support...<br />
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<img src="http://img515.imageshack.us/img515/120/bf2editor20091125122109.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b124-static-round-up.html</guid>
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			<title>While waiting for our gracious testers....</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b120-while-waiting-our-gracious-testers.html</link>
			<pubDate>Mon, 16 Nov 2009 21:19:17 GMT</pubDate>
			<description>While waiting for our gracious testers to give me some feedback on Dragonfly I have been whiling away my hours piecing together the town of Jhanzou...</description>
			<content:encoded><![CDATA[<div>While waiting for our gracious testers to give me some feedback on Dragonfly I have been whiling away my hours piecing together the town of Jhanzou (stolen name..please don't start posting ref images and bemoaning my lack of realism and accuracy...!!)<br />
<br />
anyway..  city is coming along.. and having heaps of fun finding a million and one ways to combine a limited set of statics without bringing in too much stuff that doesnt fit the theater / story..<br />
<br />
anyway..  today just some screens of some of the locations I am working on..<br />
<br />
CHeers..<br />
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<img src="http://img696.imageshack.us/img696/2490/bf2editor20091116130757.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b120-while-waiting-our-gracious-testers.html</guid>
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			<title>New Chinese Buildings</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b107-new-chinese-buildings.html</link>
			<pubDate>Thu, 15 Oct 2009 04:41:52 GMT</pubDate>
			<description>2 quick shots of the city street development before I head to bed.. 
 
have been slowly adding some chinese buildings to the stock bf2 ones with the...</description>
			<content:encoded><![CDATA[<div>2 quick shots of the city street development before I head to bed..<br />
<br />
have been slowly adding some chinese buildings to the stock bf2 ones with the help of z-trooper and a few others and have finally gotten to the point where I can develop some more unique scenes..<br />
<br />
have a looky..<br />
<br />
<img src="http://img340.imageshack.us/img340/211/bf2editor20091014212255.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
a roughly layed out street front...what I would have always wanted to do on qwai from the get go but didnt have the skills or assistance...notice the gates and a few new buildings. 5 new additions in that scene..<br />
<br />
<img src="http://img115.imageshack.us/img115/1092/bf2editor20091014212343.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
something I just exported tonight.. took me about a day...model and texture.<br />
<br />
another few things coming along but not quite sure on yet from z-trooper...some very cool stuff....cant wait to start integrating his stuff into the map...<br />
<br />
<img src="http://tom3d.dk/ProjectReality/chi_house_03.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
modular &quot;poor&quot; type house...enterable.<br />
<br />
<img src="http://tom3d.dk/ProjectReality/chi_wall01.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
an finally a beauty new wall set from z-trooper..<br />
<br />
cheerS ...<br />
<br />
off to bed..<br />
<br />
IT</div>

]]></content:encoded>
			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b107-new-chinese-buildings.html</guid>
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			<title>Dragonfly  --- final stages ---</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b105-dragonfly-final-stages.html</link>
			<pubDate>Mon, 12 Oct 2009 00:08:47 GMT</pubDate>
			<description><![CDATA[Just wrapping up the detailing on dragonfly to get it in for its first real test.. 
 
just thpught I'd post up a  minimap for all you hardcoded...]]></description>
			<content:encoded><![CDATA[<div>Just wrapping up the detailing on dragonfly to get it in for its first real test..<br />
<br />
just thpught I'd post up a  minimap for all you hardcoded gamers who likle pouring over preview stuff...<br />
<br />
<img src="http://img199.imageshack.us/img199/343/dragonflyd.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
for those not in the know..  <br />
<br />
Brit vs Militia/chechens<br />
<br />
Original gameplay plan. <br />
<br />
Asymetrical with heavy brit focus on heavy vehicles... Opforce focus on using buildings and advantagoue position to hold back the brits.<br />
<br />
Intend for the OPforce to initially control the whole city and eastern areas..including the railyard..<br />
<br />
Brit forces will approach heavily from both highways with their main base located on the north highway..<br />
<br />
Opforce will primarily be reinforced out of the south east corner of the map which is in fact the bottom corner of Mestia map.. hows that for continuity huh??<br />
<br />
enjoy!</div>

]]></content:encoded>
			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b105-dragonfly-final-stages.html</guid>
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			<title>Chinese city</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b75-chinese-city.html</link>
			<pubDate>Thu, 13 Aug 2009 06:35:23 GMT</pubDate>
			<description><![CDATA[Hey.. thought I'd release a few map screen shots without being too revealing.. 
 
Essentially my objective is to take the small city on Qwai and...]]></description>
			<content:encoded><![CDATA[<div>Hey.. thought I'd release a few map screen shots without being too revealing..<br />
<br />
Essentially my objective is to take the small city on Qwai and recreate it on a much much much bigger scale..<br />
<br />
anyway...im ubber sleepy and have to work tomorrow so just some screens..<br />
<br />
<img src="http://img34.imageshack.us/img34/131/bf2editor20090812233257.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><img src="http://img200.imageshack.us/img200/3029/bf2editor20090812232751.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://img197.imageshack.us/img197/5112/bf2editor20090812233205.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://img338.imageshack.us/img338/131/bf2editor20090812233257.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img237.imageshack.us/img237/3029/bf2editor20090812232751.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /></div>

]]></content:encoded>
			<dc:creator>IronTaxi</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/4192/b75-chinese-city.html</guid>
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			<title>Chinese statics to go with wontons and dumplings</title>
			<link>http://www.realitymod.com/forum/blogs/4192/b74-chinese-statics-go-wontons-dumplings.html</link>
			<pubDate>Tue, 11 Aug 2009 00:13:29 GMT</pubDate>
			<description>Hey there PR fans, pubbies and general lonewolfing noobs... 
 
Have had it in my head for some time to create a very detailed chinese ancient city...</description>
			<content:encoded><![CDATA[<div>Hey there PR fans, pubbies and general lonewolfing noobs...<br />
<br />
Have had it in my head for some time to create a very detailed chinese ancient city using as much of the vbf2 statics as possible and knocking them together with a bunch custom stuff..<br />
<br />
Now, I'll be the first to admit that ancient chinese cities arent really key strategic objectives in modern combat but please allow me to stretch you imagination a bit..if for no other reason than those are the statics that the bf2 planners, Krom bless their souls, gave us. <br />
<br />
So my objective is essentially to take the small town in the center of qwai and expand it as much as I can. In conjuntion with that I wanted to simulate a town absolutely riddled with canals and drainways..<br />
<br />
anyway.. some screens of some of the statics I have started to add to our library..<br />
<br />
<br />
One thing I think we have always needed is a gate for the chinese wall set...so built this one..still a work in progress...needs some detailing and some placeable gates yet.<br />
<img src="http://img406.imageshack.us/img406/7395/a04b.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<img src="http://img30.imageshack.us/img30/1118/bf2editor20090809174817.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
Started adding some new buildings to give a large city a bit more variety as well..<br />
<br />
2storey with second floor accesible via ladder/stairs from the back.<br />
<br />
<img src="http://img41.imageshack.us/img41/9759/bf2editor20090808133011.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
And a cute little corner building to spice up our intersection a bit..<br />
<br />
<img src="http://img98.imageshack.us/img98/190/bf2editor20090808232222.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
anyway... ill post up some screens of the wip map soon..<br />
<br />
enjoy..</div>

]]></content:encoded>
			<dc:creator>IronTaxi</dc:creator>
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