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| PR General Discussion : General discussion of the Project Reality modification. |
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#1 |
![]() Join Date: Jan 2007
Posts: 367
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A word of appreciation for Mao Valley
Awesome map. Looks great, plays great.
Slow, steady movement, frenzied gunfights, minimal spam, awesome tension and excellent M60 action. Brilliant. (ps fix the 64 player map bugs) |
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#2 |
![]() Join Date: Jul 2006
DenmarkLocation: Project Reality Frontline
Posts: 639
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Well i agree. Only reason i don’t play it so often is my medieval hardware doesn’t run it completely smoothly. IF/when I choose to use more money on my hardware I will probably play this map a lot more.
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We who play these kinds of games are the first generation of war robot pilots.
Today we pilot a camera in 3D heaven. Tomorrow... --- |
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#3 |
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Forum Moderator
![]() Join Date: Nov 2006
Location: Kristiansand, Norway
Posts: 6,527
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True. 'Tis a great map! But the helicopters should be removed. They don't really add to the gameplay. If anything, they make it worse. This map should be pure infantry combat, intense, with players moving slowly, stopping, listening, looking and setting up ambushes. This is rather difficult when the only thing you can hear is the sound of helis buzzing around overhead, having a killfest.
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![]() KP still is the number one hottie, noobs. -[R-PUB]bosco I'd do KP. Wouldn't everyone? -e-Gor ![]()
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#4 |
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PR Developer
![]() Join Date: May 2006
CanadaLocation: Alliston
Posts: 3,359
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agree and disagree...i think the bottlenecks in it become far to repetitive but as an example of well thought out mapping it is outstanding...would like to see it doubled in size and opened up alot more...NOW that would be one of the ultimate PR maps....as it is now...2 steps and you are basically under fire..not my style of play personally...but it is a very well made map...very few flaws
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#5 |
![]() Join Date: Jan 2007
Location: NY
Posts: 127
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IMO this is an example of a map that has not benefited from AASv2. The way MAO plays now is no where near as fun as the .4 version.
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#6 | |
![]() ![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 244
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Quote:
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Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! http://www.youtube.com/watch?v=x3-E3xuQtqI |
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#7 |
![]() Join Date: Nov 2006
Posts: 408
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this is the worst map in the whole mod. Every other map 'plays great' but certainly not this one.
I call it LMAO valley, and avoid it at all costs. |
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#8 |
![]() Join Date: Sep 2005
Location: Baltimore, Maryland
Posts: 757
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I love Mao Valley. I liked it better in .4 though.
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![]() Clan Name: [:NET:]Boondock Saint Pub Name: Determined |
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#9 |
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Every time I play this map it turns into a frag spam fest at the choke points (particularly bad between beta and that flag to the east of beta). This is because of the lack of visibility. The lack of visibility kills situational awareness and I think kills gameplay.
I hate this map. PS its great eye candy if thats all you're lookin for a in a map -_- |
![]() 98% of the internet population has a Myspace. If you're part of the 2% that isn't an emo bastard, copy and paste this into your sig. |
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#10 | |
![]() Join Date: Jan 2007
Posts: 367
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Quote:
TBH, the limited visibility is what I like about this map. You need to play like you are in a jungle. Your eyes are drawn to movement. You must advance very cautiously, stop and slowly scan your environment. Your cammo blends you in, but a moving enemy stands out like a sore thumb. I take the point about widening the choke points out a bit. But this map _feels_ like the most realistic combat environment. | |
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