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#11 | |
![]() Join Date: Jan 2009
Posts: 87
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also, maybe it's a good idea of having a clear blue sky instead of the dull windy desert sky, makes the desert feel more.. hot? | |
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#12 |
![]() Join Date: Mar 2008
Location: 3500 Feet above the Kashan Desert
Posts: 1,074
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"CAS choppers please, they are far more teamwork oriented than planes" - Jedimushroom
Yeah sure the Helicopter has one more part of teamwork that is pilot + co-pilot team work, but a CAS jet has the same amount of teamwork because the whole team have to lase and state the grid ref of the target (which does not happen much in my experience on many pubbie games) if anything the jet has more teamwork as a chopper can go out and hunt (2 people, one unit = One person in effect = lone wolf) where as a jet needs comms with people on the ground and a spotter in his squad probably, and yes if the morral of the Chopper crew want to use team work then they will be more effective. So the chopper and jet are really the same when using teamwork. |
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Derpist
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#13 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Dont worry about assets/teams until much nearer the end, they are by far the easiest thing to change.
On your map layout there I would be inclined to loose the bunkers, and also to avoid a second military thing as much as possible. So I would turn the outpost into a second, small, village. I would loose the easterly two bridges, too, and attempt to turn the focus of the battle into holding the passes and remaining few bridges (and possibly shallow water, but only if it ends up being necessary after release) so that if you get control of them you have then taken a real strategic location with a lot of significance for the prospects of the enemies movement. I would also loose the MEC airfield, you can place helis in the town and have their main split between that and the village. I think that one team moving in from multiple directions would be a nice change. Just make sure that the spawn points are well covered, near the vehicles and both away from the flag. People are obviously not wanting to see another barren desert here, so I think the solution is to add a few fields near the rivers. Along with most of the outer buildings in the settlements being destructible it should be a more interesting environment to fight in. Your main town here should look good if it is in an oasis, so with some trees in the areas just around it and grass inside. Just dont fill the map with fields, limit them to places close to the villages and to water. Be sure the bridges are destructible too, with the changes to trucks in the next patch it should mainly be an anoyance for the BLUFOR troops rather than something to end the game. Its not as if you have to actually get across any bridge to take a flag, they are the flags. A lot of people will disagree with me about this, but I would avoid using jets. Its a 4k map, they dont seem to fit. A decent number of scout helis would work well, IMO. If you want really nice horizons I would up the 'view distance' to several hundred meters further than the fog and overgrowth distances and make the fog noticably darker than the lower part of your sky texture. That way you should get dark hills in the far distance, partially visible. Be sure to layer your settlements well, single storey (kashan villages style) housing right on the outside, multi storey (Archer city style) housing a little closer to the centre, higher non-destructibles right in the middle. When you build an oil field, you need to actually get to it dont you? Well, apparently not on kashan. Also, http://upload.wikimedia.org/wikipedi...il_Rig_NT8.jpg, that bit on the right there, labeled 1, is nowhere to be seen in-game. Just put a little hut there with a decent sized tank inside if its enterable, and a pipe if they are quite sparsely placed. Finally, one of the things about kashan that seems strange is the lack of effort in the surrounding terrain, itts just too flat. Another is the fact that you have massive undulations in one part, but flat plains a few hundred meters away. I would stick with the flatter areas, but not perfectly flat, there should be plenty of hull-down opportunities rather hide-the-whole-team places. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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Last edited by Jonny; 01-18-2009 at 07:39 PM..
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#14 |
![]() Join Date: Mar 2008
Location: 3500 Feet above the Kashan Desert
Posts: 1,074
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Not eough jets in maps these days and the maps that do have em arnt played much, nice idea tho, kinda like bringing back zatar but in the desert and no carrier ofc.
Isnt kashan and qinling a 4km map the jets fit pretty well on those maps? |
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Derpist
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#15 | |
![]() Join Date: Aug 2008
Location: Illinois
Posts: 126
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As for the terrain of the map itself, i would make the sky blue, sick of the depressing dark gloomy hell holes. I agree with Mcluv, 1km at the least would make for some EPIC tank battles and recon missions. As for assets, those are what distracted me when i made my first map. I was like "Ok i made a hill, and a flag, 2 spawnpoints, NOW I WANT TEH COBRA!!!". Once you get the terrain down , and the sky and undergrowth, etc, you will know what to put. I mean you shouldn't completely forget what your making this map for (Uber Tank battles and Great Teamwork) keep the kind of vehicles you're going to use in the back of your head. Put some nice Tank dug-ins here and there, some detailed positions for the vehicles, you get mah wift? Anyways I love the way this map is looking!it would be ahmazin if it was Russia .vs. US/GB Coalition. Good luck. EDIT: After reading some of the other posts above, i agree a jet-less map would be well....needed to say the least. Coming from a man who absolutely LOVES fixed-wing. The way bf2 engine limits the aircraft, i think it's a disgrace to have an almost super-sonic fighter, be stuck cruising at 1200 whatever's (Never seen a unit of measurement for the speed) and stall at 5000 feet. It would feel a lot more.....well it would just feel right. It would eliminate all of those 12 year-old "Aces" from taking off from the parking spaces. Plus, i really wanna see that V-22!!! | |
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"Though I fly through the valley of death,
I shall not fear for I am 45,000ft and climbing." - Some badass pilot |
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Last edited by Eagle345; 01-18-2009 at 10:08 PM..
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#16 |
![]() Join Date: Jun 2008
Posts: 20
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Personally i think infantry combat (half vehicular and half infatry based would be best IMO) would be very interesting in this sort of map, would need real cooperation in terms of CAS as well as real contact drills and the possibility of very LONG range firefights that could realistically last quite a while, just have a few patches of ground greened over with a few trees and bushes (something reminiscient of afghan terrain perhaps).
just a few thoughts..... |
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#17 |
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Banned
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looks good keep it up.
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#18 |
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Hey um if no one else is interseted i would like to have a go at it, al be it need soem work but nothing i can't handle i am new to mapping but i want something to help me out, so if no one is on the project i'd like to give it ago? -nuke Note: I would Change the asset list and the layout a tad bit because of requested assets but i have taken note of all the comments here and in other places \ i would be more then happy to see ur vision come true but something need changing |
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| Tags |
| cas, community, desert, map, requested, suggestion, tank, udairi |
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