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#1 |
![]() Join Date: Feb 2008
Posts: 343
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Allright, before I say this, I want to say that the PR mod team is great and has worked very hard on very good material. I'm not insulting the mapper. But, this map is probably the worst map in PR right now.
The Reason? The undergrowth is stupid. As we all know, the grass on Qwai is fairly high, now there isn't a problem with this. The problem is, as we know, that the grass renders only 50m infront of you. With the introduction of AASv3 most firefights are now centered around hillish terrain as opposed to the areas with more statics. Because of the tall grass, it's impossible to tell where the hill actually crests in front of you. However, because it only renders at 50 m, the enemy can see perfectly well where it crests. Thus it's imposibble for a squad to ever return accurate fire if engaged because you practically have to expose your entire body to do so. It's just silly really. How to fix? I suggest that the height of the grass simply be toned down to other grass heights such as the grass on Fool's Road. |
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Main Alias |TG-6th|Googol
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#2 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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E: i failed.
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Last edited by gazzthompson; 09-07-2009 at 08:27 PM..
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#3 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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Hes talking about undergrowth (grass and shrubs) opposes to fields. And for me at least google you are correct. I've had this discussion with a few mappers and hopefully in the future these will be tones down.
For other mappers out there here is my advice when creating undergrowth. Undergrowth should NEVER....NEVER be uses to create fields, long grass, anything higher then knee level. Its a major pain/exploit/cheat/false security that I've seen on allot of maps Working with Thick undergrowth
Sure it looks pretty when you walking through a field of green grass, problem is it will frustrate a player when they believe they are hiding while a distanced foe will see them on the ground with out cover. Unfortunately as of right now we have a very small selection of static grass to be used as ground cover. Hopefully this will change in the future, but we are only a small team. And these things take some time. |
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Last edited by CodeRedFox; 09-07-2009 at 08:31 PM..
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#4 | |
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Mapping Manager
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Quote:
yeah ...well I made qwai and fools road after...hehe the lesson has been learned...and in fact...we are just in the middle of reduxing qwai and the grass will be fixed... | |
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#5 |
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1N4X1 E-3 USAF Active Duty
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "The clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed on him." - Sun Tzu |
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#6 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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yeah i remember there was talk about using the new undergrowth system but they said qwai was too large to fix at the time so they left that for later releases
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#7 |
![]() Join Date: Mar 2009
Posts: 475
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I agree with the thread starter. What makes the issue even more frustrating is that people can "cheat" by lowering the terrain settings which removes the grass. I would hate to get shot by someone that can see me but I cant see them due to tall dense grass blocking my view. There are other maps with this problem, like Barracuda.
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| Tags |
| fixed, qwai, undergrowth |
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