Go Back   Project Reality Forums > Project Reality Mod Forums > Project Reality Mod Archives > PR Feedback Archives > PR v0.7 Feedback Forum

Welcome to the Project Reality Forums! Join the Project Reality forums! Contact Us


 
 
LinkBack Thread Tools Display Modes
Old 01-02-2008, 12:19 AM   #31

[T]Terranova7's Avatar
Quote:
Originally Posted by [R-CON]GeZe View Post
I'm pretty sure it's a problem with the trees, when I look at trees a I get horrible FPS.

I think because the trees are so dense, and the view distance is very long.
I got the same problem. I can run around in the open, and around the CPs just fine. It's when you look or travel into the forest that a noticeable frame rate drop occurs.

Very scenic map, it was just a joy to hike around the hills and mountains to our next objective.

In terms of gameplay, it truly is extremely slow on this map. Rounds are very drawn out, and engagements with opposing forces are few and far between. Honestly, I would suggest more mobility, and possibly a much more linear flag order. As fighting over two flags at any given time on this sprawling map tends to spread players out too much. I'd much rather have hard-pushed, concentrated engagements over one flag at a time.

I also feel the flags that are placed close to the main bases need to be removed. Once the enemy team captures those flags, the game usually stalls there as it's easy to use the CPs as footholds. The one next to the militia main is particularly bad as British players can usually baserape from the both elevated and concealed positions of the bunkers.

[T]Terranova7 is offline
Old 01-02-2008, 12:44 AM   #32

Paperchase's Avatar
This map runs pretty good with my 8800GT. I run the game in a window though to avoid 2D elements from stretching.

Paperchase is offline
Old 01-02-2008, 01:07 AM   #33
PR Developer

[R-DEV]IronTaxi's Avatar
Quote:
Originally Posted by Terranova View Post

I also feel the flags that are placed close to the main bases need to be removed. Once the enemy team captures those flags, the game usually stalls there as it's easy to use the CPs as footholds. The one next to the militia main is particularly bad as British players can usually baserape from the both elevated and concealed positions of the bunkers.
thanks for the feedback...round should be essentially over if either team loses the flag next to their base...at least that was my initial design idea...

we will have to take a look at the bleed but it should be high at that point..

i think the brits have a very good chance to establish a really nice base in the small town if they do it right away...not to mention being able to block up that intersection and control access for heavy vehicles...

same can be done a the mining complex..

once you break up into the flatlands its a whole new ball game..

[R-DEV]IronTaxi is offline
Old 01-02-2008, 06:13 AM   #34

xgayox's Avatar
Quote:
Originally Posted by Death_dx View Post
Only lag I noticed was on zooming with binocs/rifle optics.
Same here.

This map is the shit though.
xgayox is offline
Old 01-02-2008, 06:46 AM   #35

Cpt.Kawakowitsch's Avatar
Send a message via ICQ to Cpt.Kawakowitsch
I am also lagging on this map. I played only for a hour or so, but I like the design, the size, it is just a beautiful map, but I would suggest to make the grass higher especially along the dirt tracks, so the militia can hide and ambush the GB armors a bit more easier.
Cpt.Kawakowitsch is offline
Sponsored Links
Old 01-02-2008, 07:09 AM   #36
PR Art Team

[R-DEV]AfterDune's Avatar
Send a message via ICQ to [R-DEV]AfterDune Send a message via AIM to [R-DEV]AfterDune Send a message via MSN to [R-DEV]AfterDune Send a message via Yahoo to [R-DEV]AfterDune Send a message via Skype™ to [R-DEV]AfterDune
Binocs lags at my place as well. Wonderful map! Though you really need to have a vehicle, hehe.

As militia, you don't need to first build a command post, you can build bunkers and firebases straight away.

[R-DEV]AfterDune is online now
Old 01-02-2008, 07:15 AM   #37

unrealalex's Avatar
At first I hated this map, but it really shines when you've got a good squad and people are utilizing assets.

it's very smooth for me but i have a pretty high end pc.
unrealalex is offline
Old 01-02-2008, 11:11 AM   #38

Cpt.Kawakowitsch's Avatar
Send a message via ICQ to Cpt.Kawakowitsch
I have played just a few minutes ago for about a hour no lag at all, nevermind that map is such a beauty to play on, especially as militia very well done (besides maybe a bit higher grass), thx!
Cpt.Kawakowitsch is offline
Old 01-02-2008, 02:21 PM   #39

[T]waylay00's Avatar
Send a message via AIM to [T]waylay00
I really like this map, and I like long, realistic battles (even if that means no enemy contact for extended periods of time).

I do think that the British needs a couple of more transports though.

[T]waylay00 is offline
Old 01-02-2008, 02:44 PM   #40

Simio1337's Avatar
The Militian tank turned out to be a huge success against apcs. I was in a British APC while my brother was circling around the enemy the Militian tank their turret turned very fast as me and by bro were trying to get behind the enemy tank. We got blown up in 2 shells. We need to change their turret to turn much slower its a very old tank.

Simio1337 is offline
Sponsored Links
 


Bookmarks

Tags
feedback, fools, fools road, fools road problems, public, road
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 05:39 AM.


Powered by: vBulletin. ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2008, Project Reality.