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#1 |
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PR Developer
![]() Join Date: May 2006
CanadaLocation: Alliston
Posts: 3,337
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[0.7 Fools Road] -- public feedback
would like to get some feedback and see what you guys think...anything is fine dont be too kind...
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#2 |
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PR Developer
![]() Join Date: Feb 2006
CanadaLocation: Victoria, BC
Posts: 2,933
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I love the look of it and everything! It has a very realistic feel to it.
The problem is that it is unplayable for me All other maps are fine for me, Basrah, Qinling, Kashan, Mestia; all of them run fine for me. |
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#3 |
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Retired PR Developer
![]() ![]() Join Date: Jan 2006
Posts: 327
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Dude this map is off the charts.
It was so good I even told my wife about it. |
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#4 |
![]() Join Date: Jul 2007
Posts: 196
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Yea, I had to turn my settings down a bit across the board... especially since militia rely on cqb and framerates have a bigger impact in that situation.
Anyway, I feel like there are too many inclines that look scalable, but aren't. One in particular is the blasted area in the western face of the hill fort. I'm guessing there aren't grappling hooks on this map (I kept forgetting to check this, but I saw no one using any) but they might help a bit with this. The inability for militia to establish a team-wide respawn point really hurts for such a big map. I like that the forest is sparse enough to allow vehicles to cross off-road. The distances involved seem to favor British equipment in general. |
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#5 |
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PR Developer
![]() Join Date: May 2006
CanadaLocation: Alliston
Posts: 3,337
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yeah im wondering about the frame rate problem geze...the only thing we have ahd problems with is the new trees...and quinling has far more...
hmmm.. there is nothing "special" on the map that would cause an additional lag that i can think of... sounds are standard..lightmaps standard...textures all standard... maybe you can try to figure out where the worst lag is and let me know...im wondering if it might be really bad for low end systems? i cant imagione having no probs on quinling and being bad on this map |
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#6 |
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Forum Moderator
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Indeed, that tiny part at the west side of Hill Fort, where it really does look like you can get up...but you can't.
Also, remember that militia can set bunkers now, so it is possible to set team-wide spawningpoints, you just need a good com and some people to help with it. I haven't played it for long yet, but I found that when playing it with a small group of people (pre-lease, so only 16 of us), I could easily handle anything armored the Brits could throw at me while solo-tanking the Militia tank after the driver dc'd. The Scimitar doesn't really seem to hurt it all that much, but I don't know what it's like on a full server, haven't tanked then. I do love the stationary at-guns, they're kick-***, wiped out an entire British push with them one time |
![]() Do you have a super handsome mate? (hugs and kisses KP) |
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#7 | |
![]() Join Date: Jul 2007
Posts: 196
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Quote:
And I did try placing a bunker (as squad leader) while a build order was flashing right next to me... said something in russian and nothing happened. | |
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#8 |
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My comp handles it fine, once I got used to the new spawn system it was a blast
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Respect the R-Staff, they are pretty...pretty badass
so, if you don't like PR, get a refund
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#9 |
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PR Developer
![]() Join Date: May 2006
CanadaLocation: Alliston
Posts: 3,337
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awesome... those field guns are supposed to be the "main" force of the miltia...altohugh i feel we may have given the miltia a little too much mobility (well more than i planned)
but as long as its fun |
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#10 |
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My PC runs it okay with 512mb Ram and a Radeon 9550.
I only played about 15 minutes on this map and it seemed good.Although at one stage we had to go from the South-western corner of the map up to the North-Eastern corner,which seemed a bit much,but was probably due to the fact that we were holding the middle point |
![]() [R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah* |
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