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View Poll Results: Your opinion.
I think the map is fine. 73 41.48%
I think its trash. 43 24.43%
I agree with IronComatose. 51 28.98%
I think something else(POST IT!!). 9 5.11%
Voters: 176. You may not vote on this poll

 
 
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Old 06-30-2008, 08:53 PM   #101
[R-DEV]Rhino
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Default Re: Qinling needs MAJOR revamp.

I've seen a major influx of servers running the map (with also the 32p version with choppers, APCs and jeeps) and a lot more players playing this map a lot more recently.

I think its more like Kashan where players have changed there playing styles to suit the map, which was probably the biggest problem was most players just playing the map like any other infantry map and then getting slaughtered by tanks, choppers etc


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Old 06-30-2008, 09:21 PM   #102
HughJass

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Default Re: Qinling needs MAJOR revamp.

The map has potential, but is set up incorrectly, there needs to be more cap points because a lot of times if you get pushed back to your fob you just feel like you lost the whole round. This map would be great with just another flag, bigger village, a village or something around the mine to make it seem remotley intresting, and a 3rd cap point up in the western part (yes rhino, we know how much you hate that area and just want it to be unused for some reason, but that area is fairly intresting with the terrain levels it has and a village or something down there would be fun for inf)

If i was mapping this, id put in a good sunset city like city somewhere in the map, making that area fun for inf to fight in. But thats just me, and people like different things.

If you are planning on changing the map at all rhino I hope it is for the better and making this map #1 on servers. Like i said before, the map has large potential.

PS. Id also make the 16 version of the map kinda how kashan 16 is.


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Old 06-30-2008, 09:33 PM   #103
[R-DEV]Rhino
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Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by HughJass View Post
PS. Id also make the 16 version of the map kinda how kashan 16 is.


try the 32p layer....


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Old 06-30-2008, 09:41 PM   #104
Rico11b

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Default Re: Qinling needs MAJOR revamp.

Oh boy. Here we go again.

An even better solution would be to have the flags in something besides a fish bowl. Each flag area (especially mines) is down in the bottom of a fish bowl area. Seems to me the map maker just wanted to sit in a tank and shoot fish in a barrel. Or in this case a fish bowl Maybe he hates Infantry and is looking for some pay back.

Most servers that I've seen die down to nothing when this map starts. It does have potential, but it needs bug fixes and adjustments. Everyone can't be in a jet, heli or a tank on this map. There are just not enough vehicles to go around. Some players are STUCK being infantry because everything thing else is taken. The Infantry that is left behind doesn't have enough man power to take and hold anything. Especially not with jet jocks, and heli whores roaming about.

It's a half ok map Rhino, but it could be great. But I know you will just be defensive again, and say everyone is not playing it right. Oh well.

R


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This is what should be expected from a "real" M-16, when fired by an "expert" shooter! This applies to "expert" only. However, someone that can only qualify basic "marksman" by hitting 23 out of 40 targets will NOT shoot this well! Period!!!
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Old 06-30-2008, 09:44 PM   #105
HughJass

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Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by [R-DEV]Rhino View Post


try the 32p layer....
thats with apcs aint that? and its smaller?


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Old 06-30-2008, 09:48 PM   #106
[R-DEV]Rhino
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Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by Rico11b View Post
It's a half ok map Rhino, but it could be great. But I know you will just be defensive again, and say everyone is not playing it right. Oh well.

R
No I have listened to all the suggestions in the topic and do understand where most of you are coming from, the main problem is time it would take to put in a lot of these fixes and what I would get out of it. At the moment I'm having enough problems finding time to finish off muttrah which is my main priortiy, as well as doing many other things in the mod, where as the map is playing pretty well IMO.

The 32p layer was changed in v0.75 to be the same size as 64p and it has transport choppers as well as APCs and jeeps.

EDIT:



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Last edited by [R-DEV]Rhino; 06-30-2008 at 10:12 PM..
Old 06-30-2008, 10:15 PM   #107
Rico11b

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Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by [R-DEV]Rhino View Post
No I have listened to all the suggestions in the topic and do understand where most of you are coming from, the main problem is time it would take to put in a lot of these fixes and what I would get out of it. At the moment I'm having enough problems finding time to finish off muttrah which is my main priortiy, as well as doing many other things in the mod, where as the map is playing pretty well IMO.

The 32p layer was changed in v0.75 to be the same size as 64p and it has transport choppers as well as APCs and jeeps.
In that case I fully agree with you putting this map on the back burner. If you can get Muttrah squared away, it gonna be one kick ass map. I've seen it while testing, and there are lots of cool places to check out. I could spend a whole day just driving around that map checking out the sites.

R


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This is what should be expected from a "real" M-16, when fired by an "expert" shooter! This applies to "expert" only. However, someone that can only qualify basic "marksman" by hitting 23 out of 40 targets will NOT shoot this well! Period!!!
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Old 07-01-2008, 11:48 AM   #108
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Default Re: Qinling needs MAJOR revamp.

The only thing that i can see wrong with Qinling is that it lags, which i think is in most part down to the sheer amount trees. Am i right in thinking that you cut down the amount of trees, Rhino?

If that is the case, perhaps you could add some craters where stuff has landed like in Ghost train, those shelled out holes in areas, and add some of those cut off tree stumps in the surrounding areas.

Saying that, There are plenty of other variations of maps to play on, so if you don't like Qinling, don't play it.

I'd rather play the newer version of Muttrah than a map which isn't one of my favourites. But thats just me.

Anyways keep up the good work, Rhiny.

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Old 07-01-2008, 01:19 PM   #109
Waaah_Wah
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Default Re: Qinling needs MAJOR revamp.

I think the map is really great, and you can easily be infantry on that map, just bring a HAT kit and you'll be fine.
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Old 07-01-2008, 05:40 PM   #110
[R-DEV]Rhino
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Default Re: Qinling needs MAJOR revamp.

Quote:
Originally Posted by Veritas View Post
The only thing that i can see wrong with Qinling is that it lags, which i think is in most part down to the sheer amount trees. Am i right in thinking that you cut down the amount of trees, Rhino?
na the lag is down to the sounds on the map, sofad and myself wanted to try out some new way of doing map sounds where you would get a gradient fade sound to the river rapids and the lake sounds when you go closer and further away, instead of just the vbf2 way of just on/off sounds.

The problem is we got what we wanted more or less, but with some sound cards it back fires, really badly. This mainly effects X-FI cards where with some its so buggy you can hear the river rapid sounds where ever your are on the map.

problem is right now I dont have the time to rework all the sounds on the map hehe, still got to think about sounds for muttrah


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