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| German Forces Mod : Discussion pertaining to the PR German Forces Mod. |
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#11 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 721
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Re: [Map] Airborne [WIP]
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#12 |
![]() Join Date: Apr 2008
Location: Indiana
Posts: 222
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Re: [Map] Airborne [WIP]
The map is good but I noticed that there's an old Japanese Zero in the first picture, not saying that's wrong, but perhaps you could rust up the Rising Sun symbol so it isn't recognizable.
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#13 |
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PR Operations Lead
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Re: [Map] Airborne [WIP]
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#14 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 721
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Re: [Map] Airborne [WIP]
i did what you said but it wont show me hardly any objects on the minmap so i just created a horrible drawing in paint to let you know the current flagsettings
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#15 |
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PR Operations Lead
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Re: [Map] Airborne [WIP]
no i was talking about taking screen with all objects culling, how do you think i take such nice pic of muttrah? for minimap do this: http://www.realitymod.com/forum/f189...t-minimap.html
as for your think, first off a static plane in the sky that players spawn in then jump out = ultra gay. If you want to do it in a good way make a C-130 model. Thou OPK is working on a C160 model which the Germans use. But that brings me onto my next point, why would you have a para spawn if the Germans have a established air base? or is that the over grown air base that they need to cap but as a objective and nothing will spawn there? if thats the case then having only 1 objective strait after jumping out of the plane = bad. Too easy for the germans to get pushed back to the plane as there only spawn then if that happened there would be very little chance of the germans getting it back. Much like muttrah 1 with the docks, if the MEC capped it, it was almost impossible to get it back since the area was such a small area to defend, only so many ways to get into there etc. the russians would just shoot the germans falling from the sky, think of airport. Make a recommended number of 3 flags in 1 group for there first cap, min of 2, wide spread flags which means if the gemrans did cap them all, they would have to spread there defences thin across them. It may be possible for a good rus team to hold them off but not easy if the germans concentrate on one flag, and if they fail switch to anouther flag to attack. then from there do it with groups of 1 or 2. If you are detrimend on going with the idea of a para drop spawn then make sure you talk to me about it first as there is only a few good ways of doing it but having a static cargo plane in the sky is not one of them. |
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#16 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 721
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Re: [Map] Airborne [WIP]
i agree with most of it...
but can you please reformulate your flagidea? do you suggest the germans being able to attack 1 flag or 2-3 flags at the beginning? concerning the cargospawn : spawn will only last for about 2-3 min at the beginning and will then selfdestruct.so i dont think its gay cause it will be in the corner of the map very high up anyway. what i had in mind about taking the abandoned airport was that ger has to take it and repair the destroyed airstrip (that was the reason for my question how to do that ...this way jets and choppers could "refuel and rearm" (will simply spawn after some time). I agree that this whole initial situation could be avoided but it adds some variation and " cool specop-fastropzness" which so many miss in PR |
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#17 |
![]() ![]() Join Date: Mar 2007
United States of AmericaLocation: Lowell MA USA
Posts: 2,296
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Re: [Map] Airborne [WIP]
Well if its in Russia, you can leave the plane. Russia and japan did fight vs each other in WW2. And make this counter attack, that way Russia cant force Germany right off map.
@Rhino:Who knew that, we really only see them in BGF |
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#18 | |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 721
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Re: [Map] Airborne [WIP]
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#19 |
![]() ![]() Join Date: Mar 2007
United States of AmericaLocation: Lowell MA USA
Posts: 2,296
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Re: [Map] Airborne [WIP]
sweet, this map looks like it can fit AASv2 and Counter-Attack well.
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#20 |
![]() Join Date: Mar 2008
United KingdomLocation: United Kingdom
Posts: 536
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Re: [Map] Airborne [WIP]
Looks really nice though I think you should lose the rocket completely. I was going to use a similar idea on my map, but decided it was too crap - also most launch facilities would have nothing around them for a very large perimeter.
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