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#41 |
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PR Mapper Team
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imho, destructible buildings are incredibly limiting as you can only use so many per map. With these nondestructible variants, maps will be able to have more buildings, more villages, and will just look more realistic.
I honestly dont see whats so great about destructible buildings.. sure they're neat if youre in a helo or tank... but during the majority of your infantry combat you wont notice it. All Id really care for is destructible entrances to compounds and houses because that would actually add more to gameplay than the destructibles do now. :P |
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#42 | |
![]() Join Date: Dec 2007
Location: The Netherlands
Posts: 326
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Quote:
but you are quite freaking right.. You should have a door which is locked.. and the building just enterable.. maybe some weak points.. and than the gameplay is way different than it is.. WHY?! WHY DO WE HAVE DESTRUCTIBLES?!?! :') | |
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[SH] JantjevanLeiden / / Niet volgen maar Leiden.
marcoelnk; youre one a crazy detail-obsessed guy To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-PUB]Hfett; "youre one a crazy detail-obsessed guy" So true To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#43 |
![]() Join Date: Nov 2007
Location: You can't get here from there
Posts: 1,605
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Isn't it amazing that we've surpassed any of the work done by DICE (in terms of models, statics, etc., the engine is different) without salaries or grueling hours under the chain whip of Electronic Arts?
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#44 |
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Nice!
Can't wait to make them crumble,lol. |
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#45 |
![]() Join Date: Oct 2007
Location: San Antonio, TX
Posts: 1,038
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Wow, if it was any realer, I'd touch the monitor.
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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. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Yay PR! |
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#46 |
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srry,I just read not destructable,lol...
Well,they're still awesome! |
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#47 |
![]() Join Date: Jan 2008
Location: Philadelphia, PA
Posts: 19
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looking good as usaul. Great job.
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#48 | |
![]() Join Date: Mar 2008
Location: Vancouver
Posts: 628
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Its somewhat inverse isn't it. Game makers lower themselves down a few levels often to draw in an audience while most mod makers elevate themselves into niches to attract the discerning gamers who are put off by the majority pleasing crap of mainstream production. All in all I must say that these devs have done a great job with the tools available. I mean how many really shitty and half assed mods are there for HL2 where they have complete source code availability and tools to mod it? I am very much reminded of Silent Hunter 3, a WW2 U-boat sim game, where the mod makers are hemmed in by Ubi's fascist need to guard their source code against what would be ostensibly a way to achieve greater after market appeal to a 3 year old game, a game which appeals to a niche market that already by default would NEED to mod the game since realism whores are always unhappy with vanilla. Much like PR they have achieved so much with the hardcoded product. If I ever say anything critical or voice concerns about this mod it is not out of an arrogant disdain for the devs here. I think that working with hardcoded game engines is the most impressive medium for mod makers. Cheers to you all. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PR.NATO.P*Funk To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#49 | |
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Dutch Forces Mod Leader
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Rhino, looking very good, my compliments to the chef and i allmost cant wait to call in a JDAM for it | |
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With kind regards,
Glimmerman To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#50 | |
![]() Join Date: Feb 2007
Location: Camp Lejeune, NC
Posts: 3,385
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As for EA i or any other company i show them no sympathy. There is absolutely nothing stopping them from making a realistic model of a gun or building. If then dont want to make a sim, fine but they just did a piss poor job in making the guns/statics/maps/soldier models look/sound real. If they had done that the masses wouldnt have given a crap(not to say they would enjoy the "cool" visuals more) and still played for the vanilla game play and people like us would have been happy in seeing that the game at least looks or feels real. But w/e, making a game is not easy and god knows they put a lot of work into it. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics. |
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| Tags |
| afghanistan, compound, model, static, statics, themed |
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LinkBacks (?)
LinkBack to this Thread: http://www.realitymod.com/forum/f316-2008/38748-static-model-new-afghanistan-themed-compound-statics.html
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