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#91 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Member of 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. |
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#92 |
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Yes. You can only have one type of "artillery" settings in a map and if each maps are going to have different settings it make sense to indicate which one is going to have which one.
Unless the devs found away around that, but it would surprise me. |
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#93 |
![]() Join Date: Mar 2008
Posts: 649
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My friend used to live in Muscat, so I'm sure he's seen that area. Pretty cool how accurate it seems :P. I'll have to ask him what he thinks, though I think it will be realistic enough for his liking :P.
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#94 |
![]() Join Date: Jan 2008
Posts: 82
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So, as I gaze at this marvel of digital engineering, a few questions enter my cranium... What sort of/how many enterable buildings will there be? Will the fort/watchtower interiors be fully realized? "etc. ad infinitum along that line of questioning"
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#95 |
![]() Join Date: May 2007
Posts: 864
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#96 | |
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Retired PR Developer
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Quote:
The fort however is another story 4 levels of the main tower is at the players disposal, 3 levels of the entrance/guard tower, one row of gun slits is accessible from the small tower and the main tower. The two spawn buildings provide access to the two main towers (big one and ruined one). Apart from that there are several gun slits available for defence along the walls. I think its fairly safe to say that the fort will be nearly impossible to take. MEC will most likely bleed out before it being taken. The best chance anyone has of taking it is by little bird insertion I think - still some tough fights inside the fort. | |
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"Without geometry, life is pointless"
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#97 |
![]() Join Date: Nov 2006
Location: Queens
Posts: 1,548
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btw is there a limit in the BF2 engine regarding the number of buildings and statics allowed? Did you hit that limit with this map?
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#98 |
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lol one can only ask, now that your done with Muttrah City v2, perhaps the most anticipated PR map of all...whats next?
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#99 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
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----
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ----"You are now the AK Jesus" / Expendable Grunt |
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#100 | |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,595
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Also there is the ladder problem, more then 1024 ladders and whenever you climb it you will blow up the server. | |
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| Tags |
| city, final, map, muttrah |
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