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Old 08-25-2008, 11:34 PM   #91
[T]blackflybro88

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Default Re: Muttrah City

Quote:
Originally Posted by hiberNative View Post
probably just to see which maps have the jdam.
ya i know that about the jdam i was wondering if you had to call in mortars like the jdam


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Old 08-25-2008, 11:51 PM   #92
Raniak

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Default Re: Muttrah City

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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Old 08-26-2008, 12:02 AM   #93
Tofurkeymeister
Default Re: Muttrah City

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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Old 08-26-2008, 12:05 AM   #94
nathanator8811
Default Re: Muttrah City

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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Old 08-26-2008, 12:09 AM   #95
rangedReCon

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Default Re: Muttrah City

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Originally Posted by [R-DEV]coderedfox View Post
Nope we didnt test anything

To tell you the truth we wont know until the first few rounds are played on a public server.
I have had too many rounds of the USMC getting raped on Muttrah.


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Old 08-26-2008, 12:18 AM   #96
Z-trooper
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Default Re: Muttrah City

Quote:
Originally Posted by nathanator8811 View Post
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"
I can answer a few of those. The seperate watchtower I didnt make enterable, as it would hardly be used on its location (perhaps it was more accesible in the past). The only use you can put it to is if you drop a sniper team there by heli, other than that its mostly there becaues its there in real life.

The fort however is another story if I remember correctly there are 18 seperate stair cases (without the stairs leading up the the fort itself) some outside, but you can imagine that its enterable from those numbers.
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.

"Without geometry, life is pointless"
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Old 08-26-2008, 01:12 AM   #97
NYgurkha

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Default Re: Muttrah City

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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Old 08-26-2008, 01:20 AM   #98
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Default Re: Muttrah City

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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Old 08-26-2008, 02:00 AM   #99
hiberNative

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Default Re: Muttrah City

Quote:
Originally Posted by rangedReCon View Post
I have had too many rounds of the USMC getting raped on Muttrah.
i loved that, though.
a lot of rounds were only about getting into shore safely, dropping down into the water and going through that pipe.
i love fighting uphill.

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Old 08-26-2008, 02:24 AM   #100
HughJass

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Default Re: Muttrah City

Quote:
Originally Posted by NYgurkha View Post
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?
its just a matter of lag with statics, but networkable objects, such as destructable buildings, there is a 1024 limit, but getting around 300 should be your max (mapper wise) because more will cause lag.

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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