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Old 08-26-2008, 08:15 AM   #131
$pyker
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Default Re: Muttrah City

i must say that is the best map for any game ever. I am very interested in those 3 signs at the bottom of the minimap mortar, crane and jdam?

also FORKLIFT SAW DRIVEBY FTW!
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Old 08-26-2008, 08:16 AM   #132
AnRK
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Default Re: Muttrah City

Quote:
Originally Posted by [R-DEV]Rhino View Post
cheers, thou this is all I had to work with when I started



as seen (a edited version) on my early WIP pics

http://www.rhinorage.co.uk/cutenews/...h2_minimap.jpg
Don't worry, I'm sure you'll get it all sorted for v3

Bloody good job though, a real pretty map and city, gonna feel a little guilty destroying the place...
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Old 08-26-2008, 08:19 AM   #133
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Default Re: Muttrah City

I have so many fond memories of battles in Muttrah City cant wait to play it again, amazing work rhino!


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Smoke going down!
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Old 08-26-2008, 08:21 AM   #134
[R-DEV]Rhino
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Default Re: Muttrah City

Quote:
Originally Posted by HunterMed View Post
Cobra??

Do the MEC have some heavy AA emplacements?
Quote:
Originally Posted by P.S.Txatu miller View Post
from the pictures it looks like they do have at least one
at main base they have 2 ZPU-4 AA guns for base defence, which from testing should work very effectively at taking out any chopper including the cobra (providing manned, which is the big catch ) that tries to venture near the main, and with all the cover in the city, vodnic 50cals, hand held AA (MANPADS) and also deployable AA from bunkers, providing the MEC have there act together its not too hard to take down the cobra, thou the cobra is vital from testing for USMC.


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Old 08-26-2008, 08:29 AM   #135
$pyker
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Default Re: Muttrah City

how annoying was it in the final stages of making the map when if you move or select something it bring up the list of all items in your map meaning you have to keep scrolling all the way up to minimize it?
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Old 08-26-2008, 08:30 AM   #136
xatu miller

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Default Re: Muttrah City

It looks like this is gonna be my favorite map

Just a question... Will there be something new about the attack helos? like i dunno, a stabilization of the turret for the gunner?

The internet makes you stupid.
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Old 08-26-2008, 08:33 AM   #137
black-wolf
Default Re: Muttrah City

Rhino! YOu said you wasnt making that fortress! You lied. (not that I mind )
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Old 08-26-2008, 08:38 AM   #138
[R-DEV]Rhino
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Default Re: Muttrah City

Quote:
Originally Posted by $pyker View Post
how annoying was it in the final stages of making the map when if you move or select something it bring up the list of all items in your map meaning you have to keep scrolling all the way up to minimize it?
I dont have a problem with the object editors list, its pretty easy to navigate. Now to navigate though all the objects in max, now that was hard, took 5mins to do a search for a object name as it searches all hidden lods etc

may get a screenshot of how it all looked in max, I setup a pretty advanced lighting system in fact along the GI lighting theory



Quote:
Originally Posted by P.S.Txatu miller View Post
It looks like this is gonna be my favorite map

Just a question... Will there be something new about the attack helos? like i dunno, a stabilization of the turret for the gunner?
the attack chopper will have a few small things changed about them, like limited flares, cannon tweaks, Hat switch views etc


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Old 08-26-2008, 08:39 AM   #139
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Default Re: Muttrah City

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Originally Posted by black-wolf View Post
Rhino! YOu said you wasnt making that fortress! You lied. (not that I mind )
Ye, I didn't make it you see, Z-Trooper did

Although I did direct him and give him plans, terrain etc on what I wanted him to do, but I still didn't make it


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Old 08-26-2008, 08:45 AM   #140
black-wolf
Default Re: Muttrah City

Btw, I found the ''whitecar1'' static today in bfeditor, the only problem was that it had the ''I need you for the us army'' skin.
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