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Old 08-30-2008, 08:32 AM   #91
Smegburt_funkledink
Deputy Lead Tester (EU)
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Default Re: [Map] Ramiel

Simply awesome Okita & all the team that helped.

It runs beautifully on my mid-range system. Shame our game didn't run so smoothly, the blackhawk was down within 2 mins.

Apreciate all the work.


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Old 09-01-2008, 07:52 AM   #92
Nugiman

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Default Re: [Map] Ramiel

wow this is the best map in pr i think!
i had some wonderfull rounds on ramiel, it was just fantastic!


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Old 09-01-2008, 12:41 PM   #93
Zoddom

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Default Re: [Map] Ramiel

i only say, black hawk down.
had several flashbacks to the film^^



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Old 09-01-2008, 02:33 PM   #94
Sanke
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Default Re: [Map] Ramiel

Quote:
Originally Posted by Zoddom View Post
i only say, black hawk down.
had several flashbacks to the film^^
This map reminded me alot of bhd. I would be running around with 3 people and a black hawk would zoom by. Except for some dude who shot out our pilot, stole the chopper and then crashed in about 15 seconds
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Old 09-02-2008, 01:36 AM   #95
asianator365

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Default Re: [Map] Ramiel

Awesome map. In fact, this is probably the best map ever. I luv you. Just the right combination of assets for the US and the Durka Durka Jihadis.

Now on to criticism: I have noticed that a lot of servers crash on this map. Is there any way to prevent that? It is such an awesome map that it is a shame to see it not played to its full potential at all times.
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Old 09-02-2008, 02:42 AM   #96
[R-DEV]OkitaMakoto
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Default Re: [Map] Ramiel

Not sure about the crashing, but tbh, Ive experienced crashes on quite a few maps :\

Hopefully we can figure it out though, because Id love to finish more rounds

I personally just finished an AMAZING round as infantry US on Ramiel. Its a bit big [hehe] but that only seemed to be a problem when we were out looking for unmarked caches. Once we got towards marked caches, we got right into the shit. You dont see guys AS often, obviously, but it makes those encounters so much more real and tense.

After a week of playing, I think I can say I am really glad at how it turned out. We'll see what the coming months bring, and when I get back I hope to see some great strategies on both teams


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Old 09-02-2008, 06:03 AM   #97
Jonny

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Default Re: [Map] Ramiel

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
Not every building is enterable, I wasnt that amazing :P But I did try to make sure that key areas have enterables, and that every so far, there is an enterable. So its not amazing, but you DO have places nearby you can go in at most times.
A few more would be nice, but I cant imagine you could have made them in time for v0.8

So I would suggest you get people making enterable replacements for current buildings and then you can slowly add more and more until a little over 2/3 of the main buildings are enterable.

A few doors from codered would also be nice in the hotels. Which incidentally should be much higher, some of the highest on the map in fact.

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
Hills are gone. I had them for the longest time, but after Fuzz explained to me the EJOD effect I took them out and lowered them.
Its much better for it IMO, hills around cities just feel all wrong.

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
Its not an amazing map by any means, its just that its BIG. And big is good. Its really simple, but I really do enjoy its expansiveness
The fact that its BIG makes it better than basrah, infact I have not played basrah yet and may not again because of this map. The size is what has been missing from city maps until now.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

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Old 09-02-2008, 06:27 AM   #98
[R-DEV]OkitaMakoto
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Default Re: [Map] Ramiel

Those arent hotels, the two story enterables are a sort of apartment slum that ironTaxi made. Simple, and to the point I really like them, just wish the bottom floor was enterable as well

More enterables would be nice, but really theres already so much space, adding all the interior space would make the map even bigger and REALLY push it over the edge I think the enterables that are in game are pretty sufficient, though maybe a few more if the statics were available...

And as for them being higher... ehh, Fuzzhead and I really strove towards keeping things low to the ground. i had the vBF2 hotel in, but it was just TOO big. Works on muttrah, not on Ramiel


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Old 09-02-2008, 07:20 AM   #99
black-wolf
Default Re: [Map] Ramiel

Why did you call it ramiel? Because the devs didnt want a bhd map?
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Old 09-02-2008, 07:35 AM   #100
[R-DEV]OkitaMakoto
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Default Re: [Map] Ramiel

Its not that we didnt want a BHD map, its just that none of us wanted it to be absolutely 100% riding on the events coattail[or coat feathers... whatever the phrase is].

Black Hawk Down was its working title because when I made it I had no intention of it being in PR. Mainly because as my first map I just wanted to learn the editor and never expected it to take off like it did... in the end we just decided it would be better to name it something a bit more unique. Though I dont shy away from its origins, it just felt a bit too cheesy to name it after a movie :shrug:

Besides, being in PR and slightly based in the future, its not really BHD as much as its the UN reentering the same place, with all those ghostly memories of 15+ years ago~


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