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Old 06-22-2009, 11:19 AM   #281
IronTaxi
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Default Re: [Map] Siege at Ochamachira [WIP]

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Originally Posted by wookimonsta View Post
heh, insurgents attacking a base could be fun. what about that gametype where after a certain time the defending team can retake flags? would be fun here, after half an hour the defending team gets tanks and helicopters
Im thinking perhaps to have the defenders have a ship out at sea that can spawn helis if they get pushed off their base.. give them one last kick at the can kind of thing...


not entirely suer about that yet though..


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Old 06-22-2009, 11:40 AM   #282
[R-MOD]Jigsaw
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Default Re: [Map] Siege at Ochamachira [WIP]

Wow just checked out the pictures on the 1st post and wow I am seriously impressed. The level of detail evident is incredible, compare and contrast the docks at muttrah with these docks and you can really see some great firefights developing through there.

Fantastic work Iron Taxi, well done.


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Old 06-22-2009, 11:45 AM   #283
[R-DEV]Rhino
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Default Re: [Map] Siege at Ochamachira [WIP]

ye, Taxi's docks are really good gameplay wise but Muttrah is a far more realistic commercial port setup (since it was made off what is really there ) as real commercial ports are kept as tidy and clutter free as possible to ensure that shipments are moved in and out as fast as possible etc. Thou for Muttrah 2.5 (when that ever happens ) I'm planning on adding some more details here and there, what really needs to happen which I bypassed due to time was painting the dirt and tire marks onto the terrain of the docks, as the moment the ground textures are really clean when they shouldn't be


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Old 06-22-2009, 11:53 AM   #284
[R-DEV]marcoelnk
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Default Re: [Map] Siege at Ochamachira [WIP]

Quote:
Originally Posted by [R-DEV]Rhino View Post
ye, Taxi's docks are really good gameplay wise but Muttrah is a far more realistic commercial port setup (since it was made off what is really there ) as real commercial ports are kept as tidy and clutter free as possible to ensure that shipments are moved in and out as fast as possible etc. Thou for Muttrah 2.5 (when that ever happens ) I'm planning on adding some more details here and there, what really needs to happen which I bypassed due to time was painting the dirt and tire marks onto the terrain of the docks, as the moment the ground textures are really clean when they shouldn't be
i disagree. you shouldnt actually overwork these areas.
i looked at several refs from other similar industrial harbours and they are completely clean and empty exept the cranes and containers of course. it surprised me too but it is in fact realistic if you keep it as it is...


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Old 06-22-2009, 12:02 PM   #285
[R-DEV]Rhino
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Default Re: [Map] Siege at Ochamachira [WIP]

ye I'm planning to keep it as it is for muttrah 2.5 (when it ever happens ) but just going to add little details here and there to add to the immersion.

anyways found a good shot of the muttrah port inside when just googeling now as I mainly had to go off other ports when I was making it but as you can see, its pretty much as it is ingame as it is in r/l.



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Old 06-22-2009, 12:03 PM   #286
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Default Re: [Map] Siege at Ochamachira [WIP]

how freaky would it be to walk though the real muttrah docks....


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Old 06-22-2009, 12:11 PM   #287
[R-DEV]marcoelnk
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Default Re: [Map] Siege at Ochamachira [WIP]

yeah i wondered that too... or to visit the mosque.
a city youve never been to but you know almost perfectly well , lol


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Old 06-22-2009, 10:50 PM   #288
IronTaxi
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Smile Re: [Map] Siege at Ochamachira [WIP]

i dont think its a matter of real vs not real...but more the context of the ports..

muttrah (i think) is intended to be a high volume port currently in service which is being invaded (i dont dare speculate why) by the marauding americans..

In this maps case the port is a much more derilect backwater port that has been occupied as an easy deployment position for a Brit task force being deployed to attack a weapon dealing militia (at the UN request of course)

so they both follow funtion and form but with different contexts... Rhinos being an actual recreation and mine being a compilation of port images and references.. as well as a does of gameplay..


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Old 06-22-2009, 11:16 PM   #289
Rudd
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Default Re: [Map] Siege at Ochamachira [WIP]

Quote:
(i dont dare speculate why) by the marauding americans..
they can't find their fastropz, CIA says the MEC stolez them!



anyway, I was wondering. What kind of ambient sounds are you thinking of? Will there be the L4D kind of dripping and creaking or are looking at the Korengal jets overhead type stuff?


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Old 06-23-2009, 12:06 AM   #290
LithiumFox
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Default Re: [Map] Siege at Ochamachira [WIP]

let rhino do what he wants ^_^ Details are good, and if i'm correct, the americans are invading about in the afternoon, which would mean that they probably wouldn't have cleaned up all the dirt and tiremarks =)

^_^ Details are good. they make things more... you know... they add more of a feel to it. ^_^

GO RHINO! ^_^

> > btw, whens this map going to be done (Ochamachira)



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