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#31 |
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PR Mapper Team
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Nice
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#32 |
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PR Developer
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I like a map that is not too 'busy'.... this map seems to strike that balance nicely, good job man
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#33 |
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Retired PR Developer
![]() Join Date: Jan 2007
Location: Wales
Posts: 2,658
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Thankyou fuzzhead for the kind words
I've just updated the water, any feedback on the colour/speed of the river ? *edit* roflcakes I just asked you for feedback on the speed of the river via the medium of picture ![]() ![]()
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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Last edited by Nickbond592; 02-03-2008 at 07:07 PM..
Reason: being a noob :P
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#34 |
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PR Artwork Team
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Where do you plan to place CPs?
Will the map have APCs? |
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#35 |
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Retired PR Developer
![]() Join Date: Jan 2007
Location: Wales
Posts: 2,658
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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#36 |
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Oh I'm liking this.. has a bit of a Bi Ming flair to it. I'm glad to see not all future maps will be huge as hell.
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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. |
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#37 |
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PR Developer
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Yea the CP layout looks great... a China start in the north would work too, glad you decided to go with straight AAS (no groups) and also glad you decided to go with no vehicles in such a small map, think this will turn out great!
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#38 |
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PR Artwork Team
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I also like the no aas groups.
My suggestion is this: The cliffs are there to stop the US from just bum rushing the village at the beginning, and also in the north to stop them from going to the Chinese main, and vice versa, to stop from when the Chinese have the village from attacking US main, and to stop the Chinese from attacking village outpost in beginning.
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#39 |
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Retired PR Developer
![]() Join Date: Jan 2007
Location: Wales
Posts: 2,658
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No offence GEZE, and i see what your concerns are, but cliffs would be out of place on this map, all my references of the area show a river flowing through a soft (shallow) valley.
A dome of Death will be present over the US main, and probably a pre-placed forward spawn of some sort (bunker) will hopefully be placed for the Chinese in the village, to force the US to move to the outpost first (along with it being the first flag they must cap) I want the map to be open as possible allowing you to approach a flag from any attack angle. Thanks for the input though its much appreciated |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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#40 |
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,406
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Just throwing thoughts around - if you have some flat farmland on the left bank instead of jungle, you could paradrop the US into the paddy fields, have them fight up through the drainage ditches to the outpost (commandeered farm houses?), then cross the river and move through the jungle to engage and destroy the enemy. That would remove the need for a dome of death which on other maps is a metaphor for guards and defenders but here would not make sense ... and would also give people a chance to paradrop which seems to be the theme of every second thread these days
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