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Old 06-16-2009, 02:18 PM   #41
AnRK
Supporting Member

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Default Re: [Map]Hormuz Straits

Quote:
Originally Posted by [R-DEV]Rhino View Post
no I'm not happy since it can't vertically take off with a full load of weapons (in r/l), its a STOLV aircraft (Short Take Off, Vertical Landing)
I'm not happy that my H&K machinegun is going to have a 4x times zoom for apparently no reason
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Old 06-17-2009, 12:32 PM   #42
Smuke

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Default Re: [Map] Hormuz Straits

Looks great, a mix between kashan and gulf of oman?


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Old 06-20-2009, 03:36 AM   #43
[R-DEV]Outlawz7
PR:BF2 Developer

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Default Re: [Map] Hormuz Straits

Beach landing spot



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Old 06-20-2009, 06:20 AM   #44
162eRI

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Default Re: [Map] Hormuz Straits

Nice work so far. But for the beach, there are things to sort out.
Trenches shouldn't be straight and pillbox and other buildings should be buried. One shot from the US navy/air force and everything is destroyed...

Here a really quick draw I did:


Need a first line, with light pillbox and some mortar positions. Some shelters behind to protect the troops during air/naval strikes. Behind the road, the depression is perfect against vehicles. At least, the second line is important, because we never put the artillery up front to the ennemy but behind the lines of combat. It's also important if the 1st line is lost so the troops can retreat to this 2nd line and be protect at the same time...

Of course it's not Normandy landing, so just light defenses and bunkers/pillbox. None the less, realistic defenses would be great.
And we have to keep in mind that beach defense lines are useless today as heavy air/naval strikes can destroy them easily and after, marines can overrun them fastly. Like Vauban forts, the best defense line are not straight lines but rather defensive positions protecting each other and still letting the ennemy get pass through. Remember Vauban, Iwo Jima, in contradiction with the Maginot Line...

Can't wait to see more pix' of your work, looks like a nice map


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Old 06-20-2009, 06:40 AM   #45
[R-DEV]marcoelnk
German Forces Mod Leader

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Default Re: [Map] Hormuz Straits

162 is right. your trenches etc are too straigt and furthermore not parallel to the beach but parallel to the map border which doenst look good.


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Old 06-20-2009, 08:38 AM   #46
Jonny

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Default Re: [Map] Hormuz Straits

I would only have a second line in a few places if the trenches go right along the coast, but have those few places being REALLY heavily fortified and using a medium-sized underground complex, comparable to the hanger bunker's hanger section.

Dont forget that some trenches can be covered by the defenders to allow movement, with other left very wide and deep enough to trap vehicles (ie, not meant to be defended, just built as a trap).

Have a look at the foxhole CO asset, it should be possible to turn it into a static if you think it will fit in the terrain. That way you can have a load of permanent foxholes, with mounted weapons.




What you really need though, is a custom trench static. Something you can place at any orientation and have it fit the terrain. scale 4 maps really aren't suited to trenches made only from morphed terrain.

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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 06-20-2009, 12:04 PM   #47
[R-DEV]Outlawz7
PR:BF2 Developer

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Default Re: [Map] Hormuz Straits

Quote:
Originally Posted by Jonny View Post
What you really need though, is a custom trench static. Something you can place at any orientation and have it fit the terrain. scale 4 maps really aren't suited to trenches made only from morphed terrain.
Pretty much the main issue

Quote:
Have a look at the foxhole CO asset, it should be possible to turn it into a static if you think it will fit in the terrain. That way you can have a load of permanent foxholes, with mounted weapons.
Good idea, but the foxhole should probably be a completely new static to blend in and to stop players from confusing them with the deployable ones.


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Old 06-20-2009, 01:55 PM   #48
Jonny

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Default Re: [Map] Hormuz Straits

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Originally Posted by Outlawz View Post
Good idea, but the foxhole should probably be a completely new static to blend in and to stop players from confusing them with the deployable ones.
It wont be confused if its sunk into the ground correctly. There shouldn't be any issue with it being confused anyway, the destroyable one should be quite hard to take out.

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 06-23-2009, 12:39 PM   #49
Farks
Project Reality Beta Tester

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Default Re: [Map] Hormuz Straits

Looks DAMN NICE Outlawz!! Just make sure that all control points are placed in logical positions that makes sense from a strategy point of view as well. I'm saying this because it's a problem on some PR maps, and a problem for PR in general.

The language and concepts contained in this post are guaranteed not to cause eternal torment in the place where the guy with the horns and pointed stick conducts his business.


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Old 06-23-2009, 02:02 PM   #50
[R-DEV]Outlawz7
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Default Re: [Map] Hormuz Straits

Quote:
Originally Posted by Farks View Post
Looks DAMN NICE Outlawz!! Just make sure that all control points are placed in logical positions that makes sense from a strategy point of view as well. I'm saying this because it's a problem on some PR maps, and a problem for PR in general.
Don't worry I'm putting it together with AASv3 and CnC in mind, meaning there will be lots of areas to fight over and use.


Took this today while playing around, the view distance is 1500m.


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