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Old 01-16-2010, 09:01 AM   #81
[R-DEV]Amok@ndy
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

the wide open fields are a big negative aspect for the blues ! they are visible from the hills the taliban just need some spotters ! so for blufor the way to victory is SPEED !
the taliban get a lot of pickups to get rpgs fast to the hills and for sure the taliban should train hitting with an rpg on long ranges


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Old 01-16-2010, 09:14 AM   #82
MaxBoZ
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

Well yea, they can see the BluFor but that is the only thing.. See them. Attacking is pretty much a no go as Taliban would be raped..


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Old 01-29-2010, 11:09 AM   #83
nk87
Default Re: [Map] Jormdarreh Range (4km) [WIP]

Quote:
Originally Posted by MaxBoZ View Post
Well yea, they can see the BluFor but that is the only thing.. See them. Attacking is pretty much a no go as Taliban would be raped..
Welcome to reality.

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Old 01-29-2010, 03:50 PM   #84
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

Well I think what'd be the key on this map, is to find the perfect balance between concealment-cover for the Taliban and open field view for Bluefor.

If there's too much open ground : Taliban get raped on their soil and barely ambush anything.

If there's too much concealment and cover in the mountains for the Taliban (Vegetation, rocky hills, buildings, etc. ) : Bluefor gets base raped and can hardly ever get to the objective without sustaining heavy losses.

Albeit the later, based on my view of 0.876's Korengal, might not happen since the map is much larger and could sustain multiple chokepoints rather than the constricted few in Korengal. As it is right now.. Taliban don't have spots they can hold too well like on Archer. These areas on Archer (the airfield, the mountainous villages, the large town, the smaller eagle's nest, etc..) compensate for the lack of natural cover in the desert.

My two cents.

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Old 01-29-2010, 03:55 PM   #85
MaxBoZ
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

Quote:
Originally Posted by nk87 View Post
Welcome to reality.
Hmh, Because all PR Maps are based on balance not reality?


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Old 02-14-2010, 02:22 PM   #86
[R-DEV]Amok@ndy
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

small update:

http://img145.imageshack.us/img145/2355/jr1.jpg
http://img710.imageshack.us/img710/7674/jr2t.jpg
http://img690.imageshack.us/img690/2411/jr3.jpg
http://img199.imageshack.us/img199/3923/jr4p.jpg
http://img188.imageshack.us/img188/1391/jr5i.jpg

i hope that i will be able to finish this map soon to go on with my other projects


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Old 02-15-2010, 05:05 AM   #87
[R-DEV]AFsoccer
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

Looking good Andy. The terrain contours are especially realistic!
Are you going to play around with the tiling to get rid of the square patterns that show on the dark part of the hills?



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Old 02-15-2010, 10:37 AM   #88
[R-DEV]Amok@ndy
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

its not the tiling ! causing this issues
the top tiling is already set to 8


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Old 02-15-2010, 11:15 AM   #89
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

Quote:
Originally Posted by Amok@ndy View Post
its not the tiling ! causing this issues
the top tiling is already set to 8
lowdetails?


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Old 02-15-2010, 12:52 PM   #90
[R-DEV]Amok@ndy
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Default Re: [Map] Jormdarreh Range (4km) [WIP]

top tiling is a setting in the groundproperties try it out and you will see the effect


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