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#31 |
![]() Join Date: Aug 2007
Location: Coventry
Posts: 565
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Rico11b: Better than that just take the body out of the game all together, and we'll have floating heads in game.
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#32 |
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Retired PR Developer
![]() Join Date: Jan 2007
Location: Wales
Posts: 2,658
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well i didnt want to make them to obvious as if they were they on purpose
At the moment they are deep and bumpy which i think are more natural and harder to cross but if the general cencus is to raise them so they appear on minimap i may look inot changing them |
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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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#33 |
![]() Join Date: May 2006
Posts: 2,148
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Bondy.. can you put a 64 layer version out in 0.85.. even if it is the exact same as the 32 version... as we can only play 64 layer maps on our main server due to slots and scripts .. pretty pretty please
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#34 |
![]() Join Date: Aug 2008
Location: West Chester, PA
Posts: 338
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I actually have a suggestion for this map. One of the problems I find when playing it, is that the chinese must walk alot farther to their first flag (Temple), and are often behind on the second one (outpost). This is due to two reasons. For temple, the US can take a boat almost right to their flag, while the chinese must walk to temple.
For outpost, the US has a straight shot and smooth road right to the flag, while the chinese have a windy, narrow road and a narrow ford to cross. Things I would suggest... Have a road that goes from Chinese main to temple. Widen, or atleast straighten the road that goes from Chinese Main to Outpost. |
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Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe
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#35 | |
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Quote:
Other (answer) then NickBond's team can benefit from it I hope Casualty didn't order you to do that,we'll have to dispatch our Mi17's to Florida if he did edit* btw that "radio noise" at the chinese main CP is tripping me out -very nice touch. | |
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Last edited by SocketMan; 12-01-2008 at 07:21 PM..
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#36 |
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make this map to a 4 or 2 km map;D;D that had been awesome
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er du norsk og er kiin på klan?
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#37 | |
![]() Join Date: Jun 2007
Location: Saint Louis, MO
Posts: 4,264
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Quote:
Played this map for the first time in the FFTF tourney this weekend, and I really enjoyed it. Lots of cover, and some very intense moments. Espically the noise at the Chinese main. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Don't let chafed nipples ruin your day Words to live by. |
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#38 |
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That's a LOT of trees!
I like this map. I can't help but think of BF:Vietnam when I play it. But it really could use some tweaks and I agree with Caboose about what they should be. It's far to easy for the US side to move out of their main and far too difficult for PLA to do so (in comparison) |
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Cpt-Stee1 in-game.
Glider Pilots do it quietly... |
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#39 |
![]() Join Date: Apr 2008
Location: Sofia
Posts: 412
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Played this map and i can say its one of the best PR maps after OP Barracuda and Kashan desert, we had us ambush sqwad, we layed in the grass and simply waited the enemy to pass us and then we stabbed them in the back !
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#40 |
![]() Join Date: Oct 2008
Location: Espoo, Finland
Posts: 828
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I've played twice; first time was great and second one sucked. It depends very much. I don't think the map needs to be changed, maybe bigger with also open fields but I like it already. It's just about how good your squad is.
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