[Map] Sangin - Update

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Rico
Retired PR Developer
Posts: 1345
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Re: [Map] Sangin - Update

Post by Rico »

Sounds good fella's. Very much looking forward to this map either way! The Insurgency and AAS versions sound amazing.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: [Map] Sangin - Update

Post by G.Drew »

Exactly. Imo i think 2 is sufficient, 3 would be a bit OTT, as long as the two chinooks are kept alive, the British side should be well supplied.
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DanishPride
Posts: 174
Joined: 2009-03-21 21:04

Re: [Map] Sangin - Update

Post by DanishPride »

LOL when i saw the Chinook i jizzed in my pants ! CANT WAIT^^
In-Game: Makemebad[DK]

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Ethnic
Posts: 7
Joined: 2009-05-02 08:43

Re: [Map] Sangin - Update

Post by Ethnic »

This map is so cool with that chinook!
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Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Sangin - Update

Post by Cpl.Small »

I am so excited about this map but i think it'll be better on things like clan matches and in PRT as there will be no noob pilots crashing the chinook :(
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Map] Sangin - Update

Post by Dev1200 »

masterceo wrote:the problem would be massive ticket loss due to noob pilots frequently crashing chopper after chopper each time it spawns

That's like saying the problem with every map is massive ticket loss due to noob players frequently crashing / wasting vehicles every time they spawn.


Oh wait.. thats exactly whats happening ^^
masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: [Map] Sangin - Update

Post by masterceo »

what i mean is: the faster chinook respawns, the faster it gets wrecked by someone ;)

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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Map] Sangin - Update

Post by Alex6714 »

Might aswell remove players from the map then. Same thing with the people running into traps and just dying on the ground.

If you are that worried maybe they will make you a version with not even a truck on it and then you won´t have to worry about the ticket loss.

Of course, they may not be as many people interested.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Map] Sangin - Update

Post by Tim270 »

Yea, I think im going to stay well clear of any chinooks for the first few weeks when they come out :p
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Sangin - Update

Post by Rudd »

imagine if the put a mk19 on the chinook...it never be used for transport I'll tell ya that!
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Sangin - Update

Post by Snazz »

I'm fine with 3 chinooks... :)

I'm wondering about the lack of apache escort on the harrier and a-10 layers.
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Sangin - Update

Post by UncleSmek »

Any new screenshotties? :)
Pure_beef
Posts: 79
Joined: 2009-02-09 11:39

Re: [Map] Sangin - Update

Post by Pure_beef »

This may have been asked, but im not reading through 32 pages to find the answer. Map looks great, however, the grass...will it be the type of grass that stops you from seeing when you are crawling through it, yet if the enemy is 100M away they dont see the grass just you.
If that is the case then there could be some cover issues!
Rhino
Retired PR Developer
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Re: [Map] Sangin - Update

Post by Rhino »

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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Sangin - Update

Post by marcoelnk »

...
You dont have to read through 32 pages of course . but one could expect you to read the first post at least before aksing such a question ..
A lot of the detail has yet to be added, compounds have not yet been fully built, object lightmaps have not been run, and most of what you see is subject to change (all of the grass etc you currently see in the fields will be replaced using Rhino's new overgrowth field technique and will include a greater variety of crops/grass)
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Nibbit
Posts: 174
Joined: 2006-06-18 18:38

Re: [Map] Sangin - Update

Post by Nibbit »

looking good, looks like this will give you a good picture of how it looks down there
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: [Map] Sangin - Update

Post by DesmoLocke »

[R-CON]marcoelnk wrote:...
You dont have to read through 32 pages of course . but one could expect you to read the first post at least before aksing such a question ..
Maybe the Dev Journal posts should be limited to the first post so the dev can keep updating it? Or is that what the blogs are for?
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PR player since 0.5 (Feb 2007)

GrimSoldier
Posts: 169
Joined: 2009-01-09 21:59

Re: [Map] Sangin - Update

Post by GrimSoldier »

Awesome, looks like this will be a fun map!
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{UK}Suzeran
Posts: 126
Joined: 2009-03-17 17:07

Re: [Map] Sangin - Update

Post by {UK}Suzeran »

DanishPride wrote:LOL when i saw the Chinook i jizzed in my pants ! CANT WAIT^^
why are some people always jizzin their own pants, is it enough just to be excited anymore? :fryingpan
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