[Map] Sangin - Update

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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: [Map] Sangin - Update

Post by PLODDITHANLEY »

Yes looks lovely much better than present graphics
airkn0cker
Posts: 21
Joined: 2008-12-04 21:35

Re: [Map] Sangin - Update

Post by airkn0cker »

Wow- We're getting there- good work :D
Sappers do it UBIQUE
SpungE
Posts: 41
Joined: 2005-09-18 15:01

Re: [Map] Sangin - Update

Post by SpungE »

Please make sure all the ladders and stairs work without having to jump.
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Map] Sangin - Update

Post by M_Striker »

looks very good!
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: [Map] Sangin - Update

Post by UKrealplayER666 »

Very nice indeed, Looks like the south side of asad khal but much bigger... lol
It's been a while, old friends
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: [Map] Sangin - Update

Post by Meza82 »

i look forward to ambushing the Chinooks and coalition troops with my heavy weapons cell -1 RPG, 1 PKM, 1 RPK, 1 Al quds (that RPKish weapon), maybe a stinger and G3, and alot of AKs. i bet the blufor will always have more players on this map
Violence is power
In .308 we trust
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Sangin - Update

Post by Dr Rank »

Meza82 wrote:i bet the blufor will always have more players on this map
Hmmm, possibly, although I had a hell of a lot of fun playing as the Taliban during some playtesting sessions a while back. Because of the amount of cover/concealment you have so much freedom to move around, organise ambushes etc, and dissapear pretty quickly at the first signs of trouble. You hear accounts from rl about how hard the Taliban are to spot/pin down, well so far that seems to have transfered into the gameplay. The action is going to be very focused too with less caches now visable, and depending how playtesting goes it may or may not be reduced to 1 cache at a time on this map. The Taliban will always be able to regroup fairly quickly, even if/when their rally points go down, as they will most likely going to have a number of permenent spawns in some of the compounds around the edges of the map that are out of bounds to the Brits.

At the moment I've just finished redoing some older areas I wasn't happy with and am roughly laying out some new fields. I still have a lot of work to do on this, but I'm taking 2 weeks off work in a couple of weeks and will be spending my 'summer holiday' working flat out on the map. Such are the sacrifices we make for you guys ;) I'll most probably post a few more updated screenshots/updated minimap after those 2 weeks off.
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Sangin - Update

Post by =Romagnolo= »

Dr. Rank, we all love you for what you've done so far. Use yor free time to rest a little too, working all the time may not help much.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
SWIZZ=kettcar=
Posts: 167
Joined: 2007-07-15 15:58

Re: [Map] Sangin - Update

Post by SWIZZ=kettcar= »

its time to give it the people
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Ironfist7997
Posts: 176
Joined: 2009-03-27 20:40

Re: [Map] Sangin - Update

Post by Ironfist7997 »

Dr Rank - Allah/God/Buddah/ChuckNorris be praised for your fine fine work.

can we dhl you a slab of beer :D :40_swig:
"Just point me in the right direction, I'm bound to find the enemy eventually!!"
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Map] Sangin - Update

Post by cyberzomby »

<3 <3 <3 <3 <3

Thanks for working on the map! Its a beauty
marcelofontenele
Posts: 3
Joined: 2009-05-22 15:41

Re: [Map] Sangin - Update

Post by marcelofontenele »

Congratulations on the map building. It's awesome!
SGT_Griggs
Posts: 70
Joined: 2009-05-14 12:58

Re: [Map] Sangin - Update

Post by SGT_Griggs »

One word: AWESOME!!! can't wait 'til it comes out i wanna try the chinook out :)
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Sangin - Update

Post by UncleSmek »

How many % is the map currently done?
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: [Map] Sangin - Update

Post by Hans Martin Slayer »

i'd say it's around 1337 %
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Map] Sangin - Update

Post by AquaticPenguin »

[R-DEV]Hans Martin Slayer wrote:i'd say it's around 1337 %
OVER 9000%
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: [Map] Sangin - Update

Post by Zrix »

WHAT 9000?!
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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Sangin - Update

Post by Dr Rank »

P2KK wrote:How many % is the map currently done?
I'm not really able to tell, I still have a lot of ground work to do, and that's before I start making up all of the compounds, doing all of the detail work, surrounding terrain and then all the other jazz that goes into making a map. Like I said, I'll put another more detailed update including minimap up, in what will probably be around 3-5 weeks time. In the mean time, here's another WIP screenshot of a new area I've been working on:

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JackAttack91
Posts: 78
Joined: 2008-12-03 22:14

Re: [Map] Sangin - Update

Post by JackAttack91 »

Wow the foliage looks great. And is that an A10 I see flying overhead? :)
Noobofthenight
Posts: 218
Joined: 2007-10-26 15:11

Re: [Map] Sangin - Update

Post by Noobofthenight »

VERY nice, is the FPS still ok, even with that much foliage?
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