[Map] Sangin - Update

Locked
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: [Map] Sangin - Update

Post by Oddsodz »

I Haz GR9 please on 64 layer???????????

Look very cool indeed. "King of the hill" will be epic.
Blade.3510
Posts: 152
Joined: 2009-03-07 15:22

Re: [Map] Sangin - Update

Post by Blade.3510 »

Oddsodz wrote:I Haz GR9 please on 64 layer???????????

Look very cool indeed. "King of the hill" will be epic.
you going to do a downloader for version 9 m8 because 8.5 downloader really saved me some time
1mpr0ved
Posts: 2
Joined: 2009-04-06 14:31

Re: [Map] Sangin - Update

Post by 1mpr0ved »

Great job, cant wait for that :shock:
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: [Map] Sangin - Update

Post by mp5punk »

cant wait for it.
Image
Blade.3510
Posts: 152
Joined: 2009-03-07 15:22

Re: [Map] Sangin - Update

Post by Blade.3510 »

this is going to kill my pc :(
j45h89
Posts: 156
Joined: 2008-03-11 18:26

Re: [Map] Sangin - Update

Post by j45h89 »

Going to be epic! :mrgreen:
NoxNoctum
Posts: 133
Joined: 2009-04-10 05:49

Re: [Map] Sangin - Update

Post by NoxNoctum »

Quick question:

Will this grass dissapear at range like on all the other maps due to the engine or have you figured out a workaround?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Map] Sangin - Update

Post by gazzthompson »

NoxNoctum wrote:Quick question:

Will this grass dissapear at range like on all the other maps due to the engine or have you figured out a workaround?
look at the various screenshots
NoxNoctum
Posts: 133
Joined: 2009-04-10 05:49

Re: [Map] Sangin - Update

Post by NoxNoctum »

How'd they get around it?

Is this going to be carried over to the other maps? I can live with helmetless soldiers at long range but grass dissapearing is a serious no-no.
NoxNoctum
Posts: 133
Joined: 2009-04-10 05:49

Re: [Map] Sangin - Update

Post by NoxNoctum »

I gotta admit I'm a little concerned about the size of the map.

It'd be great if we had 128 player servers... but we don't.

What'll end up happening is 2/3rds of the team is in vehicles which really, really sucks, especially since it's insurgency.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Sangin - Update

Post by McBumLuv »

Why does the size of the map affect how many players there are as infantry?
1 Apache, 3 Scimitars, 3 Chinooks means at most 11 of the 32 players playing a dedicated vehicle crew member role.

This map looks like a great one for FSGs with the use of Landrovers and Scimitars against the enemy. I hope the area "hint" defined by the cache location on the map is upped to a higher radius, forcing players to walk through the villages around it (perhaps a 300 meter radius?). Just my opinion though, haven't play-tested it, aside from the Beta :p

Though if it's anything like the Beta version than I believe that the British troops aught to be offered a wee-bit more protection, as it was easy for the Taliban to hit them in their base...

:D
Image

Image

Image
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Sangin - Update

Post by Dr Rank »

NoxNoctum wrote:How'd they get around it?

Is this going to be carried over to the other maps? I can live with helmetless soldiers at long range but grass dissapearing is a serious no-no.
https://www.realitymod.com/forum/f316-2 ... ields.html
NoxNoctum wrote:I gotta admit I'm a little concerned about the size of the map.

It'd be great if we had 128 player servers... but we don't.

What'll end up happening is 2/3rds of the team is in vehicles which really, really sucks, especially since it's insurgency.
Yes the British will use the vehicles available, but if they actually want to get into a compound to destroy a cache they'll have to go in on foot, which means boots on the ground CQB. With there being so many places for the Taliban to hide/hide IEDs etc taking any vehicle in close will be very dangerous, meaning you're best off using them for fire support rather than taking you right up to the front door of the compound. Every vehicle is there because it actually serves both a realistic and game relevant purpose. The Taliban will most likely outman the British troops on the ground yes, nothing unrealistic about that, but having the assets available will asymmetrically balance the map in a highly realistic manner i.e. CAS, FSGs etc.

I've also already stated that I will be experimenting with only having 1 cache available at any one time, which will keep the action focused despite the size of the map. The Taliban will most likely have uncappable permanent spawn locations in compounds on the edges of the maps which will be made out of bounds to the British Forces, and plenty of vehicles to get around in too so you won't be spending half the round just trying to walk from one end of the map to the other. RPs will be very easy to hide too with the amount of concealment available.

At the end of the day any speculation like this is pretty pointless. You'll have no idea how it'll work until you've played a good few rounds of the finished map. So basically, don't worry about it.
Image
Image
Image
Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: [Map] Sangin - Update

Post by Robbi »

As the days go on Ranky I get more and more excited about this map, send another version our way soon pl0x :)
Image
Image
alexaus
Posts: 150
Joined: 2009-05-09 06:51

Re: [Map] Sangin - Update

Post by alexaus »

will apache be delayed spawn ?
so that taliban have some time to set up a defence before it blows them away
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Sangin - Update

Post by Dr Rank »

[quote=""'[R-TEC"]Robbi187;1075922']As the days go on Ranky I get more and more excited about this map, send another version our way soon pl0x :) [/quote]

I'll need to do another testing sesh sometime in the not too distant future. Once I've got all the fields roughly in place I need to make up a few compounds and do some play testing around those. I'll let ya know ;) might be a few months yet though!

[quote="alexaus""]will apache be delayed spawn ?
so that taliban have some time to set up a defence before it blows them away[/quote]

Probably, yes, have to see how testing goes. I would have thought so.
Image
Image
Image
Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: [Map] Sangin - Update

Post by Robbi »

[R-DEV]Dr Rank wrote: I need to make up a few compounds and do some play testing around those. I'll let ya know ;)
Sweet :)

[R-DEV]Dr Rank wrote: might be a few months yet though!
Not so sweet :p
Image
Image
$pyker
Posts: 623
Joined: 2007-12-27 18:49

Re: [Map] Sangin - Update

Post by $pyker »

look buddy we already got maps this size and they work just fine we need more maps of this size so we can have space to maneovour soldiers and approach the enemy from different angles, also so we can have jets and the grass is not a problem! iirc it is done as either static or overgrowth, both of which render and very long distances so dont worry and if you have more to say please edit your post rather than posting twice :)
Combined Offensive Mod


"You cannot invade the mainland United States. There would be a rifle behind every blade of grass." - Admiral Isoroku Yamamoto
NoxNoctum
Posts: 133
Joined: 2009-04-10 05:49

Re: [Map] Sangin - Update

Post by NoxNoctum »

$pyker wrote:look buddy we already got maps this size and they work just fine we need more maps of this size so we can have space to maneovour soldiers and approach the enemy from different angles, also so we can have jets and the grass is not a problem! iirc it is done as either static or overgrowth, both of which render and very long distances so dont worry and if you have more to say please edit your post rather than posting twice :)
Look at Kashan though. It's got far too many vehicles IMO for the size of the server. Many times I've seen as few as ONE dedicated infantry squad. That's crazy.

That said, from what Rank has said about only having one cache + lots of cover = possible ambush on vehicles, and having the caches not be killable from outside this hopefully won't be an issue on this map as it is on Kashan.

At least I hope so.

Maybe I'm the only one who thinks Kashan is a snoozefest (it wouldn't be on a larger server).
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: [Map] Sangin - Update

Post by HeXeY »

Blade.3510 wrote:this is going to kill my pc :(
It's going to start with laughing of mine, then it'll slowly start torturing it before it catches on fire in a desperate atempt to stop the suffering, this will only cause me to throw it out of the window (laptop, 3rd floor) and running down jumping on it untill it stops burning.

Nice map :)
Image
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Sangin - Update

Post by McBumLuv »

The thing to think about though is.... If you knew the enemy had a large amount of jets/helicopters, tanks, AA vehicles, and other assets, why the F*** would you ever send infantry as the majority of your force or on their own into that?

:p

Great looking map, as always Dr. Rank :)
Image

Image

Image
Locked

Return to “2009”