[Map] Sangin - Update

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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Sangin - Update

Post by Maxfragg »

I hope your all aware of the fakt that the users name above me is strongly connected to the nazi-scene in germany :-(
J.F.Leusch69
Retired PR Developer
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Re: [Map] Sangin - Update

Post by J.F.Leusch69 »

how do you know that?
nickshehan
Posts: 35
Joined: 2009-04-04 16:59

Re: [Map] Sangin - Update

Post by nickshehan »

maybe, maybe not...

"Thor Steinar is a German clothing brand registered as a trademark by Axel Kopelke in October 2002. The label's logo consisted of a combination of a tiwaz rune and a sowilo rune and has resulted in controversy. The company has since changed their logo.

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Various authorities and organizations, including Brandenburg Verfassungsschutz have identified the wearing of Thor Steinar clothes as one of the indications of membership in the Neo-Nazi subculture. Wearing the label is prohibited in the German Bundestag, in the Landtag of Mecklenburg-Vorpommern as well as in several football stadiums.
The Thor Steinar label was acquired by International Brands General Trading, an Arab-owned, Dubai-based company in a move that, according to the Financial Times, may force "neo-Nazis to reconsider their choice of outfit"

but to get back on topic when do you think the Chinook will be ready for some up-close screenshots Dr Rank??? I want my christmas present early :P
Dr Rank
PR:BF2 Developer
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Re: [Map] Sangin - Update

Post by Dr Rank »

nickshehan wrote:but to get back on topic when do you think the Chinook will be ready for some up-close screenshots Dr Rank??? I want my christmas present early :P
As soon as its fully exported, coded and ready to go ;)
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nickshehan
Posts: 35
Joined: 2009-04-04 16:59

Re: [Map] Sangin - Update

Post by nickshehan »

ahhh the suspense...
=Romagnolo=
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Re: [Map] Sangin - Update

Post by =Romagnolo= »

Try some popies, they worked for me :P
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Rhino
Retired PR Developer
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Re: [Map] Sangin - Update

Post by Rhino »

=Romagnolo= wrote:Try some popies, they worked for me :P
of course, why else do you think we grow them? :p
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Sangin - Update

Post by Psyko »

donations go directly to the PR garden and wardrobe landscaping department.
Megagoth1702
Posts: 510
Joined: 2009-01-31 20:19

Re: [Map] Sangin - Update

Post by Megagoth1702 »

Maxfragg wrote:I hope your all aware of the fakt that the users name above me is strongly connected to the nazi-scene in germany :-(
Offtopic, but yeah, all the nazi pussies are too faggy to show the real swastika symbols n shit, because they are forbidden for a good reason, so they hide themselves behind cheap logos and clothing, so poor...
In fact only nazis wear that clothing, never saw somebody else with it, cuz everybody knows what it means.

<.<




I saw that chinook pic and thought: its open, so we have vehicles rollin' in and out. :D

A very easy way to do this is just assign a key (X) to let one single rover spawn at the back of the chopper, since nothing else is possible. ^^ Works for crates, works for rover.

And I bet it already has been told somewhere. :D
Megagoth1702
Posts: 510
Joined: 2009-01-31 20:19

Re: [Map] Sangin - Update

Post by Megagoth1702 »

W00t? I can't edit my post? oO WTF. oO

However, look here for example:
YouTube - BF2 Battleship Mod: Piloting carrier with an airplane on top
Blade.3510
Posts: 152
Joined: 2009-03-07 15:22

Re: [Map] Sangin - Update

Post by Blade.3510 »

Megagoth1702 wrote:Offtopic, but yeah, all the nazi pussies are too faggy to show the real swastika symbols n shit, because they are forbidden for a good reason, so they hide themselves behind cheap logos and clothing, so poor...
In fact only nazis wear that clothing, never saw somebody else with it, cuz everybody knows what it means.

<.<




I saw that chinook pic and thought: its open, so we have vehicles rollin' in and out. :D

A very easy way to do this is just assign a key (X) to let one single rover spawn at the back of the chopper, since nothing else is possible. ^^ Works for crates, works for rover.

And I bet it already has been told somewhere. :D
no fair i was gonna say that lol im sure it would work tho
VapoMan
Retired PR Developer
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Re: [Map] Sangin - Update

Post by VapoMan »

Hi 5! Very nice
Double Doppler
Posts: 74
Joined: 2009-07-19 15:33

Re: [Map] Sangin - Update

Post by Double Doppler »

Kinda reminds me of ross kemp in afghanistan
lucidrians
Posts: 802
Joined: 2009-05-04 17:59

Re: [Map] Sangin - Update

Post by lucidrians »

Looks awesome, will we have on option to close the back door of the Chinook?

Also Double Dopper Ross Kemp was in Sangin.
Montana0008
Posts: 44
Joined: 2009-01-24 20:46

Re: [Map] Sangin - Update

Post by Montana0008 »

WOW! screens look awesome! and that new heli is more awesome!
Dr Rank
PR:BF2 Developer
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Re: [Map] Sangin - Update

Post by Dr Rank »

Some more screenshots for you. This is what you get for trying to put too many poppy fields into one map...

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ah, the bf2 editor, how we love it, and at the same time almost entirely loath it... ;)
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MAINERROR
Retired PR Developer
Posts: 1873
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Re: [Map] Sangin - Update

Post by MAINERROR »

The hell ... thats impressive but I'd work on the colors a bit mate (just kidding) :D
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Map] Sangin - Update

Post by Alex6714 »

Damn, too much realism, thats the drug effect for the taliban while fighting isn´t it? :p
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J.F.Leusch69
Retired PR Developer
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Re: [Map] Sangin - Update

Post by J.F.Leusch69 »

..the zombie mod is already in development?
marcoelnk
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Re: [Map] Sangin - Update

Post by marcoelnk »

I hoped the new static fields would look a little bertter than that :D
But it looks like a funky poppie party for the taliban...
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