[Question] Maps & 0.9

General discussion of the Project Reality: BF2 modification.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Question] Maps & 0.9

Post by Arnoldio »

Some maps really need to get removed..kyogan ni and such...EJOD is still pretty cool tho..
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Hresvelgr
Posts: 248
Joined: 2008-04-30 15:16

Re: [Question] Maps & 0.9

Post by Hresvelgr »

Dr2B Rudd wrote:I love unsubstantiated rumours, so much fun! Did you hear that the molovov is getting reskinned to a vodka bottle and what the DEVs wanted to do is right click to drink and left click to throw the bottle at the MPs trying to put you in the drunk tank- ofc there is incredible deviation associated with that.
Unsubstantiated, sure, just because I heard the DEVs say so on the Dragonfly map thread...
"I'm not crazy, I'm the only one who's not crazy!"
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Question] Maps & 0.9

Post by Rudd »

That was Irontaxi's personal opinion, not a press release.

so you heard THE DEV, (notice, Singular)
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=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: [Question] Maps & 0.9

Post by =(DK)=stoffen_tacticalsup »

RAWR! ! ! !
Random mumble talk between maps
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Question] Maps & 0.9

Post by fuzzhead »

The core of the thread is to find out, if there is going to be a sigfinicant increase in the (new) amount of maps. That was the personal goal from my part, the reason being, that I am fed up with playing the same maps over and over. Havent played PR in 2 months due to lack of variety.
To answer your question: Yes, there will be a significant increase in new maps and changes to old maps.

We all play the mod like you guys, and one thing that we mostly all agree on is that we cant stand that repetitive feeling, playing the same way over and over again. We know the feeling just as you, when a map gets stale and it always seems to play out the same way, its why we have done what we've done with so many design features, putting the control in the players hands instead of the mapper. Old maps were not built with these features in mind (AAS with its random CPs, Insurgency and its random caches, player deployed RP's instead of fixed flag spawns, FOB's instead of fixed flag spawns, CO Markers instead of auto spotting, Transport Vehicles used as transport instead of 1 man taxi's/tard vehicles, Supply Trucks to bring supplies in the field, etc etc). But new maps are built with the features in mind, and it definitely shows on their replayability.

For any players that have been around here long time, they know that this mod is not like CS.... from version to version there is drastic/enormous changes on all fronts of the mod.

Last major version release was v0.8.... v0.9 will be a simular large step up, especially for map content. If anyone remembers how significant change was from v0.75 to v0.8.... same will be true from v0.87 to v0.9.

BTW, who cares about file size? It's not filesize, it's wether the map is worth being in the game or not.
The way our current installer files work, they cannot go over 2gb or will not work. We are working on a secondary map pack, more details will be released about this later. Basically, Stop worrying about old maps, you'll get to play them again in one form or another. But trust me, once you see the new maps, you'll probably agree about moving them ;) This a progressive mod, were not going to be like CS and keep de_dust for the rest of eternity.
they won't get as screwed as the Russians are going to be, seeing how the Russians are losing most of the few maps they have
Russians are getting a huge boost in v0.9. IF anything, they got the shaft in v0.85/86/87, now they will be seen in much better light, in ALL areas (soldiers, vehicles, maps, badssness).




For everyone here bitching on old maps: like the OP said, its not his intent of this thread, Im sorry I even mentioned it because we got so much bitching whenever something like that comes up. You will get your old maps (nearly all of them) in the next version. Quit your whining :P
Last edited by fuzzhead on 2009-10-21 00:23, edited 4 times in total.
=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: [Question] Maps & 0.9

Post by =(DK)=stoffen_tacticalsup »

That was the answer I was waiting for <3

Yes, this is post is not on the direct topic, but since Fuzz has thankfully given good answers to the question we can all relax and get a little phillosofical:

The maps themselves are perfect! I have a hard time finding things I dont like.

Each map is greatly designed and its clear that a lot of thought has gone into its development.
Despite my less than average post-count Ive been playing PR since 0.6 (starting a month b4 0.7), and I have (and always will) loved it ever since (okay, maybe not 0.8 infantry gameplay but you fixed that in 0.85 so thats cool ;) ).
The trouble was that I loved it so much that I played it almost 3 hours a day, if not more. I played more PR than I spent time studying (I know, escapiology).

But as you can imagine, playing the same maps every night for almost 3 years, it gets repetetive almost nomatter what you do. Especially since the actual difference between the maplayers (ie. skrim, 16, 32, 64) is tooled towards making the gameplay of a map more infantry orientated the lower the number (Hurrah for the difference on kashan (not really)).

The point is, there is absolutely no point in playing Muttrah 32 compared to 64 (imho), since it just removes interesting aspects of the game.
Fx, despite the sheer scale and number of enterable buildings on muttrah, the firefights are usually concentrated around the same buildings, irrellevent of the layer (save skirmish).
A simple solution to counter that is to expand the flag radius to cover larger areas, to get more of the map to play. As it is, all firefights happend (allmost) within the flag radius, everything else is usually meeting engagements on the way to an objective and will always be over fast.

Muttrah is just an example (which btw, is the map that handles the repetetion best).
Combined with a larger playerbase and a generally harder gameplay, it gets quite frustrating at times to kick and curse new players around in the same old mud.

A suggestion I can make immediately to anyone who reconize this situation, is to try and open op new aspects: squad-leading, commanding, flying stuff etc.

Personally Ive depleeted all renewability (Im not going to take my own advice and fly stuff because it will inevitably come crashing down like a meteor, I really suck at it),

I know Basrah and kashan better than Dust and Dust 2. I know the best ambush sites on Qingling. I know the perfect firelanes on fallujah. I know the best ambush drills on Ramiel. I know the best mechanized assault tactics on Kashan. I know how to command US to an easy victory on Jabal. I can coordinate the best strategies on Archer. And I can make the BMP-3 all but sing. I dare say I am a decent autorifleman.

If its possible, Ive been there and done it (No jets, they just want to kill you the moment you get in, and when shot down, the team-chat can be rounded up to: RAWR, the incompetence!).

These last to months I have been in a state of cannot be arsed.
The cure is renew the maps that are around (change the assets) make new maps. And I am sure youre on both jobs like ants, so I rest assured that 0.9 will get me back in the fold.
Random mumble talk between maps
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Question] Maps & 0.9

Post by Wilkinson »

<3 Fuzzhead. He's tha boss
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Hresvelgr
Posts: 248
Joined: 2008-04-30 15:16

Re: [Question] Maps & 0.9

Post by Hresvelgr »

Huh, so the Russians are getting more maps and assets in 0.9? Sounds awesome. As long as the PLA are also spared too much destruction. Seeing as I've noticed jungle vegetation is being worked on it looks good for them.
"I'm not crazy, I'm the only one who's not crazy!"
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [Question] Maps & 0.9

Post by LithiumFox »

=( I just wish the brits got more love. ^_^ I love their weapons and vehicles......

> > I feel like a lot of the maps the brits are on should be americans and a lot of the maps the americans are on the brits should be playing. xD haha. (or maybe just 1 or 2 maps... I honestly forget. I haven't played in 2 months.. o.O)

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Stiller_001
Posts: 101
Joined: 2008-10-14 07:22

Re: [Question] Maps & 0.9

Post by Stiller_001 »

LithiumFox wrote:=( I just wish the brits got more love. ^_^ I love their weapons and vehicles......

> > I feel like a lot of the maps the brits are on should be americans and a lot of the maps the americans are on the brits should be playing. xD haha. (or maybe just 1 or 2 maps... I honestly forget. I haven't played in 2 months.. o.O)

yeah, now i know that sangin is probably going to be in 0.9... but the brits do not have that many maps compered to other factions.. and they have lost a lot of maps to other factions as well, three in total i think, maybe more. anyway will the brits be getting a boost in maps anytime soon?
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Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Re: [Question] Maps & 0.9

Post by Hfett »

Any major gameplay changes? Or mostly new content (weapons, maps, factions etc..)?
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DarthDisco
Posts: 155
Joined: 2007-07-25 18:02

Re: [Question] Maps & 0.9

Post by DarthDisco »

[R-DEV]fuzzhead wrote:CF for v0.9 - More than likely.
Can it be true? Nay, I won't believe it till I see it in all its C7, LAV3, Griffon goodness.
|TG-XV| DiscoJedi


How's my flying? Call 1-800-FLY-JEDI
Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: [Question] Maps & 0.9

Post by Sgt.Desert Tiger[TR] »

Why you must remove maps?
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: [Question] Maps & 0.9

Post by rampo »

'Sgt.Desert Tiger[TR wrote:;1166745']Why you must remove maps?
To improve overall quality and not having so much more stuff taking memory
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: [Question] Maps & 0.9

Post by Jigsaw »

'Sgt.Desert Tiger[TR wrote:;1166745']Why you must remove maps?
Read Fuzzhead's post...

Particularly this bit:
We all play the mod like you guys, and one thing that we mostly all agree on is that we cant stand that repetitive feeling, playing the same way over and over again. We know the feeling just as you, when a map gets stale and it always seems to play out the same way, its why we have done what we've done with so many design features, putting the control in the players hands instead of the mapper. Old maps were not built with these features in mind (AAS with its random CPs, Insurgency and its random caches, player deployed RP's instead of fixed flag spawns, FOB's instead of fixed flag spawns, CO Markers instead of auto spotting, Transport Vehicles used as transport instead of 1 man taxi's/tard vehicles, Supply Trucks to bring supplies in the field, etc etc). But new maps are built with the features in mind, and it definitely shows on their replayability.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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