[Map] Al Muthana Desert (4km) [WIP]
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STORM-Mama
- Posts: 735
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Re: [Map] Al Muthana Desert (4km) [WIP]
Will it be possible to see tanks breaking through the fences surrounding the bunker complex? Could lead to interesting suprise attacks from unexpected locations and require alot more from the defenders. And it's just ridiculous that pesky fences like that should be able to stop a MBT.
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Rudd
- Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
I'm afraid not, I'm already flirting with the destructable object limitSTORM-Mama wrote:Will it be possible to see tanks breaking through the fences surrounding the bunker complex? Could lead to interesting suprise attacks from unexpected locations and require alot more from the defenders. And it's just ridiculous that pesky fences like that should be able to stop a MBT.
However there are 3 places vehicles can enter and around 8 where infantry can enter (holes in the fence, though grapples will work 2)
The tank traps were added precisely for the reason that teh fences are pesky.
However, I am considering making a couple of sections destructable, though I doubt it is require as tanks aren't really wanting to enter the bunker complex as the infantry have so many hidey holes.
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STORM-Mama
- Posts: 735
- Joined: 2008-02-19 08:10
Re: [Map] Al Muthana Desert (4km) [WIP]
Sounds great! ave to congratulate you on your work. You weren't afraid to make the terrain pretty much flat, which both feels closer to a real desert and will hopefully make tank battles more interesting (and you won't have to climb any mountains, thank God for that!). Much appreciated, this is the kind of desert map I've wanted.
Good luck with your future work.
Good luck with your future work.
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Rudd
- Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]

latest minimap
MEGAUPLOAD - The leading online storage and file delivery service
latest version of the map in the PR configuation
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Snazz
- Posts: 1504
- Joined: 2009-02-11 08:00
Re: [Map] Al Muthana Desert (4km) [WIP]
Dang...The file you are trying to access is temporarily unavailable.
From what I can see in the minimap picture I'm guessing you got rid of the outer fence on the mains.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Al Muthana Desert (4km) [WIP]
no, the outer fence remains. Sorry about the link guys, megaupload is being crappy, uploading to 4shared, version with the US Army for the Combined Arms Minimod will also be avaliable.
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stiankir
- Posts: 84
- Joined: 2008-12-31 04:01
Re: [Map] Al Muthana Desert (4km) [WIP]
No mountains to conceal my blitzkrieg versus the opponent?
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Rudd
- Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
alternative link for the PR version
Oh! and btw, I'm going to change the name of the map as the terrain now has nothing to do with a specific real life desert tbh, especially the al muthana kuwaiti desert.
I was thinking 'Operation Burning Sands'/Burning sands but I'm open to suggestions.
edit, links removed for now.
Oh! and btw, I'm going to change the name of the map as the terrain now has nothing to do with a specific real life desert tbh, especially the al muthana kuwaiti desert.
I was thinking 'Operation Burning Sands'/Burning sands but I'm open to suggestions.
edit, links removed for now.
Last edited by Rudd on 2009-12-13 19:54, edited 3 times in total.
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MaxBooZe
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Scot
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MaxBooZe
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: [Map] Al Muthana Desert (4km) [WIP]
The Battle of the burnt sand?
The Desert agression?
The sun the sand, and you.
The Desert agression?
The sun the sand, and you.
Xact Wicca is The Joker. That is all.
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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: [Map] Al Muthana Desert (4km) [WIP]
its almost perfect...but theres so much brightsunny maps.
http://upload.wikimedia.org/wikipedia/e ... t_dawn.jpg
dawn or evening would be nice.
http://upload.wikimedia.org/wikipedia/e ... t_dawn.jpg
dawn or evening would be nice.
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Rudd
- Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
'Desert Aggression' is a good oneThe Desert agression?
I am going to leave it on bright sunny for now, I promise I will make a early dawn scenario for a community match.its almost perfect...but theres so much brightsunny maps.
http://upload.wikimedia.org/wikipedi...esert_dawn.jpg
dawn or evening would be nice.
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: [Map] Al Muthana Desert (4km) [WIP]
If you finish this someday this will become my favorite map and i WILL donate 25$for PR 

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maarit
- Posts: 1145
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Re: [Map] Al Muthana Desert (4km) [WIP]
http://www.youtube.com/watch?v=AWJhBeSaSeM
what about that sandstorm?i guess that your map is 4km,so it would maybe lag bigtime.
but was that map how big?was it laggy?
i cant remember much about that map.
only what i remember was that sandstorm.
what about that sandstorm?i guess that your map is 4km,so it would maybe lag bigtime.
but was that map how big?was it laggy?
i cant remember much about that map.
only what i remember was that sandstorm.
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Element66
- Posts: 130
- Joined: 2008-08-25 18:44
Re: [Map] Al Muthana Desert (4km) [WIP]
just a couple of things ive picked up while crusing around your map;
i'm kind of confused as to whos attacking who ; the brits a pretty entrenched in the north, with both the FOB, and a 'more' developed main (well its got more concrete than the other
)
i also don't understand the reasoning behind the whole destruction of the bunker line, while the bunker complex itself is pretty much untouched (bar the plane crash entrance)
also im fairly sure its for testing purposes but the vehicles are pretty cramped together
the 'T' junction near the Brit FOB, are you building a small settlement there or is it just a few houses? its just it seems odd to have a t junction if it is just a couple houses being linked up to the hamlet down the road.
also, RE: brit main, its a bit odd to have camo netting over the barracks, mess, fuel dump etc, when there all built upon a concrete foundation, would of though that make them stand out more
the brit spawn point is a bit odd, with half the entrance of the hanger blocked off with hexicos...
and one last thing, the brit runways or rather the roads leading to them from the aircraft hangers, are you considering perhaps raising the terrian surround them at all (possible Z-fighting issue?)? its just that in my haste to take off the first time i slipped off, and it was a real pain in the arse to get it back on, as well as if this was in game i would of been blocking the route of the other aircraft, see the picture for what i mean

so far those, i do like it quite a lot. infantry should be able to have a fair bit of fun in the village while the tanks are crusing along the sands. should be far easier on the troops compared to kashan, and should tidy up nicely once you go into the little details (wondering what it would look like with a Desert rat-esqe sky)
oo0, and 'burning sands' much better than 'Op Burning sands'
i'm kind of confused as to whos attacking who ; the brits a pretty entrenched in the north, with both the FOB, and a 'more' developed main (well its got more concrete than the other
i also don't understand the reasoning behind the whole destruction of the bunker line, while the bunker complex itself is pretty much untouched (bar the plane crash entrance)
also im fairly sure its for testing purposes but the vehicles are pretty cramped together
the 'T' junction near the Brit FOB, are you building a small settlement there or is it just a few houses? its just it seems odd to have a t junction if it is just a couple houses being linked up to the hamlet down the road.
also, RE: brit main, its a bit odd to have camo netting over the barracks, mess, fuel dump etc, when there all built upon a concrete foundation, would of though that make them stand out more
the brit spawn point is a bit odd, with half the entrance of the hanger blocked off with hexicos...
and one last thing, the brit runways or rather the roads leading to them from the aircraft hangers, are you considering perhaps raising the terrian surround them at all (possible Z-fighting issue?)? its just that in my haste to take off the first time i slipped off, and it was a real pain in the arse to get it back on, as well as if this was in game i would of been blocking the route of the other aircraft, see the picture for what i mean
so far those, i do like it quite a lot. infantry should be able to have a fair bit of fun in the village while the tanks are crusing along the sands. should be far easier on the troops compared to kashan, and should tidy up nicely once you go into the little details (wondering what it would look like with a Desert rat-esqe sky)
oo0, and 'burning sands' much better than 'Op Burning sands'

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=(DK)=stoffen_tacticalsup
- Posts: 231
- Joined: 2008-04-24 09:45
Re: [Map] Al Muthana Desert (4km) [WIP]
Would you fire arty or airstrike something with a doom-silo with something inside you dont know what is?Element66 wrote: i also don't understand the reasoning behind the whole destruction of the bunker line, while the bunker complex itself is pretty much untouched (bar the plane crash entrance)
Even the Israelis only bomb suspected nuclear facilities in the construction fase
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?
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?
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DankE_SPB
- Retired PR Developer
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Re: [Map] Al Muthana Desert (4km) [WIP]
i would, because its better to leave that doom where it is than allow it to launch and fall on you=(DK)=stoffen_tacticalsup wrote:Would you fire arty or airstrike something with a doom-silo with something inside you dont know what is?
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?





