[Map] Al Muthana Desert (4km) [WIP]

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Element66
Posts: 130
Joined: 2008-08-25 18:44

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Element66 »

well to be honest its more of a point that it bunker line feels like its there just to take up some space and be a flag, when its jsut a load of craters and a blown up stone fort or two. now if it was like a recently destroyed mec FOB, or local garrasion or something that had the bad luck of been on the wrong side of some ordanance, cool beans, or a tunnel entrance to the bunkers (though there like 1km apart so i can imagine what joy that would be to map :o ops :) .

whatever, i just think it needs something more to be worth making it a flag

edit: whats with the crazy tags? :lol: "rud loves men", "rudd is a stud", "ruddyboy," etc
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Element66 wrote: 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 :P )

that will become apparent if the flag order I have in my head is implemented, this is part of the final gameplayobjects file which is done at the end of the map dev process

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)

that will become apparent if the flag order I have in my head is implemented, this is part of the final gameplayobjects file which is done at the end of the map dev process

also im fairly sure its for testing purposes but the vehicles are pretty cramped together

its a main base, its got to be plausible and functional, nothing more, it will not be part of the combat

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.

there is a reason its only a dirt 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

this is based on on the ATC diaries on youtube

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

This problem exists on other maps, if you look you will see there are segments of terrain raised slightly which allow clumsy pilots to remount the tarmac

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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Snazz »

The British FOB is much improved.
[R-COM]Scot wrote:Tatooine??

:p
Or Arrakis, the desert planet from Dune with those crazy giant sandworms.

WHOEVER CONTROLS THE SPICE CONTROLS THE UNIVERSE!
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by HughJass »

looks pretty good rudd, maybe a little more refinery, a village or two and this could be a sweet combination of al kufrah and kashan?

plus, shouldnt the MEC get a fancy base? after all, they are technically on the defensive.
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CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by CallousDisregard »

Hello
I just toured the map w/ Capt Loper on the CA server and I have to say it's a great map.
I really liked the main bunker complex with the missile silos.
The long bunker tunnel is great too and would be incredible for some close in fighting.
It is a great map and I hope we get to play it soon.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

HughJass wrote: plus, shouldnt the MEC get a fancy base? after all, they are technically on the defensive.
They get a bunkerline and a huge bunker complex, what more do you want?!!! :D

Ok I shall reveal my plan (this has not been implemented)

in teh final GPO I want the MEC to possess the Bunker Complex at the start.

They get 5min spawnpoints there as well as AAA/AA, they also get a 5minute spawnpoint at the bunkerline.

They also get 1/2 crates at the bunkerline for kits and some ammo

The idea is that the bunkerline has been hit with artillery in preperation for the British assault, they will arrive hard with their assets, whereas the MEC will only have infantry for about 5mins, as their armour has to travel from their main.

This means there will be a very big battle within 5mins of the game starting.
MaxBooZe
Posts: 2977
Joined: 2008-03-16 09:46

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by MaxBooZe »

That is a cunning plan! I like it!
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by HughJass »

grats on r-con man! can only mean good things for the map :)
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