[Maps] PR v0.9 Map Overviews

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Truism
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Re: [Maps] PR v0.9 Map Overviews

Post by Truism »

[R-DEV]bosco wrote:Yeah, why should a brand new faction that took over a year to complete get 3 maps. Shocking!

:roll:
When the two main antagonists have been cut down to 3 apiece, it seems a little odd. While I'm all for having a lot of robust factions, I'm not for throwing the baby out with the bathwater - the MEC and China are integral parts of this mod and it's a shame to see them starting to be written out.

Wasn't the whole concept of PR to take the good bits of BF2 and make it realistic? The best bits of BF2 was having a unique MEC faction and acknowledging the rising power of China.

Given that Quinling never sees play (it hasn't even really been finished yet, the runways are too short for the aircraft, which themselves have numerous glitches - Quinling is still in something more like a prolonged beta phase), PLA only _really_ have two maps.
MEC now has Kashan, Jabal and Muttrah. In Muttrah they're still pretty much punching bags for a superior opponent despite it being a beautiful map.


Of particular curiosity is the lack of IDF vs MEC maps, and the lack of PLA vs Russia maps.

Also interesting is the fact that maps don't have layers with different factions. For example Kashan would make a great IDF vs MEC map, or Quinling a great PLA vs Russia map. Nearly all maps could support this sort of layering (unless there's a mechanical problem with it), for example most of the Chechan vs GB/Russia maps could be Russia vs GB, and most of the Insurgency maps could either be AAS with MEC and another faction or Insurgency with MEC vs Insurgents.


The map selection looks really good for the release, but it's a massive shame about the MEC and China.
motherdear
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Re: [Maps] PR v0.9 Map Overviews

Post by motherdear »

Truism wrote:
The map selection looks really good for the release, but it's a massive shame about the MEC and China.
get mapping then. a few of these maps are only being placeholder maps. but maps like OGT even though it was awesome was really getting really really small. with additions such as the scoped MG's, H-at at firebases etc etc it would almost be impossible to play. it would simply be a stalemate since you can't pull off any real flanking maneuvers etc.

i would love more mec and pla maps just as you would. but the reality is that most mappers make US maps or maps for the new factions since they have the most interest at the moment.
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Sabre_tooth_tigger
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Re: [Maps] PR v0.9 Map Overviews

Post by Sabre_tooth_tigger »

Adriaan wrote: How can there be so much layers? I thought it was limited to 3 per map?
Different game modes also. I had no idea there was so many new maps planned
Amok@ndy
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Re: [Maps] PR v0.9 Map Overviews

Post by Amok@ndy »

wow awesome :)
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Simmage
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Re: [Maps] PR v0.9 Map Overviews

Post by Simmage »

OH GAWD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! *exploads*

Canada AND the IDF in a single release!? There is a God, and he loves us all! :D
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Truism
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Re: [Maps] PR v0.9 Map Overviews

Post by Truism »

[R-DEV]motherdear wrote:get mapping then. a few of these maps are only being placeholder maps. but maps like OGT even though it was awesome was really getting really really small. with additions such as the scoped MG's, H-at at firebases etc etc it would almost be impossible to play. it would simply be a stalemate since you can't pull off any real flanking maneuvers etc.

i would love more mec and pla maps just as you would. but the reality is that most mappers make US maps or maps for the new factions since they have the most interest at the moment.
Mapping might be interesting, except that the BF2 editor won't even open on my computer and I blow balls at anything even vaguely related creating things, as I learned when I tried to animate. :'(

I don't see how flanking maneuvre weren't viable in OGT. You could only see a few hundred meters thanks to the thick fog and dense vegetation. Flanks up or down the west of the map to infiltrate the enemy's lines to disrupt his supply lines or nina into a solid defensive position they can't dislodge you from in the middle of their AO work really well, as PRT's NATO would remember.

PR needs maps with low view distance because not every battlespace allows you to employ your weapons to their maximum ranges ever. Maps with unique environmental characteristics (that get complained about "not fitting with the style of gameplay of the mod's current version") like OGT are a really good thing, even if they put bees in people's bonnets, because they force people to improvise and break from the same tactics that work in the bulk of PR's (often cookiecutter) tactical situations. Gameplay and mapping features like this are actually a really good thing because they promote diversity.

The bridge could have used a bit of clearing up to make attacking over it a bit faster, but basically it was a really good map.

Oh well.
Last edited by Truism on 2010-01-21 11:45, edited 2 times in total.
wuschel
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Re: [Maps] PR v0.9 Map Overviews

Post by wuschel »

This looks great! So many great maps, and even some more in the pipeline!
Patient-Bear says
Serbiak
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Re: [Maps] PR v0.9 Map Overviews

Post by Serbiak »

YAY many many new maps. That´s gonna be some exiting exploring first rounds.
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BloodyDeed
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Re: [Maps] PR v0.9 Map Overviews

Post by BloodyDeed »

theres only one word that can describe this: epic!
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Big Lebowski
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Re: [Maps] PR v0.9 Map Overviews

Post by Big Lebowski »

Rico wrote:I'd have to agree with you there Rez. I think the map focus has gone slightly in the wrong direction compared to the game play. Personally I'd like to see more realistic map battles, e.g with the Canadians, US, Brits, in Aghfan/Iraq, and not so many "fictional" ones.
Agreed. Im all for fictional conflicts.. but atleast try with some believable scenarios.

Chechnya vs. GB... eh.. what?
Adriaan
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Re: [Maps] PR v0.9 Map Overviews

Post by Adriaan »

I wouldn't worry too much about the older maps getting removed, since if i recall correctly it was stated several times by Devs that a map pack with alot of old and even older maps is very likely to come.
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Nick_Gunar
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Re: [Maps] PR v0.9 Map Overviews

Post by Nick_Gunar »

102 maps !!!!

Sincerely, I am not surprised anymore since everyday we have something new, awesome and everything lol.
And everyday, we say "thanks - good job" !!

.....But I like to repeat to myself :) )
The best victory is when the opponent surrenders of its own accord before there are any actual hostilities... It is best to win without fighting.
Warpig-
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Re: [Maps] PR v0.9 Map Overviews

Post by Warpig- »

102 images, 4-5 game types and variations for each map. Roughly 20+ maps
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AnRK
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Re: [Maps] PR v0.9 Map Overviews

Post by AnRK »

ma21212 wrote:vehicle warfare? amazing! i just hope to god that servers gonna play it alot
It's not that unlikely there'll end up being at least 1 dedicated vehicle combat server.
rampo
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Re: [Maps] PR v0.9 Map Overviews

Post by rampo »

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What do we have here... :)
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DrugKoala
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Re: [Maps] PR v0.9 Map Overviews

Post by DrugKoala »

Apache? Holy fuck.

What, no Sangin? Have I missed somewhere what's going on with it?
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Darkside
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Re: [Maps] PR v0.9 Map Overviews

Post by Darkside »

Wow amazing!!
nice work devs ;)
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rampo
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Re: [Maps] PR v0.9 Map Overviews

Post by rampo »

DrugKoala wrote:Apache? Holy fu*k.
It can also be a attack helicopter like the littlebird, just noticed theres also a normal LB :)
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Alex6714
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Re: [Maps] PR v0.9 Map Overviews

Post by Alex6714 »

You should also notice that its Coop. ;)
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Scheintot887
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Re: [Maps] PR v0.9 Map Overviews

Post by Scheintot887 »

Pls stop to make the Factions unrealistic like on Fools road "UK vs Chechen".......

Russ vs chechen was ok... why you change it? Project REALITY<- ?
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