maps in v0.9?

General discussion of the Project Reality: BF2 modification.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: maps in .9?

Post by Heskey »

How has Karbala dodged this hit-list...?
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: maps in .9?

Post by Nebsif »

whaai whaiii keep Jabal al Fail and remove mestia/OGT, whaaaai mengs!?! QQ
XxxGrANdmA
Posts: 187
Joined: 2009-08-17 05:30

Re: maps in .9?

Post by XxxGrANdmA »

I bet you guys will forget those maps even existed by the time you get to try out the new ones.
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: maps in .9?

Post by K4on »

Maps being removed for v0.9:

* 7 Gates
* Al Kufrah Oilfields
* Assault on Mestia no way ! i can't believe it ! best forestmap after foolsroad
* Bi Ming
* Ejod Desert was a lot of fun defendig gas station D:
* Operation Ghost Train will miss the great jungle fights 0.o

* Road to Kyongan Ni
* Sunset City
* Tad Sae
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: maps in .9?

Post by Jedimushroom »

Heskey wrote:How has Karbala dodged this hit-list...?
It was updated a bit to make it more playable, and I think they are doing more to it in 0.9. But mainly it's just because it's not a 1X1km map.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Rico
Retired PR Developer
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Re: maps in .9?

Post by Rico »

Ghost Train, we salute you.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: maps in .9?

Post by Heskey »

Rico wrote:Ghost Train, we salute you.
Tbh I got sick of Ghost Train a long time ago, and despite not very many places to land, the final nail in the coffin was removing the transport choppers.

Just made it a Steve Irwin simulator lol.

Ghost Train, your time has come.

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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: maps in .9?

Post by PLODDITHANLEY »

It would be nice to have one retro maps server in the list, but who knows if that'd attract enough players once 0.9 is out.
If that could be done would all the 0.9 goodies be in there (SL radio, deployable TOW, JDAM etc) could it be run on a 0.9 server with 0.9 players or would it have to be a separate 0.87 installation?
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: maps in .9?

Post by BroCop »

Man replacing good maps with new ones isnt going to actually "improve" (face it...odds are that youre gonna get the Tad Sae syndrome...will be played like 2 weeks max then suddenly its off from 90% of rotations)

As for the retro pack. How is that going to solve the issue of removing already proved maps? We've seen how the first pack went (basically im a bit pessimistic that this map pack is going to live long).
RedWater
Posts: 361
Joined: 2008-12-03 15:59

Re: maps in .9?

Post by RedWater »

Most of this maps can go die a horrible death.
But MESTIA?!
Was always and will always be one of the best maps made for this mod.
And IMO the Addition of Russians made it even more awesome ( AKM FTW ).

I salute you Mestia, you will never be forgotten.
ghettostankk
Posts: 127
Joined: 2008-01-09 05:43

Re: maps in .9?

Post by ghettostankk »

XxxGrANdmA wrote:I bet you guys will forget those maps even existed by the time you get to try out the new ones.
I hope so. Mestia had been butchered beyond repair last change it was time for it to go. It used to be so much more fun. Ghost Train and Tad... so sorry to see them go too. Bi Ming, wow that was my favorite.

If you are assuming anything beware.... Do you remember when everyone saw the pics of Qinling? Even I was like, "AWESOME!!! Another wooded map!!! YAY!!!!!!!!!"
:grin:
Dorkweed
Posts: 109
Joined: 2009-01-14 21:32

Re: maps in .9?

Post by Dorkweed »

RIP 7 Gates, you were my second favorite! :)
"Commanding a team is like pissing yourself in black pants... It's a warm feeling but nobody notices."
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In-game: 3rdAD
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: maps in .9?

Post by fuzzhead »

* 7 Gates
* Al Kufrah Oilfields
* Assault on Mestia
* Bi Ming
* Ejod Desert
* Operation Ghost Train
* Road to Kyongan Ni
* Sunset City
* Tad Sae
All these maps and many more will return in the not too distant future as part of a secondary map pack, but their GPO's will be altered...
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: maps in v0.9?

Post by Herbiie »

Why have they removed Jungle Maps?


They were the best.... they were the only maps where you can do an effective close-range ambush...

Mestia was my Favourite map - and the most realistic in terms of Infantry combat, lols.
ghoststorm11
Posts: 102
Joined: 2009-02-01 02:57

Re: maps in v0.9?

Post by ghoststorm11 »

Well at least they still have kashan and qinling... THE two best maps
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: maps in v0.9?

Post by Heskey »

ghoststorm11 wrote:Well at least they still have kashan and qinling... THE two best maps
You're kidding, reight?
ghoststorm11
Posts: 102
Joined: 2009-02-01 02:57

Re: maps in v0.9?

Post by ghoststorm11 »

Nothing is better in PR that roaming around in a tank squad, dominating the land before you. I love these huge wide open maps. I get enough INF on other shooters, give me armor + squad + strategy = greatness (ie Kashan and qinling)
Gore
Retired PR Developer
Posts: 2491
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Re: maps in v0.9?

Post by Gore »

Jabal is still there, then I'm glad :D But don't worry, they'll be back in a mappack some day.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: maps in v0.9?

Post by Jedimushroom »

Interesting how at least two of the maps that were removed (I'm thinking Mestia and Ejod) were largely ruined by excessive cap radius flags clogging up the whole map, and yet this same design appears to be becoming more widespread despite its obvious flaws.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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