maps in v0.9?

General discussion of the Project Reality: BF2 modification.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: maps in v0.9?

Post by Gore »

myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: maps in .9?

Post by myles »

[R-DEV]fuzzhead wrote: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...
Ah i had an SAS tactic i wanted to try out as SL on operation ghost train.
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: maps in v0.9?

Post by Herbiie »

ghoststorm11 wrote: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)
Until ofc the Sniper lases you and you're dead before you know it ;)
ghoststorm11
Posts: 102
Joined: 2009-02-01 02:57

Re: maps in v0.9?

Post by ghoststorm11 »

Herbiie wrote:Until ofc the Sniper lases you and you're dead before you know it ;)
All part of the game, and thats what makes it great.
RELEASE_THE_KRAKEN
Posts: 176
Joined: 2007-04-09 21:34

Re: maps in v0.9?

Post by RELEASE_THE_KRAKEN »

Im gonna miss Mestia...

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victor_phx
Posts: 343
Joined: 2008-09-15 04:25

Re: maps in v0.9?

Post by victor_phx »

Al Kufrah, Mestia, Ghost Train and Sunset City were my favorites. I'm quite disappointed. Oh, Tad Sae is gone, too. :(

What can I say? Forest/Jungle infantry action will be missed - but hopefully replaced with the promising new maps.
Aquiller
Posts: 884
Joined: 2008-03-25 09:43

Re: maps in v0.9?

Post by Aquiller »

Good maps, but outdated - their place is somewhere else now. Dont despair, gentlemen, the new is better.
ghoststorm11
Posts: 102
Joined: 2009-02-01 02:57

Re: maps in v0.9?

Post by ghoststorm11 »

Does any1 know if these new maps will be like a new Kashan or Qinling? Basically, lots of assests and a huge playable area.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: maps in v0.9?

Post by Herbiie »

ghoststorm11 wrote:All part of the game, and thats what makes it great.
Also you do know there's so much more to the game than being in a tank?

& You don't dominate the ground in a tank, generally you're hiding from jets/HAT/enemy tanks until you get a good grif ref. then you can go blow something up.
ghoststorm11
Posts: 102
Joined: 2009-02-01 02:57

Re: maps in v0.9?

Post by ghoststorm11 »

Herbiie wrote:Also you do know there's so much more to the game than being in a tank?

& You don't dominate the ground in a tank, generally you're hiding from jets/HAT/enemy tanks until you get a good grif ref. then you can go blow something up.
There is a niche to be had though by driving a tank. I, personally, only drive tanks and play support in INF. Thats what I like to do when i play PR. Being in a tank, i think, controls how the fight resolves when playing Kashan and Qinling. I pride myself on being a good to great tank driver. I dont like to gun. By filling that role, I can bring more enjoyment to my team, gunner, and players by not being a smacktard. I am not that good at shooting long distance, but I am good with spotting, strategy, tactics, and...lol... driving. So, tanking caters to my needs as a player, and I like it alot. Thats why I want more tank/APC maps. Being a good tanker means the ability to go out with the Jets, HAT, and enemy tanks, and coming out with minor to no personal losses. Cool?
RELEASE_THE_KRAKEN
Posts: 176
Joined: 2007-04-09 21:34

Re: maps in v0.9?

Post by RELEASE_THE_KRAKEN »

I dare say: Driving a tank may be easier than gunning a tank, but being good at driving a tank is infinitely more challenging than being good at gunning.
chuckMFd
Posts: 130
Joined: 2007-11-24 18:17

Re: maps in v0.9?

Post by chuckMFd »

If it's not to much to ask, can we trade back Qinling for Mestia?
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Smurf_39
Posts: 41
Joined: 2009-04-02 12:42

Re: maps in v0.9?

Post by Smurf_39 »

never did like 1km jungle maps so its all good, from what i can see dev's chose the right maps for the skip.

out with the old in with the new.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: maps in v0.9?

Post by snooggums »

One thing to note on all of the small jungle maps is that their grass didn't render at much of a distance, and updating something like to Korengal Valley type grass would take quite a bit of time and it would appear mappers would rather make other maps. You might even notice some existing maps have changes that improve game play, they just had someone who was willing to work on those changes.

I'm about 95% certain that if similar maps were created with grass that displayed at a large distance and were designed to fit the new game play they would be eligible for inclusion.

Dropped maps appear to be dropped for not fitting the overall game play changes and not having someone to make those changes. As noted retro packs will make them available, but other maps have been given priority by those who make the maps. There's nothing stopping someone from making similar maps and attempting to make them fit the current game play.
Shooter90
Posts: 66
Joined: 2010-01-18 01:40

Re: maps in v0.9?

Post by Shooter90 »

snooggums wrote:One thing to note on all of the small jungle maps is that their grass didn't render at much of a distance, and updating something like to Korengal Valley type grass would take quite a bit of time and it would appear mappers would rather make other maps. You might even notice some existing maps have changes that improve game play, they just had someone who was willing to work on those changes.

I'm about 95% certain that if similar maps were created with grass that displayed at a large distance and were designed to fit the new game play they would be eligible for inclusion.

Dropped maps appear to be dropped for not fitting the overall game play changes and not having someone to make those changes. As noted retro packs will make them available, but other maps have been given priority by those who make the maps. There's nothing stopping someone from making similar maps and attempting to make them fit the current game play.
Not to mention how the AI can lay in fire at you through dense brush like the Terminator.
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: maps in .9?

Post by Skodz »

Silly_Savage wrote:Maps being removed for v0.9:
  • 7 Gates
  • Al Kufrah Oilfields
  • Assault on Mestia
  • Bi Ming
  • Ejod Desert
  • Operation Ghost Train
  • Road to Kyongan Ni
  • Sunset City
  • Tad Sae
Source
Good, all these map suck, sorry.
Col.Sanders34
Posts: 140
Joined: 2009-07-03 01:28

Re: maps in v0.9?

Post by Col.Sanders34 »

chuckMFd wrote:If it's not to much to ask, can we trade back Qinling for Mestia?
I know what you mean. Mestia was a blast to play and Qinling...well playing infantry on that map was possibly one of the worst experiences you could have playing PR.

I am waiting to see how vehicle warfare mode plays out though. If it's how i imagine, Qinling may find its calling.
"Project Reality, its trigger squeezin' good!"
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: maps in v0.9?

Post by NyteMyre »

Tad Sae was nickbonds first map ever... But rounds on that map were short and in my opinion had a unlogical flag-layout.

Fun to read the old WIP threads
ghettostankk
Posts: 127
Joined: 2008-01-09 05:43

Re: maps in v0.9?

Post by ghettostankk »

Col.Sanders34 wrote:I know what you mean. Mestia was a blast to play and Qinling...well playing infantry on that map was possibly one of the worst experiences you could have playing PR.

I am waiting to see how vehicle warfare mode plays out though. If it's how i imagine, Qinling may find its calling.
That's funny.

What some people seem to forget is that not ALL players are afraid to step outside the safety of armor and fight "rifle on rifle". Some of us don't feel the need to mow infantry down from 300m away while sitting in heavy armor. There are some of us who still like grass, trees and a little cqc.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: maps in .9?

Post by Herbiie »

Skodz wrote:Good, all these map suck, sorry.
Why?

They were amazing - they were the ONLY (and I mean ONLY) maps in Pr that actually got my heart thumping with some fast paced action, I remember one game of Tad Sae where our squad walked into an enemy squad with neither squad noticing until there was a burst of Automatic fire, and there was a super quick battle that lasted about 20 seconds where the Americans were slaughtered.

Oh and don't even try and say that that's not realistic or doesn't show Team Work - our squad was doing a patrol to clear out the jungle east of a Firebase where some enemies had been sighted, in an excellent round with a brilliant commander ;) As for realism... Close range fighting doesn't last long IRL.
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