Kokan

Project Reality announcements and development highlights.
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: Kokan

Post by Deer »

Silly_Savage wrote:This is a stunningly beautiful map that is rich in details. You can really see the time and effort Deer put into making all of the complexes unique from the rest.
Thanks =) It was quite horrible to work with buildings which are basicly stacks of 50-150 objects oO
Xbrad150X wrote:If you read the info on the first post you wouldnt need to waste your time asking.


jeez guys the amount of questions that are all ready answered on the first post :roll: ....
Asking causes no harm =)
Protector wrote:Looks great but wouldnt the trees around the US base not be there as they would need a clear view to watch for incoming attacks?
Good question. Mainbases and that extra hesco base are made so that you dont want to camp in those bases to defend em, hesco walls and towers are supposed to be quite useless firing positions and trees are there to block the view out of the base as well as in to the base. Idea is that this would reduce baseraping as well as camping in the main instead of patrolling.

The extra hesco base is like second main, it has few spawnable vehicles (including IFV) but no spawnpoint, so players must build the spawnpoint themselves. Taliban cant go camp the secondary base because of combat area, but there is still ways to destroy the spawnpoin in there. The base is made so that no more than 0-4 ppl wants to defend it. Main purpose of this secondary base is to provide safe heaven to build firebase or regroup, because usually firebases doesnt last very long in insurgency maps.. will see how this works, if it doesnt work then server can run the "alt"-layer which doesnt have this secondary base =)
Last edited by Deer on 2010-10-08 10:18, edited 3 times in total.
Protector
Posts: 245
Joined: 2006-02-02 14:26

Re: Kokan

Post by Protector »

Fair enough, I'm sure for playability it will work fine I was just going for realism. Thanks for the explanation.
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Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: Kokan

Post by Smiddey723 »

Excavus wrote:Looks good, but I'm seriously getting sick of the Afghanistan theater.
What do you mean your sick of them? there are only 3 maps that are currently held in afganistan Korengal, Archer and Lashkar and they are all completely diffrent maps, its not asif they are all based in a big valley surrounded by hills that you can climb they all have their own unique style :-?
.:2p:.Smiddey
Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Kokan

Post by Excavus »

Smiddey723 wrote:What do you mean your sick of them? there are only 3 maps that are currently held in afganistan Korengal, Archer and Lashkar and they are all completely diffrent maps, its not asif they are all based in a big valley surrounded by hills that you can climb they all have their own unique style :-?
I'm sick of it, because everyone is making them and they are played all the time.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Kokan

Post by lucky.BOY »

I have a nitpicking question, you have some fords on the map, and the road texture stays the same when the road is above or under water.
Im trying to desribe these fords :) :
http://i83.photobucket.com/albums/j290/ ... een037.jpg

IRL the vehicles driving trough river wouldnt left same nice trails as on ground. Its really minor, but maybe you could try to remove the road from the river stream, and leave there just ground texture.

Im not sure I managed to express myself :(
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: Kokan

Post by hobbnob »

Excavus, afghan maps are played IMO because this is a realism mod, based on the environment of today (or near future). A lot of fighting is going on in and around Afghanistan in real life, so surely it's plain old logic to have it in a game trying to emulate real life combat? Sure it would be cool to have a map where you defend your own house, but unless you've been on the wacky-jacky I don't think there's a large army waiting on your doorstep is there?

Loving the map btw, will it be coop compatible or is it exclusively for mp? (I went catatonic when they removed Korengal from coop lol)
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Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Kokan

Post by Excavus »

hobbnob wrote:Excavus, afghan maps are played IMO because this is a realism mod, based on the environment of today (or near future). A lot of fighting is going on in and around Afghanistan in real life, so surely it's plain old logic to have it in a game trying to emulate real life combat? Sure it would be cool to have a map where you defend your own house, but unless you've been on the wacky-jacky I don't think there's a large army waiting on your doorstep is there?

Loving the map btw, will it be coop compatible or is it exclusively for mp? (I went catatonic when they removed Korengal from coop lol)
Just because this is a realism mod doesn't mean we have to have completely realistic maps with realistic scenarios. Are Israelis fighting Russians in Lebanon? No. Is this US fighting the Chinese and Russians on their own turf? No. Is there a faction called the MEC? No. Yet we still have these scenarios ingame because they are interesting. I never said I wanted a map based in my home town, however it would be interesting to have a Russian paratrooper and amphibious invasion on the United States.

Afghanistan maps are being milked dry and there is only so much you can do with them. They are really starting to look similar now that more and more of them are being made.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Kokan

Post by dtacs »

Kokan looks good, there are a few major problems I can foresee but I think it will be an interesting map to try out.
Excavus wrote:I never said I wanted a map based in my home town, however it would be interesting to have a Russian paratrooper and amphibious invasion on the United States.
You're in luck, I was considering an invasion of Seattle akin to the World in Conflict level "Spaceneedle"
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HileMighClub
Posts: 47
Joined: 2010-07-16 02:39

Re: Kokan

Post by HileMighClub »

this looks sooooooo epic. Very very nice work :) Im hoping ill be able to run the map :S i get choppy as hell on falujah west =\
Mrboom431
Posts: 8
Joined: 2010-10-02 03:27

Re: Kokan

Post by Mrboom431 »

nice map cant wait to fly kiowa
=Toasted=
Posts: 359
Joined: 2009-07-01 22:08

Re: Kokan

Post by =Toasted= »

Yay another new map!
Bob_Marley - "This is an outrage! If we're going to spend money on black projects they should be much more amusing and/or explosive than this."

PR In-Game Alias: =Epic-Toast=
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: Kokan

Post by MadTommy »

Looks very good Deer, looks another cracker from you. :)
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: Kokan

Post by Deer »

HileMighClub wrote:this looks sooooooo epic. Very very nice work :) Im hoping ill be able to run the map :S i get choppy as hell on falujah west =\
Map has quite ok level FPS when compared to many other maps, but when you use scope, there might be FPS drop in some areas of the map because of alot of overgrowth fields, same as in yamalia but shouldnt be that bad in this map.
theflidgeface
Posts: 273
Joined: 2008-12-18 05:09

Re: Kokan

Post by theflidgeface »

@Excavus any map is interesting when someone has spent nearly a year or two making it and I'm sure the Devs make sure that no two maps are that similar. So even if there were 20 different Afghan based maps they would all have significant differences making them unique and making them a blast to play.
Last edited by theflidgeface on 2010-10-10 17:17, edited 2 times in total.

The M15A3, weapon of the future

Semper Fi
NBG.Robin
Posts: 11
Joined: 2010-10-04 08:44

Re: Kokan

Post by NBG.Robin »

so nice!
Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: Kokan

Post by Claymore »

Beautiful map!! I remember playing with you a couple times Deer, hope to see you on this map as well :-)
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