Dutch Forces: Raid at Dawn

Project Reality announcements and development highlights.
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: Dutch Forces: Raid at Dawn

Post by Glimmerman »

Kain888 wrote:1km aas map? :(
A 1km AAS map that feels like a 2km AAS map
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Dutch Forces: Raid at Dawn

Post by AfterDune »

Yeah, it may seem small if you think about it, but we're trying to make use of every part of the map. And there aren't many vehicles available, so you'll walk 99% of the time ;) .
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Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: Dutch Forces: Raid at Dawn

Post by Tarranauha200 »

Can`t wait to sit on hills next to those valleys looking down on the road where IED is. Their convoy cames, you press button and after 2 sec you hear awesome distant explosion sound and after while you see smoke clearing. Vehicles blown up, INF running away. Sniper and PKM next to you start fire. INF down at valley tries to shoot you but they dont succeed. You see them going down by PKM and sniper.

sry for little offtopic.
Awesome map.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Dutch Forces: Raid at Dawn

Post by Kain888 »

'[R-DEV wrote:AfterDune;1491952']Yeah, it may seem small if you think about it, but we're trying to make use of every part of the map. And there aren't many vehicles available, so you'll walk 99% of the time ;) .
Ok, that sounds promising, you bought me. ;)

I just hope it won't be another team deathmatch with little tactical opportunities like Asad Khal, but from what you have written I guess you are aware of 1km limitations. :)
Foxxy
Posts: 349
Joined: 2010-04-27 00:47

Re: Dutch Forces: Raid at Dawn

Post by Foxxy »

fantastic map! i cannot wait for the faction :D :D
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Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: Dutch Forces: Raid at Dawn

Post by Glimmerman »

Kain888 wrote:Ok, that sounds promising, you bought me. ;)

I just hope it won't be another team deathmatch with little tactical opportunities like Asad Khal, but from what you have written I guess you are aware of 1km limitations. :)
In Asad Khal when the IDF caps the compound in SEthe whole fight is concentrated around the flags around the bridges, these are choke points that makes it a Deathmatch if both sides are pushing hard.

On this map the whole terrain is open for INF and more or less for vehicles, in the special AAS mode you dont know where the enemy is comming from so its a totally diffrent gameplay.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Dutch Forces: Raid at Dawn

Post by Kain888 »

[R-COM]Glimmerman wrote:In Asad Khal when the IDF caps the compound in SEthe whole fight is concentrated around the flags around the bridges, these are choke points that makes it a Deathmatch if both sides are pushing hard.
True and they can spawn easily and main and come to the middle of map in 1-2 minutes of walking which makes it even more deathmatchish, because killing enemy means nothing. :)
[R-COM]Glimmerman wrote:On this map the whole terrain is open for INF and more or less for vehicles, in the special AAS mode you dont know where the enemy is comming from so its a totally diffrent gameplay.
Nice to hear. Would like to see that in practice. :)
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Dutch Forces: Raid at Dawn

Post by AfterDune »

Kain888 wrote:Nice to hear. Would like to see that in practice. :)
That makes two of us ;) . It's a bit experimental.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Dutch Forces: Raid at Dawn

Post by Wakain »

it's nice to see the dutchfor are introducing some more changes on the gameplay department :)
1stLt.Grizzly
Posts: 115
Joined: 2010-01-24 20:12

Re: Dutch Forces: Raid at Dawn

Post by 1stLt.Grizzly »

new i hope you wait whit release and go try to get a week sound recoreding like they did whit britian army, because then we are the most beautyful army that is in project reality we have REALY everything.
but looks good and i cant wait
HOORAH
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Dutch Forces: Raid at Dawn

Post by ma21212 »

I thought you guys were not going to use maps smaller than 4k?
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NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: Dutch Forces: Raid at Dawn

Post by NyteMyre »

[R-DEV]AfterDune wrote:the Dutch no longer start in the compound. Instead they get a little outpost called "FOB Mirwais".
Ahh, that was the part i was actually looking forward to in this map. :(

[R-DEV]AfterDune wrote:It's a bit experimental.
Lets hope it turns out better then Siege at Ochamchira
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Dutch Forces: Raid at Dawn

Post by AfterDune »

ma21212 wrote:I thought you guys were not going to use maps smaller than 4k?
No idea where you got that from, mate...
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ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Dutch Forces: Raid at Dawn

Post by ma21212 »

[R-DEV]AfterDune wrote:No idea where you got that from, mate...
you took out alot of the older maps like Assault on Mestia, or did ou guys take thoes maps out just cuz they were old?
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Dutch Forces: Raid at Dawn

Post by K4on »

dtacs wrote:Lookin' good. 1km Insurgency maps with little vehicles are the way to go tbh.
no they aren't...
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: Dutch Forces: Raid at Dawn

Post by Hauteclocque »

ma21212 wrote:you took out alot of the older maps like Assault on Mestia, or did ou guys take thoes maps out just cuz they were old?
Second answer most likely.

I think small formats are still needed in this mod. 4*4 are nice for full servers, but when you have something like 30 players and don't want to do a Skirmish...smaller maps should be still available. :-)
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colodorian
Posts: 101
Joined: 2010-06-17 21:57

Re: Dutch Forces: Raid at Dawn

Post by colodorian »

Looks nice and that area around the E,f,g 13 area of the minimap looks like a place for a nice up hill battle
In game lTGl Bullets
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Dutch Forces: Raid at Dawn

Post by Redamare »

looks good sofar i like the layout but i feel that it needs MUCH mUCH more detail Hense WIP . . a bit confuzled with the stand alone walls in the video :P and i couldnt help but knowdess the Tight Intersections :) i give it a Thumbs up eitherway . . . i cant wait for the finished product i see Much potential in this map
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Dutch Forces: Raid at Dawn

Post by sylent/shooter »

Would it be possible to change the Cave texture colour to match the hills a bit more? Since that is probably something I would try to make it stand out less :)

Killing the enemy sylently
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: Dutch Forces: Raid at Dawn

Post by usmcguy »

Looks great. Gotta love Afghanistan maps ;)
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