PR:BF2 v1.0 Map Gallery

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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: PR:BF2 v1.0 Map Gallery

Post by BroCop »

Mats391 wrote:the map sizes are wrong. its not 2km^2 and 4km^2 its 4km^2 and 16km^2.
Where did you get that from?

1024m^2 multiplied by 2 is 2km^2 not 4km^2

1024m^2 multiplied by 4 is still 4km^2 and not 16km^2
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Rhino
Retired PR Developer
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Re: PR:BF2 v1.0 Map Gallery

Post by Rhino »

Mats391 wrote:the map sizes are wrong. its not 2km^2 and 4km^2 its 4km^2 and 16km^2.
humm, not sure now you mention it which way it should be presented, since in my mind, both are correct... since 4km^2 dose mean 4km x 4km, but the result of that calculation is a 16km^2 area....

Although to be more accurate its actually a 4096m x 4096m map, which the resulting area of that is 16.777km^2
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A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: PR:BF2 v1.0 Map Gallery

Post by A.Finest »

Pretty usefull for sure! :)
Rudd
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Re: PR:BF2 v1.0 Map Gallery

Post by Rudd »

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:P I think Rhino is right
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Pmosis
Posts: 27
Joined: 2013-04-02 16:47

Post by Pmosis »

When you say 4km^2 the km^2 part is the unit, you're not supposed to calculate or actually do any math... It means "square kilometers". If the maps are 2km along each side they should be labeled as 4km^2 maps.
Rhino
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Re: PR:BF2 v1.0 Map Gallery

Post by Rhino »

Pmosis wrote:When you say 4km^2 the km^2 part is the unit, you're not supposed to calculate or actually do any math... It means "square kilometers". If the maps are 2km along each side they should be labeled as 4km^2 maps.
ye you might be right there, soo long since I've done any really advanced maths I've pretty much forgot it all :p
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Moonlight
Posts: 211
Joined: 2009-07-04 20:05

Re: PR:BF2 v1.0 Map Gallery

Post by Moonlight »

If you present it as 4x4km map nobody gets hurt. It IS a good PR (public relations! ha!) move to call them 4square km and 16 square km though :)
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: PR:BF2 v1.0 Map Gallery

Post by Redamare »

CANT WAIT :) .... I wonder why you changed BI-ming to Hill488 :l What ever still should be fun! I like how the new French map requires you to build CSB's Very well thought out in terms of logistics .... Just keep em coming... IMO Maps like Al-basrah should be edited to require More CSB's and not as many Land bridge
Last edited by Redamare on 2013-08-01 20:22, edited 1 time in total.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:BF2 v1.0 Map Gallery

Post by AfterDune »

Bi Ming wasn't in PR and Vietnam was in need of maps. So Dr Rank (and K4on I believe) decided to convert Bi Ming to give it a more Vietnam look and feel. Turned out real nice too - and comes with awesome assets ;) .
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SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: PR:BF2 v1.0 Map Gallery

Post by SnipeHunt »

Will Op. Ghost Train still host Brits vs China?
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Rudd
Retired PR Developer
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Re: PR:BF2 v1.0 Map Gallery

Post by Rudd »

SnipeHunt wrote:Will Op. Ghost Train still host Brits vs China?
yes, at the bottom of each overview in the gallery you can see the teams on the map :)
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SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: PR:BF2 v1.0 Map Gallery

Post by SnipeHunt »

Thanks. I looked in the changelog, must have missed the descriptions in the gallerys.

edit, another IE fail, No dropdown box. Firefox works fine.
Last edited by SnipeHunt on 2013-08-01 20:58, edited 1 time in total.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PR:BF2 v1.0 Map Gallery

Post by 40mmrain »

IDF have AAVs
Apaches on kokan and karbala
4 jets a side khamisiyah large

please dont be typos. Glad to see a bit of experimentation going on with unique asset layers.
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Mineral
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Location: Belgium

Post by Mineral »

Map sizes have been wrong for years now. Too late to bother with it now. Just don't say 4km^2. Say 4k or 16km^2. Then people know what you are speaking off.
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Kerryburgerking
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Re: PR:BF2 v1.0 Map Gallery

Post by Kerryburgerking »

40mmrain wrote:IDF have AAVs
Apaches on kokan and karbala
4 jets a side khamisiyah large

please dont be typos. Glad to see a bit of experimentation going on with unique asset layers.
I'm pretty sure those are kiowas on kokan atleast.
melonmuncher
PR:BF2 Developer
Posts: 266
Joined: 2012-01-13 05:14

Re: PR:BF2 v1.0 Map Gallery

Post by melonmuncher »

40mmrain wrote:IDF have AAVs
Apaches on kokan and karbala
4 jets a side khamisiyah large

please dont be typos. Glad to see a bit of experimentation going on with unique asset layers.
That's the attack chopper symbol, it's only kiowas
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PR:BF2 v1.0 Map Gallery

Post by 40mmrain »

I thought as much, the number of kiowas reduced from standard to large was why I had supposed that

though lashkar has a tiger now. Canadians have AAVs now, is it the ADATS, or avengers or what?
Last edited by 40mmrain on 2013-08-01 21:51, edited 1 time in total.
IWI-GALIL.556FA
Posts: 511
Joined: 2013-03-25 20:51

Re: PR:BF2 v1.0 Map Gallery

Post by IWI-GALIL.556FA »

We want EJOD DESERT back!!! lol :) Very nice work. Can't wait to play!!! :D
Last edited by IWI-GALIL.556FA on 2013-08-01 22:21, edited 1 time in total.

And now, we wait.....
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

Yehaaaaa
DETROIT TIGERS
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Jafar Ironclad
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Re: PR:BF2 v1.0 Map Gallery

Post by Jafar Ironclad »

40mmrain wrote:I thought as much, the number of kiowas reduced from standard to large was why I had supposed that

though lashkar has a tiger now. Canadians have AAVs now, is it the ADATS, or avengers or what?
Gunship symbol on the map load screen encompasses all attack helicopters (light helos, gunships, etc.)

US Avengers on Bijar Canyons and Kashan Desert for now on IDF and Canada, respectively. ADATS would be awesome to get in some day though.
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