[Map] Castle Assault [scrapped]

Maps created by PR community members.
CENINJA
Posts: 150
Joined: 2007-01-27 03:38

Post by CENINJA »

Actually you could make it realistic, and make it called like palace assault, where you are fighting around and inside one of Saddams palaces.
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

It look cool, I hope it will become official... and for realism, let's say it's a MEC base and they got bacteriological weapons :rolleyes: and the USMC need to destroy it with to eliminate any threat to the world !
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

2hrs 21mins

fixed up the fort a little more

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Dirteater
Posts: 8
Joined: 2007-02-19 18:55

Post by Dirteater »

Nice update on the walls :D
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

how do you get in lol


ps. use irontaxis new things ;)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-DEV wrote:duckhunt']how do you get in lol


ps. use irontaxis new things ;)
through the house near the bottom left :p

or blow a whole thouhg a wall :p

2hrs 39mins

added center buildings and done low detail lightmaps for the terrain.

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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

What about taking that middle building and adding in the bombed out palace from al basrah?
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dislexiclawyer
Posts: 123
Joined: 2007-02-18 01:19

Post by dislexiclawyer »

Desertfox wrote:What about taking that middle building and adding in the bombed out palace from al basrah?
Well this building we get to bomb out our selves :razz: Are there plans to make other outposts for the opposing teams to spawn at? And will this be strictly IO? And also what does the .50cal do to the walls? Primarily the sniper rifle.
.:iGi:. Eggenberg4Ever
Posts: 1025
Joined: 2006-09-13 16:49

Post by .:iGi:. Eggenberg4Ever »

That map looks like it could be a lot of fun. Jeez, that's good for a quick throw-together Rhino: fancy planning my loft conversion? :lol:
How about calling the map "Attack on Alamut".
This was the lair of the Hashashin (assassins) in 11th century Iran and is situated 2,100 m above sea level. A band of insurgent class have the stronghold, UK or USMC have to storm it.
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What's French for deja vu?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

.:iGi:. Eggenberg4Ever wrote:That map looks like it could be a lot of fun. Jeez, that's good for a quick throw-together Rhino: fancy planning my loft conversion? :lol:
:p
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Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Post by Hfett »

Make a small city fully destroyable

Give Insurgents a few Hunter kits and PKM's to make them last longer =)
www.joinsquadbrasil.com.br
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

Wouldnt that lag like theres no tomorrow ?

I like this map, reminds me of the MoH:AA days and CoD2 times :D lol
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{9thInf}GunnyMeyer
Posts: 164
Joined: 2006-08-15 02:31

Post by {9thInf}GunnyMeyer »

I say you put in a whole lot of rocks and bushes and such on the way up to the castle, but other than that the terrain should be barren. Also, put about 3 RPKs per section with like 20 reloads each lol. Can the buildings be repaired? If so, the insurgents could repair the walls so the Marines have to keep destroying them.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

Don't think it would be cool if it had destroyable walls... besides being unrealistic it might make ppl spend more time fixing it than actually "resisting" lol

But the map is shaping up well.
Maybe adding some trenches around it Rhino?
It seens like the fort is kinda small the way it is now. Not that it has to be huge, but maybe having some extra defense space.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

ye i was thinking a few small trenches outside, and remember its a 256 map, the fort needs to be small...
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r3st
Posts: 65
Joined: 2006-06-20 02:29

Post by r3st »

'[R-DEV wrote:Rhino']through the house near the bottom left :p

or blow a whole thouhg a wall :p

2hrs 39mins

added center buildings and done low detail lightmaps for the terrain.

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nice, i guess this explains why you are the lead mapper.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

r3st wrote:nice, i guess this explains why you are the lead mapper.
I went to bed after that, ill probaly finnish it off tonight im working on something else at the mo. still needs overgrowth, undergrwoth, gameplayobjects and afew other things.
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

add doors to the sides of the buildings so you can go along the battlements into+through the buildins around the edge.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-DEV wrote:duckhunt']add doors to the sides of the buildings so you can go along the battlements into+through the buildins around the edge.
1 building has it like that, but the door is a little high, u have to jump down like 1/4 of a meter to get to it :p
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

It looks like the Alamo. Very very awsome Rhino.
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