To the DEV(s) who made Kashan
-
Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Oh SWEET!
Two Q's for the kashan devs: Are you going to fix the lightmapping issues on the destructable walls, and why do the fighters only spawn one at a time? Wouldn't it be more interesting/realistic to have two spawn after the 10 min wait, one in each hanger?
Two Q's for the kashan devs: Are you going to fix the lightmapping issues on the destructable walls, and why do the fighters only spawn one at a time? Wouldn't it be more interesting/realistic to have two spawn after the 10 min wait, one in each hanger?

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
-
Dunehunter
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42
-
Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
-
Soulis6
- Posts: 452
- Joined: 2007-02-17 12:31
Yes! LOVE this map. My only minor issue is now in the final 0.6 it seems that the flags are gone from the main where you spawn. This means to get an AT kit from your main base you either have to take a jeep to the flag or make the (long) walk.
Other then that this map is my favorite PR map right now
Other then that this map is my favorite PR map right now
-
Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
-
Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Also, why do the APC's at the enemies first flag to cap spawn so late? Last round they didn't spawn till 5 or 10 mins in -- by then the enemy is all over it.

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
-
eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
you cant work it out??? omg...Outlawz wrote:Im wondering, what was in one's mind, when he placed the opposing team's APC on the first flag, you have to capture![]()
its pretty simple, its there to have a mech infantry there defend and hold off the attack for as long as possible to give there troops behind the lines a good chance. putting a good defense there and hold off the enemy there for a long period of time can change the course of the battle entirely.
If you dont do this on other maps, for example EJOD sometimes a squad will go up to the oppsit end of the city flag to hold off the enemy and stop them from advancing while the troops behind capture the points with hardly any resistance as all the enemys power is being put in to try and take a flag they should have been easily able to take early on. This is realistic and very good for gameplay. cant work it out then you should never consider leading a squad in PR....
-
Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Soulis6 wrote:Yea i have seen commanders do that as well but it kind of seems like a waste. Especially since everything was fine in the beta.
Its not a waste, any bunker at a flag gives 5 tickets every 10 mins so its very much an asset and should be done anyway.
Be sure you arent getting the request bug, check console for error messages mentioning logging in. If you restart BF2 then it should go away, the symtoms are not being able to get a kit anywhere but the HQ flag radius.
Ive not seen that APC bug occur, enemy first flag has a spawn point available to me which is the apc I presume though I dont usually spawn there.
Outlawz wrote:Im wondering, what was in one's mind, when he placed the opposing team's APC on the first flag, you have to capture![]()
Definetly unusual but its such a big map it does make some sense to have a fight available from the very start.
I think he means the flickering type distance effect. Ive posted a screenshot in the beta testing section I think, I'll go look for it. Its very much a minor thing imo'[R-DEV wrote:Rhino']what lightmap issues are these? screenshots would be good.
edit:

https://www.realitymod.com/forum/t21090 ... esert.html
Last edited by Sabre_tooth_tigger on 2007-07-30 05:52, edited 1 time in total.
-
Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Nah sabre, they're black bars and stuff on destrucable walls and rubble. Stuff like that.
BTW, Sabre, since when do bunkers vend tickets? I don't remember hearing about that in the manual...I'll go check. Also, they seem to (The PLA and MEC ones atleast) spawn jeeps...whats up with that?
BTW, Sabre, since when do bunkers vend tickets? I don't remember hearing about that in the manual...I'll go check. Also, they seem to (The PLA and MEC ones atleast) spawn jeeps...whats up with that?

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
I am 75% sure that is fixed. Can you confirm that is still a bug in the 609, and not the open beta?Sabre_tooth_tigger wrote:I think he means the flickering type distance effect. Ive posted a screenshot in the beta testing section I think, I'll go look for it. Its very much a minor thing imo
edit:
http://i7.tinypic.com/6basswj.jpg
https://www.realitymod.com/forum/t21090 ... esert.html
-
Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Rhino, I've still seen it on places. I'll get you some screens soon.
Also, I checked back with the manual -- totally never knew that bunkers spawned vehicles -- but I don't see anything about vending tickets.
Also, I checked back with the manual -- totally never knew that bunkers spawned vehicles -- but I don't see anything about vending tickets.

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
-
Dunehunter
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42




