[Map] Muttrah City

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torenico
Posts: 2594
Joined: 2007-06-30 04:00

Re: Muttrah City

Post by torenico »

Compared Whit Muttrah V1.. this is FAR AWAY better than 0.5 (0.5??) Muttrah!

But thanks to PR_SP, we have Muttrah.. so you exactly know what im doing!
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: Muttrah City

Post by rangedReCon »

Great work, I'm wondering from your testing is there an equal amount of USMC wins to MEC wins?
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Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Re: Muttrah City

Post by Ironcomatose »

rangedReCon wrote:Great work, I'm wondering from your testing is there an equal amount of USMC wins to MEC wins?
Good question. The last thing we need is a slaughter.

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
jOHNNYdOUBE
Posts: 637
Joined: 2007-09-13 21:28

Re: Muttrah City

Post by jOHNNYdOUBE »

Very nice.
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: Muttrah City

Post by steve_06-07 »

Holy ****, holy ****, holy ****, look at the map layouts for the city, see where it shows what vehicles and such will be on the map where it shows the vehicle symbols 8)
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-Sauso-
Posts: 250
Joined: 2008-08-25 06:02

Re: Muttrah City

Post by -Sauso- »

looking good ...great work as usual
CodeRedFox
Retired PR Developer
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Re: Muttrah City

Post by CodeRedFox »

rangedReCon wrote:Great work, I'm wondering from your testing is there an equal amount of USMC wins to MEC wins?

Nope we didnt test anything :wink:

To tell you the truth we wont know until the first few rounds are played on a public server.
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[T]blackflybro88
Posts: 250
Joined: 2008-01-09 03:11

Re: Muttrah City

Post by [T]blackflybro88 »

THANK YOU THANK YOU THANK YOU i wish i could of played the first one and this one looks great psst what m i saying it looks AMAZING, and i cant wait to play it

But im with this dude:

HAwkY wrote:OMG, THIS I CANT WAIT FOR! looks really, really kl, one question tho, most probably if u told me ud have to kill me (LOL!) but can u tell me wat the little signs mean under the vechicle signs like the layput map thing there r signs of which vehicles are or not in the map and i havnt seen the signs underneath those :) PLEASE TELL! :)

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i know the first one is a mortar second one looks like arty and the third one is jdam i know that, but does that mean that there all going to be like the jdam and u have to call them in instead of doing them yourself because that would suck but its all good :mrgreen:
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Muttrah City

Post by hiberNative »

'[T wrote:blackflybro88;776490']but does that mean that there all going to be like the jdam and u have to call them in instead of doing them yourself because that would suck but its all good :mrgreen:
probably just to see which maps have the jdam.
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ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Muttrah City

Post by ralfidude »

Soooooo now we have vehicles that will not respawn again? .... like never ever?? Not even if we beg really hard??

Gonna be able to fix them up? Or once they go boom they stay boom?
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[T]blackflybro88
Posts: 250
Joined: 2008-01-09 03:11

Re: Muttrah City

Post by [T]blackflybro88 »

hiberNative wrote:probably just to see which maps have the jdam.
ya i know that about the jdam i was wondering if you had to call in mortars like the jdam
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Re: Muttrah City

Post by Raniak »

Yes. You can only have one type of "artillery" settings in a map and if each maps are going to have different settings it make sense to indicate which one is going to have which one.

Unless the devs found away around that, but it would surprise me.
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Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: Muttrah City

Post by Tofurkeymeister »

My friend used to live in Muscat, so I'm sure he's seen that area. Pretty cool how accurate it seems :P . I'll have to ask him what he thinks, though I think it will be realistic enough for his liking :P .
nathanator8811
Posts: 81
Joined: 2008-01-09 06:32

Re: Muttrah City

Post by nathanator8811 »

So, as I gaze at this marvel of digital engineering, a few questions enter my cranium... What sort of/how many enterable buildings will there be? Will the fort/watchtower interiors be fully realized? "etc. ad infinitum along that line of questioning"
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: Muttrah City

Post by rangedReCon »

[R-DEV]coderedfox wrote:Nope we didnt test anything :wink:

To tell you the truth we wont know until the first few rounds are played on a public server.
I have had too many rounds of the USMC getting raped on Muttrah.
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Z-trooper
Retired PR Developer
Posts: 4166
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Re: Muttrah City

Post by Z-trooper »

nathanator8811 wrote:So, as I gaze at this marvel of digital engineering, a few questions enter my cranium... What sort of/how many enterable buildings will there be? Will the fort/watchtower interiors be fully realized? "etc. ad infinitum along that line of questioning"
I can answer a few of those. The seperate watchtower I didnt make enterable, as it would hardly be used on its location (perhaps it was more accesible in the past). The only use you can put it to is if you drop a sniper team there by heli, other than that its mostly there becaues its there in real life.

The fort however is another story :) if I remember correctly there are 18 seperate stair cases ;) (without the stairs leading up the the fort itself) some outside, but you can imagine that its enterable from those numbers.
4 levels of the main tower is at the players disposal, 3 levels of the entrance/guard tower, one row of gun slits is accessible from the small tower and the main tower.

The two spawn buildings provide access to the two main towers (big one and ruined one).

Apart from that there are several gun slits available for defence along the walls.

I think its fairly safe to say that the fort will be nearly impossible to take. MEC will most likely bleed out before it being taken. The best chance anyone has of taking it is by little bird insertion I think - still some tough fights inside the fort.
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NYgurkha
Posts: 1545
Joined: 2006-12-01 00:12

Re: Muttrah City

Post by NYgurkha »

btw is there a limit in the BF2 engine regarding the number of buildings and statics allowed? Did you hit that limit with this map?
azreal64
Posts: 188
Joined: 2008-02-10 20:21

Re: Muttrah City

Post by azreal64 »

lol one can only ask, now that your done with Muttrah City v2, perhaps the most anticipated PR map of all...whats next? :razz:
Retired Forgotten Hope 2 Developer
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Muttrah City

Post by hiberNative »

rangedReCon wrote:I have had too many rounds of the USMC getting raped on Muttrah.
i loved that, though.
a lot of rounds were only about getting into shore safely, dropping down into the water and going through that pipe.
i love fighting uphill.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Muttrah City

Post by HughJass »

NYgurkha wrote:btw is there a limit in the BF2 engine regarding the number of buildings and statics allowed? Did you hit that limit with this map?
its just a matter of lag with statics, but networkable objects, such as destructable buildings, there is a 1024 limit, but getting around 300 should be your max (mapper wise) because more will cause lag.

Also there is the ladder problem, more then 1024 ladders and whenever you climb it you will blow up the server.
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