Siege at Ochamachira [WIP]

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Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: [Map] Siege at Ochamachira

Post by Blakeman »

Although I like the derailed train, would it be a better idea to put a crater near it so it could have been hit by a Naval or Aerial bombardment instead of just derailing?
IronTaxi
Retired PR Developer
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

Blakeman wrote:Although I like the derailed train, would it be a better idea to put a crater near it so it could have been hit by a Naval or Aerial bombardment instead of just derailing?
Not a bad idea.. But in my head... the russians have been in possesion of the port for some time and the militia derailed the train to shake up the russians ahead of their attack...

:)

good to see people thinkin' though...
Ohnoyoudidnt565
Posts: 51
Joined: 2007-06-06 03:50

Re: [Map] Siege at Ochamachira

Post by Ohnoyoudidnt565 »

Teek wrote:??? did you read anything other than the OP?
Nope, the reason why I concentrate on the OP and not much else is that the OP is where the real update is not the posts following it (at least thats what I think). Besides, theres not enough time for me to look at every single post plus make one of my own when I have something better to do. So I just read the OP and post my reply and then I'm off. simple as that.

]CIA[ Jackdaripper

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Rudd
Retired PR Developer
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Re: [Map] Siege at Ochamachira

Post by Rudd »

Ohnoyoudidnt565 wrote:Nope, the reason why I concentrate on the OP and not much else is that the OP is where the real update is not the posts following it (at least thats what I think). Besides, theres not enough time for me to look at every single post plus make one of my own when I have something better to do. So I just read the OP and post my reply and then I'm off. simple as that.
not recommended in the Dev Journal, as part of the idea is to show a project, then give updates as it develops.

If you don't have time to read at least the last two pages of the thread, I wouldn't post in it at all <- thats not a rebuke, its just more useful.
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Proff3ssorXman
Posts: 383
Joined: 2008-03-23 08:07

Re: [Map] Siege at Ochamachira

Post by Proff3ssorXman »

[R-DEV]IronTaxi wrote:Not a bad idea.. But in my head... the russians have been in possesion of the port for some time and the militia derailed the train to shake up the russians ahead of their attack...

:)

good to see people thinkin' though...
How exactly did they derail it though?

In your picture there is carriages lying all over the shop :D High Speed Derailment?
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IronTaxi
Retired PR Developer
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

small charge on the tracks...good point though...ill be sure to add a spot where a blast mark can be seen and a bit of a crater... :)
scandhi
Posts: 293
Joined: 2006-02-02 20:53

Re: [Map] Siege at Ochamachira

Post by scandhi »

good point1 Will look a lot better. Details make the game!! ;)
Super mario brothers: Nothing beats reality like killing turtles while high on shrooms and flying with a cape
Terror_Terror_Terror
Posts: 116
Joined: 2008-01-16 17:56

Re: [Map] Siege at Ochamachira

Post by Terror_Terror_Terror »

Iron Taxi your object placement is incredible, immaculate, it's stunning! Great work, I can't wait to see it in game.
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: [Map] Siege at Ochamachira

Post by Blakeman »

[R-DEV]IronTaxi wrote:small charge on the tracks...good point though...ill be sure to add a spot where a blast mark can be seen and a bit of a crater... :)
I'm just a sucker for a battlefield crater is all.

By the way, I swear I have seen something like what you did with the container crane/island at a river port for barge loading.

Please o' please put one or two small forklifts around, can't have a dock without a forklift! :-P

A little area I liked from another map was a blown up tanker truck convoy on Al Kufra Oilfield. Perhaps something like that could be done outside your small village? Refugees getting bombed/assaulted so there are wrecked cars off the sides of the road? It would add to obstacles on the roads at least.
Smuke
Posts: 877
Joined: 2007-09-25 16:21

Re: [Map] Siege at Ochamachira

Post by Smuke »

Brit Muttrah???
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Wild_Bill: Smuke, you are a true ninja!.
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Re: [Map] Siege at Ochamachira

Post by Darkpowder »

The Royal Marine Commando are going to love this map, wonder if anyone will do a landing craft, or a more heavily crewed version of the Gemini, the Rigid Raider - with suitable performance.

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smaller boat for comparison.
Ainslie
Posts: 56
Joined: 2008-02-19 18:39

Re: [Map] Siege at Ochamachira

Post by Ainslie »

Looks amazing, mate, keep up the work, I can see a classic map coming!

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IronTaxi
Retired PR Developer
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

cheers guys still in the works...look for it in .9+

Ive been sidetracked by christmas and the fallout3 editor...but this map is mostly done..

:)
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: [Map] Siege at Ochamachira

Post by Zoddom »

sry for OT, but can you tell me how i get selfmade maps worked in 1.41??
Konfusion2113
Posts: 103
Joined: 2008-05-03 07:37

Re: [Map] Siege at Ochamachira

Post by Konfusion2113 »

Very nice work. I totally dig the village.
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Map] Siege at Ochamachira

Post by M_Striker »

[R-DEV]IronTaxi wrote:but this map is mostly done.. :)
It's seems most of the work you've done has been directed towards the harbor, is the rest of the map bland with a few trees here and there, or you just didn't post updates on them. :razz:
[T]waylay00
Posts: 402
Joined: 2007-04-12 23:08

Re: [Map] Siege at Ochamachira

Post by [T]waylay00 »

Don't know if this has been said, but the map title is misspelled. The town's name is spelled Ochamchira, not Ochamachira.

Anyways, looks like a blast!
Sinn_Ah_Taggh
Posts: 218
Joined: 2008-10-23 14:33

Re: [Map] Siege at Ochamachira

Post by Sinn_Ah_Taggh »

I am usually a ghost in these forums,i mainly surf around looking at threads and news and minding my own buisnes.
But this map makes my prostate vibrate!!

I love the atention to details.
Details can make or breake a map,but the level of thought and planing to each and every detail astonish me!
I cant wait for this map to be released,it looks so much fun!!
Making players think and plan is the hart and soul of Project Reality.

I recomend that you get through chirstams and give fallout the o´l boot and finnish this map!! :D

Annyways,i had to let of som steam :P

Great work,and i hope to see this map out SOON!!
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] Siege at Ochamachira

Post by IronTaxi »

Cheers guys and seasons greetings...

The outer areas of this map will mostly NOT be in play...they will mainly serve as a buffer zone that will delay the militia getting to the base at round start.. aside from that NO combat will take place outside the base and its engagement perimeter..

I hope people understand that from the get go.. even the small town will likely only be a gathering point for the militia to plan their attack..

thanks for all the feed back guys.. I still open it and work on it now and then over the holidays. as I said.. look for it in .9!! :)
frankboer
Posts: 13
Joined: 2009-01-12 17:14

Re: [Map] Siege at Ochamachira [WIP]

Post by frankboer »

Liken' it so far ;)


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