[Map] Sangin - Update

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Ecko
Posts: 925
Joined: 2006-11-28 22:49

Re: [Map] Sangin - Update

Post by Ecko »

Loving the look of this, and Logistics I'm guessing will be essential for brits, IE Chinooks running around the place moving squads. Mastiffs would rock though!

Good work, Any shots of bastion? (I assume its bastion)
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UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Sangin - Update

Post by UncleSmek »

My new favourite map.

Thats all I have to say.


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chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Sangin - Update

Post by chuckduck »

A WIP minimap:

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(The lightly coloured green areas to the south and east indicate roughly where new fields still have to be added, ignore the objects in the top left and bottom right as they will not be included)

Will the map have the Sangin town and District Center?
All i can see from the mini map are a few buildings, but the green zone is looking excewptionally awsome! :grin:
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LudacrisKill
Posts: 262
Joined: 2008-05-15 19:20

Re: [Map] Sangin - Update

Post by LudacrisKill »

I think this maybe a extremely good map. I love the idea of one cache at a time. It would be like skirmish mode just in different places on the map :P .

I dont think people have to worry about CAS. People get excited about it but they dont relise that 'Blue guys' usually get in the CAS and it not used to its full potential.

Look at Karbala, everyone thought 'Apache?? The insurgence wont have any chance!!' which is not the case.

I think a jet of some kind will work better than attack chopper just because the jet CANT WORK ALONE (thats stressed at all of you noobs who make 1 man sqds in kashan that are names 'a10' or 'frogfoot'.

Looking forward to it.
amazing_retard
Posts: 376
Joined: 2008-10-01 03:13

Re: [Map] Sangin - Update

Post by amazing_retard »

Great map you did a really nice job. But will this map murder my computer? Does is require more than the maps we already have?
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Sangin - Update

Post by Psyko »

it may have to be two caches at a time. because it wouldnt be fair for the insurgents to have to move parallel to the coilition forces to defend the next cache, and they would quite possibly in some cases have to cross paths to get to the next cache.
the concept of multipal caches is to ensure that there are going to be failsafe/backup squads at the ready and coming from optional directions.
$pyker
Posts: 623
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Re: [Map] Sangin - Update

Post by $pyker »

if there is not a server running this 24/7 i WILL cry
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Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Sangin - Update

Post by Cpl.Small »

$pyker wrote:if there is not a server running this 24/7 i WILL cry
I know i was thinking the same!
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: [Map] Sangin - Update

Post by G.Drew »

This will make a fine addition to the insurgency servs, thats for sure :razz:
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Map] Sangin - Update

Post by Wilkinson »

amazing_retard wrote:Great map you did a really nice job. But will this map murder my computer? Does is require more than the maps we already have?
Think of it as a Kashan Desert with like Bigger Villages. So mix it with Ejod desert and Kashan. Plus the fields so Korengal as well.


So I highly Doubt it
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] Sangin - Update

Post by arjan »

well i can see some computer lag out, korengal lags for me.
kashan not and ejod but those are older maps.
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: [Map] Sangin - Update

Post by Zoddom »

arjan wrote:well i can see some computer lag out, korengal lags for me.
kashan not and ejod but those are older maps.
yeah, m2. gotta buy a new pc soon :(
EmBra
Posts: 66
Joined: 2009-01-29 00:30

Re: [Map] Sangin - Update

Post by EmBra »

Woow, This map looks grrrreeeat :shock:

Please try to keep as long view distance as possible on it. These images with long view distance looks awesome!
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Kapt. Kroon
Posts: 122
Joined: 2009-03-30 03:03

Re: [Map] Sangin - Update

Post by Kapt. Kroon »

Wowa, chinoooooooooooooooooooooooooooooooooook!
UK_Force
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Re: [Map] Sangin - Update

Post by UK_Force »

$pyker wrote:if there is not a server running this 24/7 i WILL cry

ABA Server will definatley ;-)


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Alex6714
Posts: 3900
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Re: [Map] Sangin - Update

Post by Alex6714 »

:shock:
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G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: [Map] Sangin - Update

Post by G.Drew »

[R-DEV]UK_Force wrote:ABA Server will definatley ;-)


.
Thats great news! :razz: Just need to make sure theres admins on it frequnetly and it'll be perfect :wink:
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] Sangin - Update

Post by arjan »

we must make sure ABA server is populated 24/7! :D
ReconAus
Posts: 199
Joined: 2007-07-08 13:44

Re: [Map] Sangin - Update

Post by ReconAus »

If the ping limit is raised it probably will

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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Sangin - Update

Post by HughJass »

[R-COM]Wilkinson wrote:Think of it as a Kashan Desert with like Bigger Villages. So mix it with Ejod desert and Kashan. Plus the fields so Korengal as well.


So I highly Doubt it
it will more then likely lag computers more then kashan due to the static count and vegitation count.
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