[Map] Sangin - Update

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CareBear
Posts: 4036
Joined: 2007-04-19 17:41

Re: [Map] Sangin - Update

Post by CareBear »

rank you failnoob :p

and good on yar bond! putting them into their place! as usually its you being put into your place! :D
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Sangin - Update

Post by Rhino »

CareBear wrote:rank you failnoob :p

and good on yar bond! putting them into their place! as usually its you being put into your place! :D
dr rank was the only one to edit that post nub :p
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Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Re: [Map] Sangin - Update

Post by Nickbond592 »

you sure ? :razz:
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
TheFish
Posts: 31
Joined: 2009-04-11 11:28

Re: [Map] Sangin - Update

Post by TheFish »

can't wait for this map! looks so much like the Sangin Valley it's unreal! (having never been there I'm going mostly by Ross Kemp in Afghanistan).

keep up the excellent work - hope to play it very soon (although probably not soon enough!)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Sangin - Update

Post by Rhino »

[R-DEV]Nickbond592 wrote:you sure ? :razz:
lol nub :p

I was right when I made my posts :p
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Map] Sangin - Update

Post by Psyko »

uuuhh.... what did i miss?

back on topic... yes that green is to my liking, and as such will suffice.
ExisSellos
Posts: 49
Joined: 2007-01-04 17:11

Re: [Map] Sangin - Update

Post by ExisSellos »

This has the potential to be the most realistic map ever that PR team made... just typ in youtube afghanistan firefight and you will see all the same of these envoirments really well done.
I have made another important discovery..... on the front page you see 2 english soldiers shooting but infront of the barrel they have some sort of a dusk or what ever so they added that one to
cewl
have a nice weekend all.
Some like us most hate us

but they all fear us
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Sangin - Update

Post by =Romagnolo= »

Whats going on here ?
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Sangin - Update

Post by Cpl.Small »

ExisSellos wrote:This has the potential to be the most realistic map ever that PR team made... just typ in youtube afghanistan firefight and you will see all the same of these envoirments really well done.
I have made another important discovery..... on the front page you see 2 British soldiers shooting but infront of the barrel they have some sort of a dusk or what ever so they added that one to
cewl
have a nice weekend all.
sorry lol i'm really bored.
UK_Force
Retired PR Developer
Posts: 10823
Joined: 2005-04-07 12:00

Re: [Map] Sangin - Update

Post by UK_Force »

ReconAus wrote:If the ping limit is raised it probably will

Recon
It has been changed, to its max of 500 now ;-)
KSorrow
Posts: 65
Joined: 2009-04-12 17:39

Re: [Map] Sangin - Update

Post by KSorrow »

It already looks great.
I really want to play that map!
KSorrow
Posts: 65
Joined: 2009-04-12 17:39

Re: [Map] Sangin - Update

Post by KSorrow »

OMG I cannot edit my last post ...

I wanted to add following:

"A CHINOOOOOOK???? I Fking love that chopper!!"
vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: [Map] Sangin - Update

Post by vilhelm123 »

Quick question, I've seen some videos of troops walking though feilds of really high crops (about 2.5meters or so) wondered if we are likely to see anything like that on this map? I ask because it would add a massive new level of immersion and allow the taliban to have some serious ambushes points.
Lots of love
Vilhelm xx
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Sangin - Update

Post by Dr Rank »

I'm hoping to get some tall maize crops in there yes, have to see how it performs etc.
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Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Sangin - Update

Post by Cpl.Small »

would maize crops have the whole not seen at a certain distance problem? meaning it would be impossible to hide in it and not be seen at distance? If it did have this problem, i'd be gutted :(
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Sangin - Update

Post by Dr Rank »

Cpl.Small wrote:would maize crops have the whole not seen at a certain distance problem? meaning it would be impossible to hide in it and not be seen at distance? If it did have this problem, i'd be gutted :(
No it won't have this problem, all of the fields in Sangin will be overgrowth fields which means they will render at the full viewing distance, in this case 1km.
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Sangin - Update

Post by Snazz »

Any plans for poppy under/overgrowth on Afghan maps?
Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Sangin - Update

Post by Cpl.Small »

[R-DEV]Dr Rank wrote:No it won't have this problem, all of the fields in Sangin will be overgrowth fields which means they will render at the full viewing distance, in this case 1km.
that's good to hear thanks :)
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [Map] Sangin - Update

Post by Dr Rank »

Snazz wrote:Any plans for poppy under/overgrowth on Afghan maps?
Yep:

https://www.realitymod.com/forum/f316-2 ... ields.html
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