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Posted: 2008-02-13 19:47
by Scorch
[R-PUB]Hfett;444566 wrote: Only conventional classes will be able to parachute (Spec Ops, Rifleman, Medic, Enginner) the rest of the team, will need to use the boats

I didn't read through the whole thread, so sorry if my question has been answered.

Since the conventional classes have been changed with .7 will officer be able to parachute or will SL have to land at the flag the request an officer kit?

Posted: 2008-02-13 21:33
by Hfett
On paratroper maps all the conventional classes will be able to parachute, that includes the officer

There will be no flag on the land since i changed the map layout =)

Posted: 2008-02-14 19:00
by Jantje|NL^
[R-PUB]Hfett wrote:On paratroper maps all the conventional classes will be able to parachute, that includes the officer

There will be no flag on the land since i changed the map layout =)
So you have to get a goodie away from the officer? (green smoke, flasbang.. whatever)

Or can you have a parachute and still all 9 'goodie' slots filled?

Posted: 2008-02-21 17:23
by Hfett
Anyone can help me with the lightmaps?

Cause that is the only thing left for me to finish the map :-D

I will upload a "final" version of the map with only Lightmaps missing

3 playable layouts, AAS 64-16 Insurgency 64

Posted: 2008-02-21 23:29
by Jagular
could`nt help you with lighmaps but wanna test "final" version :)

Posted: 2008-02-21 23:31
by Rhino
send the map to me and ill give you some feedback when i get a chance.

Posted: 2008-02-22 04:32
by Hfett
I will pack it and upload this weekend

MAATTTEEE!!!

Posted: 2008-02-22 04:41
by Chanvlan
OMG it souds good, but one thing though, maybe you should make a reinforcements map so that the Rusians only have a limited time to take it before the MEC come back and SMASH THEM, otherwise sounds great, but the Russians will need to have sniper kits, PLS they MUST have sniper kits!

Posted: 2008-02-25 03:10
by Hfett
river5.zip - FileFront.com

Cold Dawn Beta 2
With Ambient sounds etc...

Please check it out :-D

Posted: 2008-02-25 15:49
by BloodBane611
Looks pretty cool. I'm not a fan of the engine noise on the container ship though, a lot of static in it.

Posted: 2008-02-26 14:34
by Maxfragg
okay, tested it and it is amazing, really good athmosphere, but a few points: at cp_fort the wooden tower looks wrong there, it should be removed. then the entrances to the bunkers in the corners of the fort should be with leaders and not this boxes and finaly, is it possible to place trees on top of the "cave mountain statics"? i think it would be helpfull to make them blend better with the envoirment.

but overall one of the best BF2 custom maps, really close up to PR's standard

Posted: 2008-02-26 15:42
by Hfett
Good idea with trees/vegetation on the top of the caves, it can be donne, i just need to see how it will look

About the boxes, it is an easy change

Keep in mind this was my first map ever ;) (im making also a second one for IDF)

Posted: 2008-02-26 15:59
by Maxfragg
i do, and it makes me belive that your a natural genius at mapping.
overall you're using the statics better than most other mappers

Posted: 2008-02-27 01:41
by crazy11
I dont know if any of you have noticed but some of the rock statics are floating off the ground and you can walk or crawl under them and see out. There is 1 in A3 by the dock thingy and there is a another on at the water fall in F4.

I just love this map and hope to see it in PR soon GREAT JOB Hfett.

Posted: 2008-02-27 16:45
by Maxfragg
okay, i came along with playtesting, but i have agian some points:
1. Is it just me not seeing the containership ? there is the flag and a few stairs, but no ship.
2. on the south border you easyly glinch out of the map, plz make there unclimbable montians to prevent this
3. on CP WestVillage in the bunker there are 2 containers, how should they come there ? would be better to remove them
4. Plz lower the bunker in NW of D4 a bit, so that there is no step to get inside
5. I don't know if you can change it, but in A/B3 in this little river the water flows from one side to the other and not in the direction it should. (but thsi area is especially nice, i hope you place a goody in the small cave there)

but still with all critics a cool map with very nice hidingspots

Posted: 2008-02-27 19:38
by The_Blitzcraig
I dont know if you will agree with me but I think the undergrowth on the ground needs to be a bit longer and more of it, because as of now it all looks like flat ground with patches of short grass here and there

Posted: 2008-03-14 22:21
by Maxfragg
is there something going on?

Posted: 2008-04-07 22:07
by Skullening.Chris
black-wolf wrote:Can I help test this map?
river5.zip - FileFront.com

He uploaded it for everyone to try. Personally, I love it 8-)