its actually not that big. I think Archer maximizes map space utilization through creative road & static placement around a complex terrain.[R-DEV]Spearhead wrote: the low amount of available RPGs and ground transportation for such a huge and spread-out map.
Operation Archer
-
PARAMEDIC.CA
- Retired PR Developer
- Posts: 1106
- Joined: 2006-04-13 02:48
-
00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
-
Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
-
$kelet0r
- Posts: 1418
- Joined: 2006-11-15 20:04
Although visually it looks very strange (not enough foliage and natural vegetation imo and the hills and skybox are weird) the map can play really really well, although it would not hurt to add some linearity to the cache layouts using the roads possibly so that the action is more focused in terms of numbers as it can be at the village to give the impression that neutralising the caches in a zone, effectively drives the insurgents out of that area (using a capture and control style gameplay without the flags, making firebases important for area domination as in current engagements in Afghanistan).
-
00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
There is not that much vegetation in the desert parts of Afganistan...$kelet0r wrote:Although visually it looks very strange (not enough foliage and natural vegetation imo and the hills and skybox are weird) the map can play really really well, although it would not hurt to add some linearity to the cache layouts using the roads possibly so that the action is more focused in terms of numbers as it can be at the village to give the impression that neutralising the caches in a zone, effectively drives the insurgents out of that area (using a capture and control style gameplay without the flags, making firebases important for area domination as in current engagements in Afghanistan).
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus

