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Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:07
by CodeRedFox
Well if I keep to the real area (very few trees) the maps running at 90 FPS for me. And thats with new statics that have no LOD's. But its way to early to be doing FPS test.
I have new images but cant get to them right now.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:14
by Polka
Awesome seal of approval required.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:17
by hall0
Nice looking map.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:18
by Farks
Epic muddafukking win!
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:22
by LtSoucy
great job like normal. It looks like Rhino needs to watch out, the redfox is coming!
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:26
by CodeRedFox
Stop it
Rhino and I have way different mapping views and skills. Its not a competition. In fact with out the wide range of mappers the levels would be boring and repetitive.
That and I dont want Rhino's job...dealing with me.

Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:26
by agentscar
Hope U.S. ARMY get this..Must have Apache and Stryker!

Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:27
by Scot
Rhino vs CodeRedFox.
The ultimate battle.
Nickbond can tag along too.

Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 19:42
by Spec
oh my...
That looks pretty badass, but my hardware is dying...
Wait with that till my next birthday, and i might have a PC that can handle that map o_O
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 20:01
by =(DK)=stoffen_tacticalsup
Fox, imho, specific bonusses granted by capping flags is next generation maps I tell you. Commanding Kashan has never been more pain than it is today, mainly because there is no actual reason for commanding offensively. It is just a bloody huge cost of tickets.
If I could get specific bonusses for attacking a point succesfully (vehicles, tickets, arty, free bunker - whatever) it would a) give a hole new dimension of gameplay (especially for the commander, whos current job is a little dull sometimes) and b) it would for the first time make actual sense to attack instead of figting in a passive aggresive manner.
Please, please, make my dreams true.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 20:01
by marcoelnk
very nice terrain there

korengal 4x4 km

Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 21:13
by Psyko
/soilself
looks cool.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 21:28
by Rangu
It's the map I've always dreamed of! ...

Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 21:32
by DonDOOM
Looks awesome
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 21:46
by ExisSellos
much better then korengal valley
laggy *** map
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 21:57
by bosco_
I love how people can tell a map's performance from a few early pictures.
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 22:03
by Rhino
[R-DEV]bosco wrote:I love how people can tell a map's performance from a few early pictures.
good isn't it?

Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 22:03
by hiberNative
[R-DEV]bosco wrote:I love how people can tell a map's performance from a few early pictures.
was about to say that.
but i hope destructable statics are avoided on this map to prevent over complicated processing.
i'm hoping for a lot of steep 90ยบ climbs that require ropes <3
Re: [Map] Feyzabad, Afghanistan [WIP]
Posted: 2008-10-09 22:05
by CodeRedFox
ExisSellos wrote:much better then korengal valley
laggy *** map
Much better? Well if Korengal laggs on your crappy computer you might want to stay away from this map

I wont be skimping on this map, and with draw distance out to 750+ Plus a large amount of overgrowth in the valley Korengals 450d will be the least of your worries.
Dont think for a sec I wont
cram in as much detail that I can.

Not even a desert is flat and bare of objects.