The second map: Qwai
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thebeanie
- Posts: 119
- Joined: 2009-01-18 05:39
Re: The second map: Qwai
Havent seen this map yet.. I Usually play Training servers everytime i play lol 
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Zi8
- Posts: 401
- Joined: 2007-12-19 20:43
Re: The second map: Qwai
I personally love Qwai River since it has pretty variable terrain and that can cause so many different situations.
e.g fighting around the construction yard at NW, vicious seek & destroy at goverment office, invading Processing Plant with boats and APCs, setting up minefields etc.
One of the maps which is very fun to play as inf all the way.
Our rotation has about 8 different maps before Qwai and many after that so its not stalking too much
e.g fighting around the construction yard at NW, vicious seek & destroy at goverment office, invading Processing Plant with boats and APCs, setting up minefields etc.
One of the maps which is very fun to play as inf all the way.
Our rotation has about 8 different maps before Qwai and many after that so its not stalking too much
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Royal_marine_machine
- Posts: 183
- Joined: 2008-12-07 11:15
Re: The second map: Qwai
I do love Qwai river, because it has quite a few assets yet you can't win with just tanks due to the terrain!
But I can see how annoying it would get to play it over and over again
But I can see how annoying it would get to play it over and over again
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StuTika
- Posts: 255
- Joined: 2008-11-30 16:36
Re: The second map: Qwai
Qwai 4km would be interesting. I've always thought Qwai felt small for a 2 km map.
But seriously, Qwai needs to stay the way it is. No tanks or choppers will be boring.
Stu.
But seriously, Qwai needs to stay the way it is. No tanks or choppers will be boring.
Stu.
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Masterbake
- Posts: 363
- Joined: 2009-03-13 16:34
Re: The second map: Qwai
Say Qwai repeatedly and you sound like an angry bird.
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IronTaxi
- Retired PR Developer
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Re: The second map: Qwai
true rhino....I guess current was added to later a bit....additional flag..[R-DEV]Rhino wrote:hehe, would be more like Qwai v3 thou? since the current version is more v2? or is it more v1.5![]()
v2/v3 would be a whole new deal though for sure...
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Rhino
- Retired PR Developer
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Re: The second map: Qwai
indeed, you would need my fields for a start[R-DEV]IronTaxi wrote:true rhino....I guess current was added to later a bit....additional flag..
v2/v3 would be a whole new deal though for sure...


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M_Striker
- Posts: 513
- Joined: 2008-05-31 00:36
Re: The second map: Qwai
Rhino, will those fields be in the .856 patch?
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Kirra
- Posts: 1143
- Joined: 2009-01-22 18:24
Re: The second map: Qwai
I still hate them for removing tanks and Littlebirds...
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Rhino
- Retired PR Developer
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Re: The second map: Qwai
nope, would take me ages to rework the map in order so there is no floaters etc. Even in that last screenshot I gave you, you can see one in the distance on the right and the first SS I spent ages fixing that up so it didn't have anyM_Striker wrote:Rhino, will those fields be in the .856 patch?
If you went around the map in the state it was there you would find loads and loads of them
"them" being the developers?Kirra wrote:I still hate them for removing tanks and Littlebirds...
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: The second map: Qwai
I do love my Qwai. Before the asset change it was the quintessential PR map. It's still good now, it's just different.
Interestingly, now if the bridges are blown, the US is at a severe disadvantage (Assuming bridges can't be fixed) -- there's only one way across for US transports, as opposed to the entire river for the PLA. Give me two good squads, one with a HAT and the other with an Engineer, and no Stryker will ever cross the ford, nor infantry either.
M.
Interestingly, now if the bridges are blown, the US is at a severe disadvantage (Assuming bridges can't be fixed) -- there's only one way across for US transports, as opposed to the entire river for the PLA. Give me two good squads, one with a HAT and the other with an Engineer, and no Stryker will ever cross the ford, nor infantry either.
M.
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Kirra
- Posts: 1143
- Joined: 2009-01-22 18:24
Re: The second map: Qwai
Yup![R-DEV]Rhino wrote: "them" being the developers?![]()
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: The second map: Qwai
we play those maps alot...and sometimes the rare ones like sunset
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Rhino
- Retired PR Developer
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Re: The second map: Qwai
https://www.realitymod.com/forum/f316-2 ... ields.html
And if anything low gfx users are at a disadvantage instead of an advantage for running in low gfx, since here is what high gfx users see:

and what low gfx users see:

And if anything low gfx users are at a disadvantage instead of an advantage for running in low gfx, since here is what high gfx users see:

and what low gfx users see:

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waldo_ii
- Posts: 961
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Rhino
- Retired PR Developer
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Re: The second map: Qwai
hence why its time for an upgrade if you see thatwaldo_ii wrote:The low gfx fields look like blobs of radioactive goo....
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Outlawz7
- Retired PR Developer
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Re: The second map: Qwai
Oh yes, will bridges be repairable in .86? Haven't seen it mentioned anywhere and just remembered since there's bridges on Qwai
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EgoTrippin
- Posts: 35
- Joined: 2009-01-27 14:53
Re: The second map: Qwai
'[R-DEV wrote:Rhino;1030974']https://www.realitymod.com/forum/f316-2 ... ields.html
And if anything low gfx users are at a disadvantage instead of an advantage for running in low gfx, since here is what high gfx users see:
and what low gfx users see:
will this be implemented in .9 or already in .86? because the invisible fields are one of the most annoying things on Qwai - besides this i love the map.
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Rhino
- Retired PR Developer
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