Page 19 of 27
Re: [Map] Sangin - Update
Posted: 2009-06-18 14:00
by Dr Rank
Noobofthenight wrote:VERY nice, is the FPS still ok, even with that much foliage?
There are a couple of minor drop points in the north which you only really notice when you're flying. It doesn't completely destroy your fps, you just notice it drop a bit when you're looking a couple directions, similar to some of the fps drops on say Fallujah West. I'll try to work them out, but at the end of the day if it only has a minor impact on people who are flying then I'm not too worried, its worth it for the realistic look.
Re: [Map] Sangin - Update
Posted: 2009-06-23 20:21
by UncleSmek
You should really make a night version of this =) That would be... Sick.
Re: [Map] Sangin - Update
Posted: 2009-06-24 00:56
by Gu^n3r
P2KK wrote:You should really make a night version of this =) That would be... Sick.
sounds dangerous, you might trip over in the dark as an insurgent

Re: [Map] Sangin - Update
Posted: 2009-06-24 01:01
by JDMT
P2KK wrote:You should really make a night version of this =) That would be... Sick.
Then Trip Flares would actually work!
Re: [Map] Sangin - Update
Posted: 2009-06-24 02:34
by LithiumFox
agreed. Night versions of all maps should be made. =)
Re: [Map] Sangin - Update
Posted: 2009-06-24 03:03
by Duc
Sexy. Give me that Chinook!
This map great Rank, amazing work. I agree with the other comments, if it's not too much trouble, a night version would be spectacular.
Great work!
Re: [Map] Sangin - Update
Posted: 2009-06-24 06:52
by Scot
Guys, making a night map in BF2 isn't as simple as entering a command which turns the sky dark, and everything looks awesome

If it is made into a night map, it will probably be for an R-COM event, in the meanwhile, lets just hope for the regular day release

Re: [Map] Sangin - Update
Posted: 2009-06-26 18:43
by antiiraq
It is the view distance that gives you the realistic feeling!
more view distance = more realistic and more ArmA 2
I wouldnt worry about the fps a lot of PR Players have new powerfull PCs
Re: [Map] Sangin - Update
Posted: 2009-06-26 18:58
by shephart11
nice ! cant wait to play this map ! very good work !
Re: [Map] Sangin - Update
Posted: 2009-06-27 19:01
by HAAN4
this map going to be good, if we have 2 coalition armys, and, large groups of Armored Targuets. that my opnion
Re: [Map] Sangin - Update
Posted: 2009-06-29 08:54
by Blade.3510
cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant waitcant wait sorry i just really excited about ur work . if i had money or a card i would donate to the site

Re: [Map] Sangin - Update
Posted: 2009-06-30 13:40
by Megagoth1702
antiiraq wrote:It is the view distance that gives you the realistic feeling!
more view distance = more realistic and more ArmA 2
I wouldnt worry about the fps a lot of PR Players have new powerfull PCs
Hell yeah because lots of the bad-PC PR players try to run arma2 now, fail and get themselves a new system.
Then they realize that ArmA2 is not what they expected, with all the bugs, and go back to PR which they now can play at ultra highest detail level.

Re: [Map] Sangin - Update
Posted: 2009-06-30 17:39
by McBumLuv
PR =/= Arma 2 in CPU/GPU hoging, it's like comparing a baby suckling on it's mother's teet to a fat, chubby man trying to get enough milk out of a hamster to drink with his meal.
High VD for the Win! I'm sure this map with a VD of 1500 would still be less demanding than Fools Road is

Re: [Map] Sangin - Update
Posted: 2009-06-30 17:43
by Rudd
fat, chubby man trying to get enough milk out of a hamster to drink with his meal.
thank you for that image....
I hope this map will have apacheness
Re: [Map] Sangin - Update
Posted: 2009-06-30 17:49
by Dr Rank
Re: [Map] Sangin - Update
Posted: 2009-06-30 18:37
by Brummy
For the 16 Insurgency layer replace the Apache with an A-10
Any specific reason why

?
Re: [Map] Sangin - Update
Posted: 2009-06-30 18:39
by Brummy
Hm I haven't seen that post yet

Re: [Map] Sangin - Update
Posted: 2009-06-30 19:08
by Dr Rank
Brummy wrote:For the 16 Insurgency layer replace the Apache with an A-10
Any specific reason why

?
Each INS layer will be the same apart from a different type of CAS. Although A-10's are obviously not flown by British pilots, they are of course used to provide air support to British troops, depending on what CAS is available at the time. In preliminary testing the A-10 worked really well in terms of gameplay; there's nothing like the sound of a A-10 to scare the **** out of you when you're playing as the Taliban...
Re: [Map] Sangin - Update
Posted: 2009-06-30 21:09
by joethepro36
This looks like it's going to be an awesome map. Screw the inclusion of air support, I'm just loving the authentic look of the foliage and huge view distance.
Re: [Map] Sangin - Update
Posted: 2009-06-30 21:27
by DrugKoala
McLuv wrote:PR =/= Arma 2 in CPU/GPU hoging, it's like comparing a baby suckling on it's mother's teet to a fat, chubby man trying to get enough milk out of a hamster to drink with his meal.
Dear Lord, McLuv. What did world did wrong on your sorry arse to get those pictures out of your head?
On topic, will there be any river transportation? It surely would add some depth into the gameplay.