[Map] Feyzabad - discontinued

Locked
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Hitman.2.5 »

and muttrah has one cobra ( i love this) it works and in the right hands helps the USMC win the round then qinling the best ever combined forces map if the qinling spawn times were added to kashan no one would complain coz the air whore's would be happy as would the ground pounders (APC, tank [AAV]) and if any people with sence make an inf squad, i mean yesterday i had the most epic round of 32 kashan (two inf squads one armour squad and a transpo helo squad and a havok squad(which i was in) and we won
Derpist
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

Hitman please take your airpower posts somewhere else for now. You have already got the OFFICIAL word.....from the map maker about this subject.
Image
"apcs, like dogs can't look up" - Dr2B Rudd
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by marcoelnk »

[R-DEV]CodeRedFox wrote:R-Dev > R-Con I know where you all stand :twisted:

You could be releaseing this patch, doesn't change anything. I still need to finish the map.
i dont understand you. and you dont seem to understand what im trying to say :D

whatever... this map will be great even with azerbejan forces on it :D
Image
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by G.Drew »

What I think my colleague is trying to say basically is: dont remove the A-10 as many of the maps nowadays seem to be nerfed into simply Infantry combat, and that vareity is a good thing (for exp as it is now, an A-10 on an Insurgency map.

:winK:
Image
Image

[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
sn1p3rslippinz
Posts: 58
Joined: 2008-05-29 00:21

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by sn1p3rslippinz »

Looks awesome :D

Keep it up!
Image
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by marcoelnk »

G.Drew wrote:What I think my colleague is trying to say basically is: dont remove the A-10 as many of the maps nowadays seem to be nerfed into simply Infantry combat, and that vareity is a good thing (for exp as it is now, an A-10 on an Insurgency map.

:winK:
all this stuff is so far away.
gpo is done at the very end of the map building process, though i agree with you :D
Image
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by steve_06-07 »

So with the new pics and posts does that mean you fixed the major bugs?
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

steve_06-07 wrote:So with the new pics and posts does that mean you fixed the major bugs?
The map is fixed and is being worked on.

Just to put all the airboys to bed this map is being designed with airpower in mind. Hence the first post
BLUFOR teamwork will rely on airpower (Transportation & CAS)
Now the the taliban have been released I hope you all can see where the balance wont be much of an issue.

Here is a quick break down how the map will work in my mind.
  • Blufor's goals : Hold villages and/or Hunt Caches
  • Opfor's goals : Hold villages and/or protect hunt caches
  • Assets : Will be handed out in a objective reward fashion
    - Larger the assets large the goal
Will this be an infantry only map, sorta. If you dont count air and other transports being part of the game. There will still be: house to house fighting, held up areas, no mans land, caves.

I want this map to function like real life. Not a bf2 playground. You need CAS well you better be clearing out AA emplacements. You want to suppress the blufor, you better get those villages back.
Last edited by CodeRedFox on 2009-01-04 01:21, edited 1 time in total.
Image
"apcs, like dogs can't look up" - Dr2B Rudd
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Drav »

[R-DEV]CodeRedFox wrote:R-Dev > R-Con I know where you all stand :twisted:

You could be releaseing this patch, doesn't change anything. I still need to finish the map.

Woah off the high horse there Bigman!!

Hes inviting you along to see how complete the German Forces look, not insisting you include your work in his project.

You might make good maps but theres no need to be rude....
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Scot »

[R-DEV]CodeRedFox wrote:A-10 stays until I find a reason to remove it. And on top of that it wont be an easy assest to get......so dont worry about it pwn'n all.



Sorry I aint saving anything. The map will go to what faction fits best at the time its released. I not going to have a map sitting around waiting.

Do I want to be RL accurate? Yes. Will I wait around for a faction to be finished? No.
*COUGH*BRITS*COUGH*


:p

But really, your maps are so epic that i don't particularily care who they have on them *COUGH*BRITS*COUGH* so I don't mind, which is of course what you wanted ;)

To everyone else saying 'nerfed maps without 'wtfpwn1337a10bbq' etc, make your own friggin maps with your own asset choices on, don't try and force other people to use stuff. If you have tried mapping, and realised how much effort is put into each map, then you would respect the mappers decision in what vehicles they want.
Image
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by SuperTimo »

im sorry code red but i dont see how
BLUFOR teamwork will rely on airpower (Transportation & CAS)
as their air power
only spawns after "Radio Free Afghanistan" is capped, which is not an easy flag
in other words, the teamwork is not based with air power at all, its based with infantry its like a bigger version of korrengal.

looks like fantastic work on the map its self, but it seems like poor asset choice to me.

Have to see how it plays.
Image
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

[quote=""'[R-CON"]Mescaldrav;888227']
You might make good maps but theres no need to be rude....[/quote]

LOL calm down guys I thought marcoelnk got the joke. It was ment to say I know where you guys are on the project as I see it from the over all mod point.

[quote="SuperTimo""]
Have to see how it plays.[/quote]

You and me both ;-)


I would all just wait until the maps further in development. Without a faction and a majority of the map now being re-done its hard to see where things will work. In fact the whole WIP shows its WIP. :-P
Last edited by CodeRedFox on 2009-01-04 01:41, edited 1 time in total.
Image
"apcs, like dogs can't look up" - Dr2B Rudd
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by SuperTimo »

Scot wrote: To everyone else saying 'nerfed maps without 'wtfpwn1337a10bbq' etc, make your own friggin maps with your own asset choices on, don't try and force other people to use stuff. If you have tried mapping, and realised how much effort is put into each map, then you would respect the mappers decision in what vehicles they want.
i beeive fuzzhead has the final word on asset choice. not the mapper.
Image
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

Not really, fuzzhead only has very strong suggestions. Did I point out VERY :-D
Image
"apcs, like dogs can't look up" - Dr2B Rudd
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by SuperTimo »

i think you might have done ;)
Image
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Drav »

Ah ok sorry dude, misunderstanding then......

Now what about tunnels? As we know our Mujahideen friends love burrowing about under villages, and airpower has a hard time doing them in. If you could mmake it so the Taliban can hide around the village, in cellars, underground, then you dont have lots of angry INS players pissed off at being raped from the air, and you need the ground forces to go in and clear them out. Likewise if you can make it so the OPFOR cant get close to the Taliban compounds without air support you have a very interesting (and realistic?) balance.

The ground troops need the air power to suppress, but the ground troops still need to go in and do the killing themselves, because the Taliban may be holed up underground or inside a building, or sneaking through a tunnel to another compound.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

Ohhh that OPSEC Mescaldrav ;-)
Image
"apcs, like dogs can't look up" - Dr2B Rudd
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by SuperTimo »

that sounds pretty epic, although IRL im pretty sure some bunker busters could do the trick :D

will be epic to see how CAS plays on an ins map. what form of AA will the Taliban have?
Image
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by M_Striker »

SuperTimo wrote:that sounds pretty epic, although IRL im pretty sure some bunker busters could do the trick :D

will be epic to see how CAS plays on an ins map. what form of AA will the Taliban have?
I honestly hope they get maybe 1-2 SA-7s, and a few AA guns. So basically, the insurgents cant do **** against air, they have to hide from the air, and it's only by a lucky chance that they manage to shoot one down. That's how it is in RL, no?
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Zoddom »

'[R-CON wrote:Mescaldrav;888265']Ah ok sorry dude, misunderstanding then......

Now what about tunnels? As we know our Mujahideen friends love burrowing about under villages, and airpower has a hard time doing them in. If you could mmake it so the Taliban can hide around the village, in cellars, underground, then you dont have lots of angry INS players pissed off at being raped from the air, and you need the ground forces to go in and clear them out. Likewise if you can make it so the OPFOR cant get close to the Taliban compounds without air support you have a very interesting (and realistic?) balance.

The ground troops need the air power to suppress, but the ground troops still need to go in and do the killing themselves, because the Taliban may be holed up underground or inside a building, or sneaking through a tunnel to another compound.
well, this depends on how people will play this map.
if they are just...lets say "public-noobs" and walk everywhere and rape the Blufor-base and dont care about the caches, then they will complain about the CAS, which will obviously pwn them :)

but if they play nice, and, to bring the idea of the cellars back, which could contain the caches, sit around in the cellars, next to the caches and only have some scouts outside, to locate enemy advances, then the gameplay will be most realistic i think. (if you watched live-leak videos, you will understand what i mean^^)
Locked

Return to “2008”