[Map] Feyzabad - discontinued
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Hitman.2.5
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Re: [Map] Feyzabad, Afghanistan [WIP]
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
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]
Hitman please take your airpower posts somewhere else for now. You have already got the OFFICIAL word.....from the map maker about this subject.

"apcs, like dogs can't look up" - Dr2B Rudd
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marcoelnk
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Re: [Map] Feyzabad, Afghanistan [WIP]
i dont understand you. and you dont seem to understand what im trying to say[R-DEV]CodeRedFox wrote:R-Dev > R-Con I know where you all stand
You could be releaseing this patch, doesn't change anything. I still need to finish the map.
whatever... this map will be great even with azerbejan forces on it

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G.Drew
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Re: [Map] Feyzabad, Afghanistan [WIP]
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:
:winK:


[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....
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sn1p3rslippinz
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marcoelnk
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Re: [Map] Feyzabad, Afghanistan [WIP]
all this stuff is so far away.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:
gpo is done at the very end of the map building process, though i agree with you

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steve_06-07
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Re: [Map] Feyzabad, Afghanistan [WIP]
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]
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]
The map is fixed and is being worked on.steve_06-07 wrote:So with the new pics and posts does that mean you fixed the major bugs?
Just to put all the airboys to bed this map is being designed with airpower in mind. Hence the first post
Now the the taliban have been released I hope you all can see where the balance wont be much of an issue.BLUFOR teamwork will rely on airpower (Transportation & CAS)
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
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.

"apcs, like dogs can't look up" - Dr2B Rudd
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Drav
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Re: [Map] Feyzabad, Afghanistan [WIP]
[R-DEV]CodeRedFox wrote:R-Dev > R-Con I know where you all stand
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....
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Scot
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Re: [Map] Feyzabad, Afghanistan [WIP]
*COUGH*BRITS*COUGH*[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.
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.

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SuperTimo
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Re: [Map] Feyzabad, Afghanistan [WIP]
im sorry code red but i dont see how
looks like fantastic work on the map its self, but it seems like poor asset choice to me.
Have to see how it plays.
as their air powerBLUFOR teamwork will rely on airpower (Transportation & CAS)
in other words, the teamwork is not based with air power at all, its based with infantry its like a bigger version of korrengal.only spawns after "Radio Free Afghanistan" is capped, which is not an easy flag
looks like fantastic work on the map its self, but it seems like poor asset choice to me.
Have to see how it plays.

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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]
[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.
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.
Last edited by CodeRedFox on 2009-01-04 01:41, edited 1 time in total.

"apcs, like dogs can't look up" - Dr2B Rudd
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SuperTimo
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Re: [Map] Feyzabad, Afghanistan [WIP]
i beeive fuzzhead has the final word on asset choice. not the mapper.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.

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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]
Not really, fuzzhead only has very strong suggestions. Did I point out VERY 

"apcs, like dogs can't look up" - Dr2B Rudd
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SuperTimo
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Drav
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Re: [Map] Feyzabad, Afghanistan [WIP]
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.
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.
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CodeRedFox
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Re: [Map] Feyzabad, Afghanistan [WIP]
Ohhh that OPSEC Mescaldrav 

"apcs, like dogs can't look up" - Dr2B Rudd
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SuperTimo
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Re: [Map] Feyzabad, Afghanistan [WIP]
that sounds pretty epic, although IRL im pretty sure some bunker busters could do the trick 
will be epic to see how CAS plays on an ins map. what form of AA will the Taliban have?
will be epic to see how CAS plays on an ins map. what form of AA will the Taliban have?

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M_Striker
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Re: [Map] Feyzabad, Afghanistan [WIP]
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?SuperTimo wrote:that sounds pretty epic, although IRL im pretty sure some bunker busters could do the trick
will be epic to see how CAS plays on an ins map. what form of AA will the Taliban have?
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Zoddom
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Re: [Map] Feyzabad, Afghanistan [WIP]
well, this depends on how people will play this map.'[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.
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^^)


