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Re: [Map] Korengal Valley update

Posted: 2008-08-12 01:03
by kevlarorc
I can definitely envision some kickass machinimas going down on this map. Expect it!

Re: [Map] Korengal Valley update

Posted: 2008-08-12 05:04
by SocketMan
Land slide the little birds? That should be something.
Any pickup kits? To fight the JDAM's ?
Those would probably cause a few (landslides)
Mini map would be nice,but anyway -"well done keep it up" or wait that's what the Brits say,wrong map.

Re: [Map] Korengal Valley update

Posted: 2008-08-12 05:36
by gomimin
just awesome!

Re: [Map] Korengal Valley update

Posted: 2008-08-12 07:37
by Flanker15
Looks great as always!
I hope server crashing problem with insurgent maps is fixed by .8 so I can play this and the other Insurgent maps (I miss you Albar :( )

Re: [Map] Korengal Valley update

Posted: 2008-08-12 08:46
by Technoelite
any one get the feeling there will be mountian to mountian fire fights, what i mean is that one side of the vally to the other and the sound in the vally would be epic

Re: [Map] Korengal Valley update

Posted: 2008-08-12 09:28
by Sundance Kid
ahh..cant wait to play this one :)

Re: [Map] Korengal Valley update

Posted: 2008-08-14 13:07
by Hitman.2.5
Sweet as bro, Sweet as

Re: [Map] Korengal Valley update

Posted: 2008-08-15 00:45
by paco
Thanks for posting this. Map looks very promising. Keep it up!

Re: [Map] Korengal Valley update

Posted: 2008-08-17 16:33
by TF6049
I just wonder if the extra assets includes any attack helis or littlebird attack ones.

Re: [Map] Korengal Valley update

Posted: 2008-08-21 01:11
by CodeRedFox
Thought I would share. This comes from a few "unname' testers after searching for some caches. Which were not that far from them, they just couldnt find it. All in good fun :
Dear Codredfox...

We had a 4 hour game on Korengal.

Fuck you.

Love,
**** and the gang.
:-D

Re: [Map] Korengal Valley update

Posted: 2008-08-21 17:24
by Robbi
looks very nice, very nice indeed :D

Re: [Map] Korengal Valley update

Posted: 2008-08-21 17:53
by LeadMagnet
[R-DEV]coderedfox wrote:Thought I would share. This comes from a few "unname' testers after searching for some caches. Which were not that far from them, they just couldnt find it. All in good fun :

That was a hell of a game watching LB after LB create smoking holes all over the map. :twisted:

Re: [Map] Korengal Valley update

Posted: 2008-08-21 18:39
by thean4rchist
Very nice cant wait till new patch finally some new maps to play on! ;)
Also, is it just me or are those trees incredibly smooth? are they a new model or something? because the current trees ingame are really jaggy for me even with 4x antialiasing.

Re: [Map] Korengal Valley update

Posted: 2008-08-21 19:17
by CodeRedFox
black-wolf wrote:Coderedfox for [R-DE... no wait... eehhh, Project lead! :D
No way :mrgreen: ! Map and static making is plenty to worry about. The project leads do a great job with out me messing it all up.

Re: [Map] Korengal Valley update

Posted: 2008-08-21 19:35
by Scot
You are my favourite DEV. Until Sangin comes out :p

Re: [Map] Korengal Valley update

Posted: 2008-08-24 10:22
by CodeRedFox
Just some FYI to all you wondering about FPS on Korengal. This is a very demanding map for being 1km. If you've had issues playing Fools Road and Bi Ming you will have the same here. These numbers are the lowest average testers got and mostly coming from looking down the valley.

8% - 10 fps and below
42% - 20 - 40 fps
17% - 50 - 60 fps
33% - 70 fps and above

Were trying to fix some FPS lag, so soon we will see if the changes improve anything. I currently get 90+ most of the time here my specs :

Core 2 Duo E6600 @ 3 Ghz
4 GB mem @ 400MHz
8800 GTX

Re: [Map] Korengal Valley update

Posted: 2008-08-24 10:48
by Mora
I don't have a bad fps on Fools Road about 60fps. But after a while it loads kind of everything and then i get a huge drop to about 10fps this happens even faster when i am in the chopper on qinling especially if i am on the guncam. But when i switch out of PR back to desktop and switch back its all good again for a few minuets, after that i have to repeat it.

Thing is i don't know how to solve it permanently.. I do have the setting superfetch turned off so it wont load everything into my memory atleast i think so.

Re: [Map] Korengal Valley update

Posted: 2008-08-24 11:04
by Alex6714
Since I have AA off, and it doesn´t even look bad I get a big FPS increase on maps such as bi ming, quinling, fools road etc...

Re: [Map] Korengal Valley update

Posted: 2008-08-24 11:13
by Technoelite
fools raod in rally dense woods i cant even move really fps lag
i even wacked my settings on low (i know bad eh) and i get a little but it playable i jsut wont look down the vally thats all