[R-CON]Amok@ndy wrote:can i ask you about your gamerig ?
i have 4GB DDR3, AMD Phenom-II x64, Windows7 64Bit, Nvidia GTX 295
and if i play on high settings i have small lags on the map, that means on a dedicated server there will be huge lag !
thats why its not that easy to get the jungle more dense
as you may have mentioned there are also some bridges on this map which will also be CPs included in the different routes
Undergrowth: you cant see the undergrowth because the most screens are taken from far distances to the ground, there wont be undergrowth as high as an soldier because of the known problems !
I have an E-8400 OC'd to 3.6 w/ 4G Ram and a 512 nVidia 8800GT. That said I have played OGT since before this build some crappy tower that had nothing spectacular and might have been able to max our Commander Keen, Heretic 1, and if I was lucky Diablo and nothing more. OGT was never a problem and always a favourite with no real lag issues.
Honestly the question I think is what are the map's priorities and how realistic is it given limitations and given all of that considered, is it really worth it?
What i mean by that is we want: 1. A believable jungle map (imo that means OGT or Tad Sae, not Barracuda which is a bamboo forest) 2. a combined arms map with MBTs and Helos, 3. a playable frame rate or server lag given known limitations based on map design.
As far as I can tell getting what I see as an acceptable #1 to function with a already laid out #2 makes #3 unobtainable, according to your suggestion. So by that I would say, is it possible within the framwork of a BF2 engine to create a 4km asset friendly map that does not smack of unacceptably obvious terrain compromize or conversely high lag expectation?
Really this is both excitement and unhappiness in one for me. I was wanting a jungle map so bad since OGT was removed. Now I see that we cannot get apparently a combined arms map that does exactly what OGT did for basic infantry fighting. My question is, what was wrong with a small 2km or 1km map with OGT style terrain? I can see why it would make assets utterly useless or overpowered, but in the context of a jungle environment most air or armor assets were perfunctory to the infantry's duty, the only real exception being the occasional Huey insert/exfil usually on a level equally pre/post PR size battle (meaning mid PR battle is less possible given terrain and how hot the LZ would be), and the only exception was the attack chopper which operated almost entirely based on ground directed missions which actually had hard info on target positioning therefore short view distance and BVR would be fairly acceptable and realistic.
My point is that the current PR Dev interest in promoting the notion of the 4km combined arms transition doesn't really mesh with jungle combat which tends to be one of the few exceptions to the future forward modern western army ideal of combined arms. Look at vietnam, the US had to develop defoliant chemicals in order to allow for air and satellite units to be of ANY use without explicit vectoring from ground units.
Give me a 2km map with nothing but Landies/Humvees and some trucks and my SA-80 with irons and it'll be a romping good fight. Jungles aren't meant to be fought over by jets and tanks and choppers. Its meant to be good boots ont he ground crawling through and clearing every individual spider hole, not calling in some pretty air strike that historically seemed to not really kill off that many VC anyway (somehow they managed to live long enough to drag off their dead making for those lovely skewed 'guesstimated' body counts). Proper jungle cover means AT is just in heaven and crawling up your butt. Depriving them of that cover is just making for a forest map with a jungle feel.
OGT plus another square KM of terrain. Thats what i want. MBTs are just a pipe dream that any Chindit could tell you is utter nonsense anyway.
Not trying to be a jerk, or rain on great hard work, just being realistic about my time in playing jungle maps in PR.