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Re: What's so special about Muttrah?
Posted: 2013-01-28 03:51
by 40mmrain
Some really good city design, are Zhouying, the southwest city on Shijia, and the city on Black Gold both well done. I tend to agree, at least somewhat about the lack of cover and such on muttrah. So many buildings you cant enter, streets with high wall on either side and nothing else, and buildings with rooves with no cover that would be suicide to try and get on top of, or lots of buildings lacking ladders. I never really find myself in a good firefight on the map. I think muttrah lacks armour too, the AAVP's 40mm is not efficient, and accurate enough to deal with handheld HAT (though this is fixed a bit with the number of HAT weapons reduced in 1.0). .50 is mostly useless when it doesnt go through walls, a limitation of the game, and most of your enemies are indoors, which is map design. The MTLB-30mm is the only useful MEC armour piece, which is simply too easily overwhelmed by HAT, and the cobra. Lots of LAVs, abrams, BMPs and 30mm MTLBs would be better.
It's a pretty cool map, but it lacks sometimes.
Also some other flag layers would be cool, such as the mosque, construction yard, the suburbs, and other parts of the city being in play possibly.
Re: What's so special about Muttrah?
Posted: 2013-01-28 04:14
by Rhino
Bringerof_D wrote:however the streets themselves are barren. The city itself has no life, and while fighting through buildings on this map is awesome, to fight anywhere outdoors is a pain in the ***. Even the rooms in every building seem barren. There is very little cover apart form the buildings themselves.
I totally agree with you, but this is because I never actually "finished" the map

I had to make a decision back in v0.8 to either release it in it as it was, or continue working on it and release it after with more detail etc. I decided to release it with v0.8, but then I never got round to actually adding the detail I had always planned to add since I've had so many other projects that have needed my attention since, and still do.
Hopefully one day I will get around to doing "Muttrah City v2.5" with the added detail etc but right now, can't see any time in the future when I'm going to be able to do that without dropping some of my current/future projects.
Bringerof_D wrote:speaking strictly of ambience, EVERYTHING IS THE SAME COLOR! EVERYTHING IS CLEAN! look at other maps with urban environments in PR, they're alive with varying colors and shades and filth.
That's because its based on the r/l city, which is just that
(click to enlarge)
40mmrain wrote:lots of buildings lacking ladders.
This is down to the map hitting the ladder limit in BF2, forcing me to remove pretty much all the ladders on the map otherwise the server crashed when someone climbed a ladder

Re: What's so special about Muttrah?
Posted: 2013-01-28 05:32
by xambone
[R-DEV]Rhino wrote:
Hopefully one day I will get around to doing "Muttrah City v2.5" with the added detail etc but right now, can't see any time in the future when I'm going to be able to do that without dropping some of my current/future projects.
video response here
Dumb and Dumber - You're telling me there's a chance - YouTube'
Do it Rhino, Drop all projects and Muttrah the Hell out of your time. For Old times sake! Your Fans are waiting
Re: What's so special about Muttrah?
Posted: 2013-01-28 07:39
by Heavy Death
You should totally do that Rhino.

Re: What's so special about Muttrah?
Posted: 2013-01-28 11:18
by psychickactivity
Gentlemen, let s go and have a look.
=ZT= ZONE-TRIBALE =ZT= :: [R-DEV]Rhino...In English...
Rhino is , for me thats enought to like Muttrah.
Re: What's so special about Muttrah?
Posted: 2013-01-28 12:38
by Mineral
Re: What's so special about Muttrah?
Posted: 2013-01-28 14:02
by Cassius
The small land area streamlines combat which makes for intense fighting. An infantery map with the extra splash of cobra cas and apcs.
So yeah, it is a good fun map, but I can see how some people are bothered by it and I can see how some people are bothered by people being bothered about 4km maps and being stuck instead of thinking ahead that airtrans might get shot down on a map like iron eagle and taking a truck along so you dont end up stranded.
Re: What's so special about Muttrah?
Posted: 2013-01-29 19:50
by Mikemonster
I've just made a suggestion to make the .50 have an amount of splash damage in order to simulate penetration by allowing the user to hit window ledges etc instead of having to get a direct hit on the person crouching behind in order to kill them.
Related to this mainly because of the invulnerability of T-Building campers.
Re: What's so special about Muttrah?
Posted: 2013-01-29 20:22
by Pvt.LHeureux
Mikemonster wrote:I've just made a suggestion to make the .50 have an amount of splash damage in order to simulate penetration by allowing the user to hit window ledges etc instead of having to get a direct hit on the person crouching behind in order to kill them.
Related to this mainly because of the invulnerability of T-Building campers.
That would be great, also would simulate ricochets!
Re: What's so special about Muttrah?
Posted: 2013-01-29 20:32
by 40mmrain
all AP rounds should have splash damage as well, considering how much energy they carry
Re: What's so special about Muttrah?
Posted: 2013-01-29 21:52
by Mikemonster
It would simulate the building being demolished around the player, tbh. Lol.
Re: What's so special about Muttrah?
Posted: 2013-01-30 02:38
by xambone
aren't you guys thinking of a different graphics engine?
Re: What's so special about Muttrah?
Posted: 2013-01-30 03:18
by Gracler
'[R-DEV wrote:Rhino;1858881']I totally agree with you, but this is because I never actually "finished" the map

I had to make a decision back in v0.8 to either release it in it as it was, or continue working on it and release it after with more detail etc. I decided to release it with v0.8, but then I never got round to actually adding the detail I had always planned to add since I've had so many other projects that have needed my attention since, and still do.
Hopefully one day I will get around to doing "Muttrah City v2.5" with the added detail etc but right now, can't see any time in the future when I'm going to be able to do that without dropping some of my current/future projects.
That's because its based on the r/l city, which is just that
(click to enlarge)
This is down to the map hitting the ladder limit in BF2, forcing me to remove pretty much all the ladders on the map otherwise the server crashed when someone climbed a ladder
I never felt like Muttrah is missing anything (apart from the banned sexy Littlebird of-course

) infact it appears to be one of the most complete maps in PR. Its a great made map no doubt, and I liked playing it a lot, but I like diversity more than replay

Re: What's so special about Muttrah?
Posted: 2013-01-30 05:41
by 40mmrain
I really have no idea why people have such a boner for the littlebird. It didnt carry any crates, and was way slower than the huey, it was also paper thin.
It was a neat little CAS vehicle because it can actually fly quite fast sideways, and carries better arms than the rocket variant kiowas and hueys, but its garbage for trans.
Re: What's so special about Muttrah?
Posted: 2013-01-30 05:57
by Rabbit
40mmrain wrote:I really have no idea why people have such a boner for the littlebird. It didnt carry any crates, and was way slower than the huey, it was also paper thin.
It was a neat little CAS vehicle because it can actually fly quite fast sideways, and carries better arms than the rocket variant kiowas and hueys, but its garbage for trans.
Well, In real life its not that much slower from what I can find MH-6 max speed is 175 mph and the Venom is 189 mph. Not to mention the mh-6 is great for urban ops, it increased the number of areas you can land and routes in to land when you might have to come in slower on a huey. Biggest problem is, is that it does not fit for the USMC.
Re: What's so special about Muttrah?
Posted: 2013-01-30 08:45
by Tinfoilhat
[R-DEV]Rhino wrote:This is down to the map hitting the ladder limit in BF2, forcing me to remove pretty much all the ladders on the map otherwise the server crashed when someone climbed a ladder
Could you make a bunch of enclosed, or external fire escape like staircases, that only go to the roof?
As a sort of work around to the ladder limit?
Re: What's so special about Muttrah?
Posted: 2013-01-30 09:17
by Rhino
Tinfoilhat wrote:Could you make a bunch of enclosed, or external fire escape like staircases, that only go to the roof?
As a sort of work around to the ladder limit?
Yes that is actually one on my "planned features" for Muttrah City v2.5, but like I said, if I ever get round to it

Re: What's so special about Muttrah?
Posted: 2013-01-30 11:25
by Gracler
40mmrain wrote:I really have no idea why people have such a boner for the littlebird. It didnt carry any crates, and was way slower than the huey, it was also paper thin.
It was a neat little CAS vehicle because it can actually fly quite fast sideways, and carries better arms than the rocket variant kiowas and hueys, but its garbage for trans.
Didn't I say it was sexy?........ I never cared much for the huey even though it is a flying tank, but I do like the Chinook and little-bird. The one is impractical because it is so big, and the other offers no protection for the pilot.... but for me its more fun and challenging than driving the safe and responsible Bus (heuy)
Re: What's so special about Muttrah?
Posted: 2013-01-30 15:48
by Pvt.LHeureux
40mmrain wrote:I really have no idea why people have such a boner for the littlebird. It didnt carry any crates, and was way slower than the huey, it was also paper thin.
It was a neat little CAS vehicle because it can actually fly quite fast sideways, and carries better arms than the rocket variant kiowas and hueys, but its garbage for trans.
It was easier to transport people in streets and land on smaller buildings.
Re: What's so special about Muttrah?
Posted: 2013-01-31 19:35
by Mikemonster
Mikemonster wrote:I've just made a suggestion to make the .50 have an amount of splash damage in order to simulate penetration by allowing the user to hit window ledges etc instead of having to get a direct hit on the person crouching behind in order to kill them.
Related to this mainly because of the invulnerability of T-Building campers.
Suggestion apparently not allowed for discussion. If only i'd suggested something realistic to enhance realism.