PR:BF2 v1.0 Map Gallery
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Not_able_to_kill
- Posts: 202
- Joined: 2008-03-05 11:37
Re: PR:BF2 v1.0 Map Gallery
So, no tank on Karbala, nor Apaches?
No apache I'm fine with, I don't care much about attack choppers in general, but tanks.
Why are tanks always being removed? I hope they're being removed just because most players are being cowards and camp at the outskirts, being pretty much useless, instead of being removed for being "OP".
I really miss the tank on Fallujah
No apache I'm fine with, I don't care much about attack choppers in general, but tanks.
Why are tanks always being removed? I hope they're being removed just because most players are being cowards and camp at the outskirts, being pretty much useless, instead of being removed for being "OP".
I really miss the tank on Fallujah
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: PR:BF2 v1.0 Map Gallery
Dude. Stop it.MineralWouter wrote:Map sizes have been wrong for years now. Too late to bother with it now. Just don't say 4km^2. Say 4k or 16km^2. Then people know what you are speaking off.
Not sure if you are trolling here on purpose or you really believe you are right, but please stop with that misleading info.
I'll tell you what. Boot up Kashan, spawn at one main and set a SL mark on the opposite end of the map (diagonally). Then proceed to scratch your head when you cant see 5 digit numbers on the rangefinder.
Seriously, this misinformation is starting to get annoying.

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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: PR:BF2 v1.0 Map Gallery
SSSWEEETTT
Cant friggen wait until tomorrow
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PR:BF2 v1.0 Map Gallery
the marker maxes out at 3000m and is meaningless after that, if you fly way out of the map, kilometers out this is obvious. The diagonal distance of kashan should be about 5600 meters, not 5 digits.CroCop wrote:Dude. Stop it.
Not sure if you are trolling here on purpose or you really believe you are right, but please stop with that misleading info.
I'll tell you what. Boot up Kashan, spawn at one main and set a SL mark on the opposite end of the map (diagonally). Then proceed to scratch your head when you cant see 5 digit numbers on the rangefinder.
Seriously, this misinformation is starting to get annoying.

here is a 4x4 square. Each square is 1 square unit. If there are 4 units per side, then there are 16 units total. If kashan is 4km east-west, and 4km north south, and it is, then it is 16 kilometers square, just like this diagram.
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Spec
- Retired PR Developer
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Re: PR:BF2 v1.0 Map Gallery
Argue about that elsewhere
Make an off topic post in the discussion thread or something. I think 40mm is right tho.

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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: PR:BF2 v1.0 Map Gallery
I always play as insurgent on Fallujah, and I never miss your tankNot_able_to_kill wrote: I really miss the tank on Fallujah
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Rhino
- Retired PR Developer
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Re: PR:BF2 v1.0 Map Gallery
Ye, its simple Pythagoras, but to be exact its 5792.618751480198 meters from one corner of the map, to the other, not including surrounding terrain or taking in the extra distance one would need to cover on foot/land vehicle if walking/driving over a hill etc40mmrain wrote:the marker maxes out at 3000m and is meaningless after that, if you fly way out of the map, kilometers out this is obvious. The diagonal distance of kashan should be about 5600 meters, not 5 digits.

But ye we are really straying off the line of is it displayed correctly on the overviews, which I think Pmosis is right back on post #65 that it isn't since km^2 is a unit of surface area, not a calculation.
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Rissien
- Posts: 2661
- Joined: 2008-11-07 22:40
Re: PR:BF2 v1.0 Map Gallery
Should bring back old memories with the US main in Korengal back to its old position.
MA3-USN Former
クラナド ァフターストーリー
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NO FUN ALLOWED
- Posts: 176
- Joined: 2007-03-25 04:50
Re: PR:BF2 v1.0 Map Gallery
Exactly what I was thinking as well, plus with a helicopter!Rissien wrote:Should bring back old memories with the US main in Korengal back to its old position.
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Holzy
- Posts: 31
- Joined: 2012-03-24 03:19
Re: PR:BF2 v1.0 Map Gallery
Lashkar Valley AAS looks like it will be fun and choppers have come back to Qwai River! 
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PR:BF2 v1.0 Map Gallery
the helicopter will render the map playable, now forward outposts will actually be possible to construct
Dovre's layouts all appear to be the same
Both Burning Sands and Fool's road's armour numbers were reduced a lot. Those are just design choices though, personally, I preferred the old asset heavy stuff. Gaza still has the merkava and namers I think, now that players number are up, HAT kit counts are down, and the HAT was one of the two reliable weapons to offend against those assets I hope that doesnt ruin the balance of the map. Is the hamas AT vehicle just an SPG techi, I believe it is because fool's road in 1.0 featured 1 SPG techi, and 1 Spandrel, and the map layer states two AT vehicles are on the map. Was the possibility of the lightly armed Hind considered for iron ridge? It seems so perfect for that scenario.
Dovre's layouts all appear to be the same
Both Burning Sands and Fool's road's armour numbers were reduced a lot. Those are just design choices though, personally, I preferred the old asset heavy stuff. Gaza still has the merkava and namers I think, now that players number are up, HAT kit counts are down, and the HAT was one of the two reliable weapons to offend against those assets I hope that doesnt ruin the balance of the map. Is the hamas AT vehicle just an SPG techi, I believe it is because fool's road in 1.0 featured 1 SPG techi, and 1 Spandrel, and the map layer states two AT vehicles are on the map. Was the possibility of the lightly armed Hind considered for iron ridge? It seems so perfect for that scenario.
Last edited by 40mmrain on 2013-08-02 02:45, edited 3 times in total.
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Holzy
- Posts: 31
- Joined: 2012-03-24 03:19
Re: PR:BF2 v1.0 Map Gallery
Day, Dawn, Dusk and Night.40mmrain wrote: Dovre's layouts all appear to be the same.
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Hunterman0101
- Posts: 122
- Joined: 2011-10-02 15:12
Re: PR:BF2 v1.0 Map Gallery
On all maps ll be day,dawn,dust and night?Holzy wrote:Day, Dawn, Dusk and Night.

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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PR:BF2 v1.0 Map Gallery
No. Inf, alt, std, and large are the different times respectively on dovre only I guess
Last edited by 40mmrain on 2013-08-02 06:44, edited 1 time in total.
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AFsoccer
- Retired PR Developer
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Re: PR:BF2 v1.0 Map Gallery
No, but Dovre happens to have all four, so the assets and flags are the same, but the time of day changes depending on what layer you pick.Hunterman0101 wrote:On all maps ll be day,dawn,dust and night?
For all maps, we generally define the layers as follows:
- Infantry (16): This layer usually consists of just transport vehicles, with a focus on infantry fighting.
- Alternative (32): This layer is used by mappers to create a unique set-up, which can include night-time environments, a different flag layout, or a blend of assets from the infantry and standard layers.
- Standard (64): This layer usually involves the entire map and all assets, as applicable to the map.
- Large (12
: This layer is designed for 100-player servers and usually contains all of the assets from the standard layer with more transports to accommodate the additional troops.
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Hunterman0101
- Posts: 122
- Joined: 2011-10-02 15:12
Re: PR:BF2 v1.0 Map Gallery
Thx for information.'[R-DEV wrote:AFsoccer;1925562']No, but Dovre happens to have all four, so the assets and flags are the same, but the time of day changes depending on what layer you pick.
For all maps, we generally define the layers as follows:
This isn't set in stone but it's a good guideline. With the advent of lots of new layers, we encourage servers to try the different layers and not just the Standard and Large.
- Infantry (16): This layer usually consists of just transport vehicles, with a focus on infantry fighting.
- Alternative (32): This layer is used by mappers to create a unique set-up, which can include night-time environments, a different flag layout, or a blend of assets from the infantry and standard layers.
- Standard (64): This layer usually involves the entire map and all assets, as applicable to the map.
- Large (12
: This layer is designed for 100-player servers and usually contains all of the assets from the standard layer with more transports to accommodate the additional troops.
5 Hours 11 Minutes 31 sec and we ll see

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camo
- PR:BF2 Developer
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- Joined: 2013-01-26 09:00
Re: PR:BF2 v1.0 Map Gallery
Hey AFsoccer, do you remember during the beta i was in your squad and i was quizzing you on a new map that you had mentioned would be in the desert, was that map Khamisiyah?
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AFsoccer
- Retired PR Developer
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Re: PR:BF2 v1.0 Map Gallery
Yes, that's the one.camo_jnr_jnr wrote:Hey AFsoccer, do you remember during the beta i was in your squad and i was quizzing you on a new map that you had mentioned would be in the desert, was that map Khamisiyah?
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HughJass
- Posts: 2599
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Rudd
- Retired PR Developer
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Re: PR:BF2 v1.0 Map Gallery
I think our maplist is missing some HughJass LoveHughJass wrote:these new maps look incredible!





