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Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-01-16 13:01
by Amok@ndy
the wide open fields are a big negative aspect for the blues ! they are visible from the hills the taliban just need some spotters ! so for blufor the way to victory is SPEED !
the taliban get a lot of pickups to get rpgs fast to the hills and for sure the taliban should train hitting with an rpg on long ranges ;)

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-01-16 13:14
by MaxBooZe
Well yea, they can see the BluFor but that is the only thing.. See them. Attacking is pretty much a no go as Taliban would be raped.. :p

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-01-29 15:09
by nk87
MaxBoZ wrote:Well yea, they can see the BluFor but that is the only thing.. See them. Attacking is pretty much a no go as Taliban would be raped.. :p
Welcome to reality.

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-01-29 19:50
by Tannhauser
Well I think what'd be the key on this map, is to find the perfect balance between concealment-cover for the Taliban and open field view for Bluefor.

If there's too much open ground : Taliban get raped on their soil and barely ambush anything.

If there's too much concealment and cover in the mountains for the Taliban (Vegetation, rocky hills, buildings, etc. ) : Bluefor gets base raped and can hardly ever get to the objective without sustaining heavy losses.

Albeit the later, based on my view of 0.876's Korengal, might not happen since the map is much larger and could sustain multiple chokepoints rather than the constricted few in Korengal. As it is right now.. Taliban don't have spots they can hold too well like on Archer. These areas on Archer (the airfield, the mountainous villages, the large town, the smaller eagle's nest, etc..) compensate for the lack of natural cover in the desert.

My two cents.

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-01-29 19:55
by MaxBooZe
nk87 wrote:Welcome to reality.
Hmh, Because all PR Maps are based on balance not reality?

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-02-14 18:22
by Amok@ndy

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-02-15 09:05
by AFsoccer
Looking good Andy. The terrain contours are especially realistic!
Are you going to play around with the tiling to get rid of the square patterns that show on the dark part of the hills?

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-02-15 14:37
by Amok@ndy
its not the tiling ! causing this issues
the top tiling is already set to 8

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-02-15 15:15
by Zeno
Amok@ndy wrote:its not the tiling ! causing this issues
the top tiling is already set to 8
lowdetails?

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-02-15 16:52
by Amok@ndy
top tiling is a setting in the groundproperties try it out and you will see the effect ;)

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-03-28 02:21
by goguapsy
I know this has been stated numerous times... But this looks like the ultimate badass map.

Just worried on transportation system (we would need some 2 transport choppers and, most importantly, squad-sized vehicles for all squads (at least 6?). Also more villages would be more fun (too little possible cache locations ATM am I right?)

Keep up the good work! I can feel it will be one of my favourite maps... except the fact that it isn't US Army, otherwise it would be perfect :mrgreen:

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-03-28 05:10
by Zach1923
Map look awesome. This would put a twist on insurgency game play with the presence of a jet.

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-03-28 14:33
by Amok@ndy
@goguapsy: there will be more compounds and dont worry about the transport

@Zach: im still not sure if there will be a jet

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-03-28 18:29
by goguapsy
Amok@ndy wrote:@goguapsy: there will be more compounds and dont worry about the transport
Oh good I didn't have a good night's sleep because of that...

Ok jkng.

If not obvious enough :mrgreen:
Zach1923 wrote:Map look awesome. This would put a twist on insurgency game play with the presence of a jet.
With the lack of civilians in Taliban maps... wouldn't it simply not work? I mean...

"Cache location found" - Airplane takes off - drops bomb in compound - Cache down?

Beckham wrote:I'm glad it isn't US army.

Sheesh.
We haz a spy in our midst - An american named Beckham? This isn't a good cover...




BTW Amok@ndy, if there is anyway I can help you, let me know - I'll do what is in my reach ;)

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-04-03 23:14
by Pantyfas
Looks promising.
A lil bit off-topic, but it is possible that any PR map will have minefields already installed when the map starts?

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-04-03 23:17
by Hauteclocque
Doable since they are included in some FH2 maps ;)

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-04-04 01:05
by Amok@ndy
pls dont start a discussion about mine fields in my map thread :) thats like starting discussing about fastropes lol :D
i will get about 50 mails a day if you do so ;)

Re: [Map] Jormdarreh Range (4km) [WIP]

Posted: 2010-04-04 04:23
by goguapsy
Amok@ndy wrote:pls dont start a discussion about mine fields in my map thread :) thats like starting discussing about fastropes lol :D
i will get about 50 mails a day if you do so ;)
Lol, just bcz it would be interesting due to the fact that the talibans will have a hard time defending a 4km map ;)