Kozelsk Map Update

Project Reality announcements and development highlights.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Kozelsk Map Update

Post by Outlawz7 »

For v1.4, two significant changes have been made to this classic Project Reality map that has been with us as long as the Russian Forces (since v0.85).

First, terrain.

You may be aware that Kozelsk lacks an outside terrain and is instead surrounded by an infinite water plane. This has been addressed by mirroring the main terrain on all sides, creating some sense of continuity beyond the map's borders and hereby removing Kozelsk's status as an "island".
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A bigger terrain change comes in a road crossing the ridge that divides the map into western and eastern parts. It provides an alternative to the bridge in H9 and the areas of Militia base and the Training Camp are now connected. A rather simple piece of work, it should alter the way the map plays out.
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Second, Advance and Secure.

As the above mentioned road opens up new possibilities, it was time to get rid of the awkward flag route that involves flags on opposite ends of the map.

Instead there are now two routes, an eastern and a western. The eastern route features only three flags while western features four with total possible of eight (the launch facility features two, the existing one and a new smaller one called Missile Silo, covering only the missile silo itself). The FOB flag is duplicated so it can be a part of both routes.
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As you can see from the asset overview, ground assets remain the same, but the Russians now have one transport helicopter; we'll see if that aids or hinders gameplay. To address the issue of ticket bleed at start, the first flag starts neutral. If captured by Militia it will bleed Russians at the same rate as it did so far. The FOB flag may also be easier to capture than Tunnels, making for a less painful first flag.

Additionally the Russians get a forward spawn south of the FOB flag to reach it sooner. Militia get forward spawns near their flags as well but without forward spawning logistics trucks which are now all at their main base. Lastly, the Russian forces are now ironsight-only (like Assault on Grozny).
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The Alternative layer features something that has been suggested; a mirror layout.
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Identical in flags and assets to Standard, it reverses the routes and puts Russians north and Militia south (the field cannons face the right way, too). Those who wanted more action in the north-west of the map should now get it.

The map still features Skirmish and Insurgency, those have not been altered.
Coop support is unaffected by these changes (the terrain change is outside the playable area in coop), however an update to coop is still planned as part of the navmesh is broken (Russian bots sitting at base on Coop Std).

Kozelsk was made by Deer.
Changes to terrain and AAS were done by [R-DEV]Outlawz7.
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Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: Kozelsk Map Update

Post by Kevokpo »

awesome, finally some love for this great map
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gwa1hir
Posts: 227
Joined: 2015-04-17 20:12

Re: Kozelsk Map Update

Post by gwa1hir »

that alt layout is sick. finally the falgs in the back get some love. since they are awesome to fight around, but were never really reached in actual gameplay
both thumbs up
[img]http://i.imgur.com/MAG8dcg.jpg[/img]
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: Kozelsk Map Update

Post by anantdeathhawk »

Wow, thanks for retouching this map.
excited :razz:
Finally we have chopper now.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Kozelsk Map Update

Post by sweedensniiperr »

:D :D :D

Awesome!
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Dude_Nukem
Posts: 131
Joined: 2010-07-25 19:20

Re: Kozelsk Map Update

Post by Dude_Nukem »

Danm, that's gold! The chopper can definitely be a game-changer, if used wisely.
The dude: Yeah, well, you know.. that's just like, uh.. your opinion man.
STompa
Posts: 278
Joined: 2014-12-17 10:54

Re: Kozelsk Map Update

Post by STompa »

Looks good. Specially the road to training camp.
"You on the other hand feel that it is fine to abuse the poor bf2 engine to the maximum just for that few lousy kills and score, where we restrain from this because we want more immersive experience. " - *NwA* Alchemist
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Kozelsk Map Update

Post by Raklodder »

I love the new map changes, but honestly, you guys teasing me (like you always do...) is killing me.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Kozelsk Map Update

Post by Rabbit »

I love the flip.
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AfSoccer "I just don't see the natural talent."
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chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Kozelsk Map Update

Post by chrisweb89 »

I Like it all, but I feel there are too few flags in the eastern route. Maybe a swamps flag in L6?
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Kozelsk Map Update

Post by Outlawz7 »

Thanks for the comments so far :)
chrisweb89 wrote:I Like it all, but I feel there are too few flags in the eastern route. Maybe a swamps flag in L6?
Had a swamp flag but it was a stone throw away from Tunnels and Training Camp, plus the area is pretty open so I decided against it.
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Ulysses
Posts: 32
Joined: 2009-12-01 04:25

Re: Kozelsk Map Update

Post by Ulysses »

Good stuff! The northern parts were somewhat unlikely to see action; it'll be interesting to see how the new alt layer plays out.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Kozelsk Map Update

Post by chrisweb89 »

[R-DEV]Outlawz7 wrote:Thanks for the comments so far :)



Had a swamp flag but it was a stone throw away from Tunnels and Training Camp, plus the area is pretty open so I decided against it.
What about adding back the hunting camp flag in the SE corner of the map? I just want to try to find a way where we can have more flags, I find less flags result in cap outs that shouldn't really happen.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Kozelsk Map Update

Post by Outlawz7 »

chrisweb89 wrote:What about adding back the hunting camp flag in the SE corner of the map? I just want to try to find a way where we can have more flags, I find less flags result in cap outs that shouldn't really happen.
It'd be in between map borders and the DoD and only attackable from north really.
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Kozelsk Map Update

Post by PLODDITHANLEY »

Never really liked this map but most issues addressed here with lack of scopes, improved driving and reversed layer.

I have bad memories of trying to dislodge enemies from tunnels too many times.
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Kozelsk Map Update

Post by solidfire93 »

YES
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best map update eva !
qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: Kozelsk Map Update

Post by qs-racer »

Do you add binoculars to russian unscope forces ?
Does the spotter got a scoped AK74 to balance to the militia forces ?
Gabi_A
Posts: 28
Joined: 2009-10-02 15:55

Re: Kozelsk Map Update

Post by Gabi_A »

Perhaps, if flags at east will be catchable will increase the equality at the begining of map? Include tunnels to capture.

The problem in this map is russians start loosing, with a big difference with militia.

my 2 cents.

Thanks guys for time and effort.
MasterX
Retired PR Developer
Posts: 216
Joined: 2009-04-11 18:57

Re: Kozelsk Map Update

Post by MasterX »

Outlawz haz strikes again!
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YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: Kozelsk Map Update

Post by YAK-R »

Hmm, the issues i have with the eastern flag is that once the militia lose training ground, it's pretty much impossible to get it back, it's so hard to get there, or build a fob to get there etc

making defending really boring, to the point where most people don't even bother, they just walk off..

But the road might help alleviate that
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