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The minimap: It's finally happened!
Posted: 2007-12-25 20:27
by flik
After reading the .7 changelist (
https://www.realitymod.com/change_list/ ... gelist.txt) its become apparent that the minimap is going to be removed for infantry (not vehicles), although a map can still be acessed with capslock.
Personally, im glad the PR team decided to take the leap, as this is something that is been heavily debated in the past on the forums (and likely between the devs themselves)
who else is excited about this new element of gameplay?
i know i am
Flik
Posted: 2007-12-25 20:31
by ConscriptVirus
i think i mite miss it. i realized that im always constantly looking at my minimap
Posted: 2007-12-25 20:35
by zangoo
Posted: 2007-12-25 20:37
by flik
i suggest you all read the changelist, some big things happening in this release actually!
for example..
'The largest change is our Infantry Weapon Handling Revision. You will now need to stop and take a few seconds to aim accurately. If you fire before taking a few seconds, your rounds will deviate wildly. This is to simulate a soldier taking a moment to steady his grip and breath, and line up a target. This stops the current problem in PR v0.61 of players 'insta-proning' and getting headshots on targets 100+ meters out. Now, players in a prone position who remain motionless will have excellent firing capability, while sprinting players will need to stop and aim before getting maximum accuracy.'
this version really sounds like a work of well thought out art, i we'll have to agree.
Flik
Posted: 2007-12-25 20:45
by snotmaster0
.7 will introduce a lot of subtle changes that I think are going to change the face of gameplay forever. I really can't wait to see these new facets tested online.
Posted: 2007-12-25 20:51
by Clypp
I just spent countless hours making topographical minimaps and now they are getting canned? Great...
Posted: 2007-12-25 20:54
by LtSoucy
Its a bit unreal for removing them but its going to be ok. the new soldiers of war with have them on there gear. I hope i can adapt to these changes fast.
Posted: 2007-12-25 20:56
by GeZe
The M map is still there.
Tip:
Change your 3D map on/off control to something else, and add the alternate key for your M map to "alt", that way you can easily bring it up.
Posted: 2007-12-25 20:57
by bosco_
LtSoucy wrote:Its a bit unreal for removing them but its going to be ok.
Tell me how thats unrealistic.
IRL soldiers dont run around with a map in their hand all the time, hence the "M" map is still there...
@GeZe: Or use caps.
Posted: 2007-12-25 21:16
by TroyMcClure
Some players will change their playing habits, me too.
But this is the way, Luke.

Posted: 2007-12-25 21:26
by Rambo Hunter
Won't be much of a change for me at all. I already have my minimap invisible =D
I find the squad map much more functional than the regular minimap anyway.
Posted: 2007-12-25 21:35
by Waaah_Wah
Ability to yell 'frag out' and 'smoke out', its now on the commo rose so you wont automatically yell it out everytime like vbf2.
Thank you Jesus!!
All Tanks handling has been tweaked considerably, to allow them to climb inclines much more consistently and to prevent heavy vehicles from 'sliding' down inclines.
Woohoo!
All Vehicle .50 calibre machine guns now have ironsites.
<3
Laser Guided Bomb System integrated, infantry on the ground with a SOFLAM are now required for aircraft to hit ground-based targets
Wasnt that hardcoded?
Al Basrah VCP is no longer captureable. The British can no longer win by tickets, they MUST destroy all the ammo caches in order to win. Insurgents win by dropping british tickets to 0. Destroying an armored british vehicles drops british tickets by 10.
*Orgasm*
Most infantry weapons in game have been given new sounds. We hope you like what you hear
Counter-Attack Game Mode:
* This new game mode is a variation on the standard AAS game mode. Flag CPs are still the objective, however one team is always on the defense in Counterstrike. The team on defense cannot recapture a flag once it has fallen, so they will be getting pushed back. At a preset interval during the round (mapper's choice) the defending team is given reinforcements with tickets and vehicles, and can now begin to recapture the flags they have lost. This game mode will have exciting elements of epic defenses and desperate assaults, as well as digging in to brace for the counter attackers strike!
Yay!
Posted: 2007-12-25 21:57
by Sabre_tooth_tigger
[R-PUB]bosco wrote:Tell me how thats unrealistic.
IRL soldiers dont run around with a map in their hand all the time, hence the "M" map is still there...
@GeZe: Or use caps.
I was hoping the minimap would stay but I guess a change is as good as a holiday or something
The minimap was realistic to me as it reflected the compressed time frame we operate the games in.
Its normal to always know where other squads are and its perfectly normal for an army to keep track of its own units and even try the same with the enemy
Yes now we can use voip instead but to me this isnt skillfull, its radio spam but we shall see how it pans out and I will be pressing caps alot which I allready do anyway since I always set minimap to max zoom to compensate for my less then perfect graphics.
This change will discriminate against those with the worst graphics I think maybe
/moan
I like the other stuff
This sounds good
* All calibre weapons have been given a 'distant' sound to them. What this means, is that after 200+ meters, instead of hearing the regular sound of the weapon, you will hear a much more faint cracking sound. Again, its very critical that you have a soundcard that supports EAX, and prefereably a soundcard that you can select 'HARDWARE' to get the most benefits from these sound changes.
Sounds add alot to a games atmosphere and they are excellent on this mod.
I use onboard and Im pretty sure selecting hardware is a bad idea when Ive tried in the past but I dont expect problems since Ive not had any with EAX, etc
Posted: 2007-12-25 22:18
by Outlawz7
Counter-Attack Game Mode:
* This new game mode is a variation on the standard AAS game mode. Flag CPs are still the objective, however one team is always on the defense in Counterstrike. The team on defense cannot recapture a flag once it has fallen, so they will be getting pushed back. At a preset interval during the round (mapper's choice) the defending team is given reinforcements with tickets and vehicles, and can now begin to recapture the flags they have lost. This game mode will have exciting elements of epic defenses and desperate assaults, as well as digging in to brace for the counter attackers strike!
So we are basically looking at Al Fallujah/Desert Storm type of capturing CPs, only with chances of the defending team pushing back? Which maps will it be on? I bet on 7 Gates as one

Posted: 2007-12-25 22:27
by Ragni<RangersPL>
In the beginning... there can be a lot of TKs without minimap

Posted: 2007-12-25 22:36
by mammikoura
Ragni<RangersPL> wrote:In the beginning... there can be a lot of TKs without minimap
there are always a lot of teamkills when a new version comes out, minimap or no minimap. New people come, they can't tell the difference between friends and foes and so they shoot their teammates.

Happens everytime.
Posted: 2007-12-25 22:36
by BloodBane611
Yeah, I see a LOT of TKs. I'm loving all the new changes, can't wait to get playing .7
No minimap is pretty sweet, but are we still getting topographical maps (ala clypp)? I really wanna see some sweet realistic maps.
Posted: 2007-12-25 22:50
by Waaah_Wah
You still have the "M" map

Posted: 2007-12-25 23:02
by Eddiereyes909
damn, thank you DEVs.