[Map] Asad Khal

Deer
Posts: 1603
Joined: 2005-03-17 09:31

[Map] Asad Khal

Post by Deer »

Asad Khal

Finally got this map completed, its been long time since I started it. Whole village was supposed to be destroyable first but that become impossible when I realised that there is hard limit of 1024 destroyable objects per map.. so I had to reduce destroyable from 3000 to 1000 destroyable objects. Right after that was done, I realised new issue, server machine should be really powerful in order to run map with 1000 destroyable objects... To fix that, with [R-DEV]Rhino's help I had to make non destroyable versions of all houses and convert all buildings into those new versions. At those 2 points it was really close that map would have been abandoned because of these technical issues but problems were solved and now the map is done, i just hope you players likes it =)

Info:
-Visually fictional middle eastern village
-Designed for 16-32 players
-Size: 512x2 (1km)
-Mainly tight infantry combat, village together with river and cliffs is bottleneck between both factions

Credits:
-Map Design: [R-DEV]Deer
-Gameplayobjects: [R-DEV]fuzzhead
-Solving of big technical issues: [R-DEV]Rhino
-Afghan House Statics: matt.b



Gamemodes:

AAS 16
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Brittish:
- 2x Support Truck
- 2x Logistic Truck
- 1x Land Rover

MEC
- 2x Support Truck
- 2x Logistic Truck
- 1x BRDM-2

Skirmish 16
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Screenshots:
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Last edited by Rhino on 2009-01-19 00:21, edited 1 time in total.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Map] Asad Khal [WIP]

Post by fuzzhead »

Great work deer, already from testing you can tell this is gonna be an intense map!
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: [Map] Asad Khal [WIP]

Post by waldo_ii »

I saw a few friends playing this earlier on the beta server, and I once again thought "Why must the devs hide things from us?!"


This made my day. Any hope of seeing the 64 layer? I only see AAS 16 and Skirmish 16.
|TGXV| Waldo_II

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Asad Khal [WIP]

Post by Rhino »

waldo_ii wrote:This made my day. Any hope of seeing the 64 layer? I only see AAS 16 and Skirmish 16.
there is more to come yet! :D
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Jackoboy
Posts: 98
Joined: 2007-03-11 21:26

Re: [Map] Asad Khal [WIP]

Post by Jackoboy »

looks like op phoenix
Simmage
Posts: 138
Joined: 2007-10-10 02:13

Re: [Map] Asad Khal [WIP]

Post by Simmage »

OOOOOOOOOOOH! Perdy. :D

Look forward to playing on it!
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:firing: ___________________________ :camper:
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [Map] Asad Khal [WIP]

Post by crazy11 »

I love this map.
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You miss 100% of the shots you don't take.- Wayne Gretzky
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Map] Asad Khal [WIP]

Post by fuzzhead »

This is a 1km map (much like Tad Sae, Bi Ming, Kyongan, etc) and does not have AAS64

And its much cooler than op pheonix :P Nearly every single house is enterable.....
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: [Map] Asad Khal [WIP]

Post by Airsoft »

very nice a map
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Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

Re: [Map] Asad Khal [WIP]

Post by Dougalachi »

looks sweet
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Asad Khal [WIP]

Post by McBumLuv »

I'd like to see that landy survive the BRDM 2 ;)

Sweet work, though, looking orward to it :)

(Pisst, two maps at once, amazing work Deer!)
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Asad Khal [WIP]

Post by Scot »

This map. Rocks.

That is all.
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Raniak
Posts: 968
Joined: 2007-01-25 01:31

Re: [Map] Asad Khal [WIP]

Post by Raniak »

I really love the village. It's going to be an awesome map !
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Asad Khal [WIP]

Post by McBumLuv »

The Barn in this pic:

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Isn't it on Rhino's "Do not use" list? https://www.realitymod.com/forum/f189-m ... -maps.html

Looks great though, good view distance for a small map. No BRDM mini-tanking.
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Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: [Map] Asad Khal [WIP]

Post by Ragni<RangersPL> »

How many destroyable objects are on this map???
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
TofuwRice
Posts: 165
Joined: 2008-06-27 06:15

Re: [Map] Asad Khal [WIP]

Post by TofuwRice »

Can't wait to play this on Friday too!
Craz3y|Assasin
Posts: 170
Joined: 2008-06-20 14:18

Re: [Map] Asad Khal [WIP]

Post by Craz3y|Assasin »

It looks just like FarCry2 (which is a good thing ;) )
-Craz3y-


(\__/) Smoke + Huey = FAIL :-|
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ghOst819
Posts: 209
Joined: 2008-10-16 22:10

Re: [Map] Asad Khal [WIP]

Post by ghOst819 »

Great work,im guessing this is for .85,please correct me if i am wrong.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Asad Khal [WIP]

Post by Rhino »

McLuv wrote:The Barn in this pic:

http://realitymodfiles.com/rhino/asad_k ... khal22.jpg

Isn't it on Rhino's "Do not use" list? https://www.realitymod.com/forum/f189-m ... -maps.html

Looks great though, good view distance for a small map. No BRDM mini-tanking.
nope, that's the same barn that's on qwai, the barn in my not to use list is the dest barn made up of 4 sections and it has screwed LMs cos of it.
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