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Old 2009-11-29, 16:11   #131
Snazz
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

Quote:
Originally Posted by Dr2B Rudd View Post
testers keep telling me they will be death traps, so I decided against them.
As in not tactically useful for defense?

Alternatively you could have an outer Hesco perimeter instead of the fence with more of Rhino's new sangars (which may I add are dramatically better than the VBF2 ones).
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Old 2009-11-29, 16:21   #132
Rudd
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

I thought about putting a hesco border but I decided against it for the following reasons

1) the british are using hesco on this map on their bases, and I wanted to differentiate it to the MEC bases

2) I hate it on kashan when armoured vehicles run up to the bunker hesco and take cover behind it.

The fence works well, its quite porous, it makes the base seem bigger and also there are no mordor mountains so the infantry won't get pwned too hard.


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Old 2009-11-29, 17:56   #133
BloodBane611
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

Looking awesome! Those screenies startrekern posted are just fantastic looking, can't wait for some more desert combat



[R-CON]creepin - "because on the internet 0=1"

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Old 2009-11-30, 02:12   #134
ledo1222
Default Re: [Map] Al Muthana Desert (4km) [WIP]

I downloaded the map played it AND F*** loved. the bunkers are so BEAST. Cant wait for this in PR. Finnaly Brits VS Mec on a 4KM map.
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Old 2009-11-30, 20:54   #135
Startrekern
Default Re: [Map] Al Muthana Desert (4km) [WIP]

Star here, your friendly neighborhood screenshot monkey, with a few extras:

MEC Bunker Complex
































British FOB














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Old 2009-11-30, 22:59   #136
stiankir
Default Re: [Map] Al Muthana Desert (4km) [WIP]

I am really looking forward to the finale of this map. Keep up the good work Rudd
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Old 2009-12-01, 06:32   #137
Zeno

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Default Re: [Map] Al Muthana Desert (4km) [WIP]

i suggest making a trench around the fence at bunkers to form an outer defencive line
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Old 2009-12-01, 06:34   #138
Rudd
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

I have a couple of ideas to give the surrounding local area some nice things, but I'm just going to line the fence with tank traps and leave it at that. (the tank traps being there to make sure people understand that the fence cannot be run over etc)


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Old 2009-12-03, 18:09   #139
AnimalMother.
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

nicely coming along there mate


looks like it'll have stuff for everyone to enjoy thrown in there


really wish i could play PR now, getting somewhat bored of MW2

ex |TG-31st|
AnimalMotherUK - YouTube
vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl "

Arte et Marte
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Old 2009-12-07, 07:02   #140
Rudd
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Default Re: [Map] Al Muthana Desert (4km) [WIP]

Update coming later today, medium res lightmaps should be done by the time I get back from work.

new version is being called .6

changelog from .5

Medium Res Lightmaps

decreased density of overgrowth slightly

British FOB expanded and underground section moved, deepened and enlarged

Tank traps are now lining the wire fence at the bunker complex, this is to ensure no1 gets annoyed that they can't run over it with a tank.

the two story destructables are mixed in with non-destuctable sections

a few non-destructable 1 story buildings added inside the village

the village SW of the brit fob has had its overgrowth removed

Small ruins etc added around the map to help break up the desert areas

added proper clouds

32 layer has been removed and merged with 64 for the time being. this isn't a representation of the final GPO, this is for testing only. (as the 32 layer was experiencing a bug)

Added a small helicopter landing area at the bunker complex, nothing special just a little hesco square with 2 cloth helipads.

removed several floating statics

new minimap

New Colormaps added to fix a bug and to more accurately show the terrain

roads cleaned up

Added custom texture to terrain covers so that they more effectively blend with the terrain

plan for .7

add overgrowth fields to the village to replace most of the olive growths and more effectively transition from desert to town.

add more details

fix any new bugs

Add more details to the highlands area in the form of cliff and rock statics
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4km, awesomeness, desert, map, muthana, rud loves men, rudd is a stud, ruddyboy, wip

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