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Old 2013-04-08, 17:50   #11
zombie-yellow
Default Re: Spook's Adventures in Muttrah City

That sounds fucking great ! Send us a ton of pictures !

Dat feeling when you'll walk on the coastal avenue !
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Old 2013-04-08, 18:23   #12
KEIOS
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Great idea! Looking forward to your impressions!

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Old 2013-04-08, 18:58   #13
[R-MOD]Nate.
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Default Re: Spook's Adventures in Muttrah City

Things to do (recon the shit out of them):

- Boat tour
- Castle visit
- Build FOB in triangle
- Fishmarket
- Harbour
- find T shape (I am pretty sure there is none)
- visit "suburbs"
- visit mountains (A-collumn!)
- visit roundabout
- visit gas station
- tell locals about PR / find locals that know of it
- come back and tell everyone the city is completely different than ingame
- call out "mussaef" and "humbula" at least once

all the best to you, stay safe, and beware of snackbarish people

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Old 2013-04-08, 23:17   #14
Rhino
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Default Re: Spook's Adventures in Muttrah City

Quote:
Originally Posted by Nate(GER) View Post
- find T shape (I am pretty sure there is none)
Like most of the statics in the map, hardly any of them are based on any from muttrah. Only two "buildings" that I can think of that where based on ones from the real city are the mosque and the buildings left and right of the mosque.




(quite an old pic, with the old street lights etc)

Looks like I forgot to add that little archway bit to the right, always meant on doing that but didn't make it for the first version

Oh ye and of course, the soque entrance and the fort too, think that's pretty much it.

http://www.gloryhoundz.com/prmm/user...ahcity2_08.jpg
http://www.gloryhoundz.com/prmm/user...refs/ref10.jpg

http://www.gloryhoundz.com/prmm/user...ahcity2_06.jpg
http://www.gloryhoundz.com/prmm/user...refs/ref16.jpg

I had more planned based on the r/l buildings but matt.b made most of the new "ME Buildings" for generic ME maps, just muttrah was the first one to use them and the main map they where made for but the T shaped and other buildings where not based on any refs from muttrah, but they came in very handy

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Last edited by [R-DEV]Rhino; 2013-04-09 at 00:13..
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Old 2013-04-09, 00:08   #15
ChallengerCC
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Default Re: Spook's Adventures in Muttrah City

Now all comes out, all this years of lies and nothing was true.
I will never play Muttrah again!

(Then i have more time for Wanda Shan, in 1.0 release. ^^)

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Old 2013-04-09, 00:38   #16
zombie-yellow
Default Re: Spook's Adventures in Muttrah City

Hey Rhino, if Spook give you a bunch of useful pics, will you update Muttrah accordingly ?
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Old 2013-04-09, 01:27   #17
Rhino
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Default Re: Spook's Adventures in Muttrah City

Quote:
Originally Posted by zombie-yellow View Post
Hey Rhino, if Spook give you a bunch of useful pics, will you update Muttrah accordingly ?
Refs isn't my problem, its time

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Old 2013-04-09, 01:49   #18
Mongolian_dude
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Default Re: Spook's Adventures in Muttrah City

You legend!

Now listen carefully, Green Crescent, your mission is to get as close the mosque as possible at evening prayer and plant the device... A sound recorder that is! Try to get a good quality, long lasting, as-un-interrupted-as-possible recording of the Muezzin giving the call to prayer.

That would be an excellent sound effect for the map, and if you get a good evening one, Rhino will be FORCED to make one of the map layers either a calm, breezy sunset paradise, perhaps a dark, tense, midnight terror, or even a dazzling, adrenaline-fuelled brawl, bristling with with neon lights, street lamps,.

A lighting makeover for Muttrah, especially what you've crafted for/learnt with Falklands night layers, would be too good to be true.

...mongol...

Military lawyers engaged in fierce legal action.
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Old 2013-04-09, 01:56   #19
Rhino
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Default Re: Spook's Adventures in Muttrah City

Quote:
Originally Posted by [R-MOD]Mongolian_dude View Post
or even a dazzling, adrenaline-fuelled brawl, bristling with with neon lights, street lamps,.

A lighting makeover for Muttrah, especially what you've crafted for/learnt with Falklands night layers, would be too good to be true.

...mongol...
Ye it has been in my "Muttrah City v2.5" plans for some time. One big problem however is that BF2 point light, only supports 1 coloured light, so I can't have multiple colours for lights (can for the glows but not the lights) so its either all yellow white, all white light, or all red light etc, but still, hopefully one day I'll make a night layer

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Old 2013-04-09, 02:05   #20
zombie-yellow
Default Re: Spook's Adventures in Muttrah City

Also Rhino, would it be possible to make Muttrah City more "dirty", making it look more like a battleground. Like Ramiel: barrels, wrecked cars, shit in the streets, ya know, this kind of look That would fill a little bit the city who looks to perfect, shiny and empty right now ^^
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