|
Community Maps Maps created by PR community members. |
|
Thread Tools | Display Modes |
2009-11-09, 18:30 | #52 |
Join Date: Jun 2007
Posts: 7,470
United Kingdom
Location: Brumtown
|
Re: [Map] Al Muthana Desert (4km) [WIP]
It's not that yellowish ingame tbh, looks just a bit brighter than kashan
|
2009-11-09, 21:29 | #53 |
Join Date: Jan 2009
Posts: 1,800
Europe
Location: Viking Stronghold.
|
Re: [Map] Al Muthana Desert (4km) [WIP]
Would be cool if you made a few or a huge village where inf can take the first part of the battle - make it harder for armor to get in or make them vunerable.. Then the munitions dumper give it lots of AA, and possibly give Brits the tornados "After" the inf area has been capped, then the air power has to set in and cover the inf from the BMPs while they surrounder the munitions lair... A few warriors on brits side would be cool too just my point of view..
Maybe remove MECs airpower dunno if im crazy for posting this ._. |
2009-11-10, 06:40 | #54 | ||
Retired PR Developer
|
Re: [Map] Al Muthana Desert (4km) [WIP]
http://img198.imageshack.us/img198/153/minimapplan.png
Yeah Amok@ndy I didn't really notice that until I did low res lightmaps which showed it up Here is a png of the plan, there is a long way to go, but we're getting there. Quote:
So, they get the defensive advantage and plenty of cover, the brits get all their assets attacking at the start, and teh MEC's assets will take about 5mins to reach the bunker line. So, the battle could be decided in the first 5mins of the game. Note, that all assets discussions here probably won't mean jack since this will be decided by playtests in the end :P but its fun to think about. Quote:
BTR < Warrior < BMP Lynx Fast, no supplies Merlin Slow, supplies (+ issues with lag, though I never get it) MEC trans chopper, slow + supplies Scimitar - Heat/AP, fast BRDM - much weaker, but does have AP and room to carry a HAT as well Wmik = FAV c2 = t72 Apache and Havok are well matched (though afaik the larger havok cannon doesn't get a increased ingame power?) This all translates in to a mix of assets in the end. I promise though that I'll fight tooth and nail to ensure that all of the assets I've mentioned are featured in some capacity. Though don't expect more than 1 BMP (unless we give MEC less tanks ofc, then more BMP will be good) | ||
|
|||
Last edited by Rudd; 2009-11-10 at 06:46..
|
2009-11-10, 07:02 | #55 |
Retired PR Developer
|
Re: [Map] Al Muthana Desert (4km) [WIP]
oh forgot to mention, I can't seem to find the texture files for the terrain covers, or the tunnelcover (that thing that also covers the mine on Qwai)
Do the terrain covers use some kind of central texture? |
|
|
2009-11-10, 07:29 | #56 |
Join Date: Mar 2008
Posts: 2,968
Netherlands
Location: Bergen op Zoom / Utrecht
|
Re: [Map] Al Muthana Desert (4km) [WIP]
Very nice thought on the Asset lay-out Rudd, also have you though of maybe a hardened village, e.g. Ejod City, with non-destroyable buildings so it makes it interesting for the havocs and a real combat place for the infantry and APCs?
|
2009-11-10, 07:50 | #57 |
Retired PR Developer
|
Re: [Map] Al Muthana Desert (4km) [WIP]
There will be a couple of the statics featured in Asad Kahl whereas others will be the ones from the karbala village, and I'm going to add a few basements similar to the one you see in the village on Basrah to ensure there is someplace to hide.
The destructable objects limit will definately be enough to ensure some of the village will be non-destructable. |
|
|
2009-11-10, 11:31 | #58 |
Retired PR Developer
|
Re: [Map] Al Muthana Desert (4km) [WIP]
|
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND? |
|
2009-11-10, 12:17 | #60 |
Retired PR Developer
|
Re: [Map] Al Muthana Desert (4km) [WIP]
|
|
|
Tags |
4km, awesomeness, desert, map, muthana, rud loves men, rudd is a stud, ruddyboy, wip |
|
|