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Old 2013-06-14, 08:21   #81
Phoenixo_Idaho
Default Re: [Map] Umm Qasr (4km)

Nice work !

your map is a great alternative to Burning Sand. Will you set a event for a beta-test of this map in a near future ?
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Old 2013-06-14, 09:39   #82
KaB
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Default Re: [Map] Umm Qasr (4km)

I have to say this map looks pretty sweet ! Keep up the good work !

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Old 2013-06-14, 10:06   #83
waldov

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Default Re: [Map] Umm Qasr (4km)

Man i forgot about this map it looks great! very high quality and interesting design keep it up.
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Old 2013-06-14, 11:19   #84
Pronck
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Default Re: [Map] Umm Qasr (4km)

Excellent work Zer0!
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Old 2013-06-14, 12:11   #85
K_Rivers
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Great work, it's looking good
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Old 2013-06-14, 13:54   #86
pr|Zer0
Default Re: [Map] Umm Qasr (4km)

Quote:
Originally Posted by Phoenixo_Idaho View Post
Nice work !

your map is a great alternative to Burning Sand. Will you set a event for a beta-test of this map in a near future ?
Sure it will be...dunno about the "soon" bit... atm im doing LM in 3ds max. I must say that the pivot point in this map is the insurgency layer...im really curious how ins will run on a 4km map.

Can a mod change the title to WIP?
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Old 2013-06-19, 15:30   #87
Rudd
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Default Re: [Map] Umm Qasr (4km) [WIP]

http://imageshack.us/a/img546/8936/gpxp.jpg

I assume this is the same map

I was just considering from a gameplay perspective what your compound setup will do tbh.

Think of it like a castle, you have your castle walls, castle gate, and the castle keep itself. The walls need to be assailed, or the gatehouse taken before a fight over the keep happens. IRL medieval soldiers would often abandon the walls if they were sucessfully breached and take shelter in teh keep to wait out the enemy or mount a final stand, gamers don't have that mentality, they'll probably die on the walls...but this means you don't get to fight in that lovely palace static.

So anyway, long story short, I suggest replacing the big stone walls with brickwalls + add in a couple of sneaky enterences with easy to jump over sections or with the brickwall+hole static, but keep the gatehouse, or use the vbf2 static seen at al basrah's mosque with teh arch. This will mean that 1) the fight will focus on the fun statics, 2) the palace becomes a better base of fire for whoever holds it.

Additionally, i would add more grass and possibly a pond to teh left side of the tarmac area inside the walled compound, that large amount of tarmac is too large a killing zone and looks quite boring. Get some gardens in there


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Old 2013-06-19, 16:12   #88
pr|Zer0
Default Re: [Map] Umm Qasr (4km) [WIP]

Actually, those walls were placed to shelter the whoever is inside, from being raped by long range armor fire(insurgency comes in my mind first of all)
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Last edited by pr|Zer0; 2013-06-19 at 16:25..
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Old 2013-06-19, 19:59   #89
pr|Zer0
Default Re: [Map] Umm Qasr (4km) [WIP]

There you go, mr. Rudd :P

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Old 2013-06-19, 20:36   #90
Rudd
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Default Re: [Map] Umm Qasr (4km) [WIP]

very nice


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4km, map, qasr, qasr4, scrapped, umm, wip

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