I agree, lets put a synagogue in the middle.I'm not looking for total realism to the square inch here. It doesn't even have to look remotely like Jormdarreh, which is a place I never knew existed. I just want it too look more interesting, not just bland mountainous terrain, trees, and villages.
Jormdarreh Range [WIP]
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Re: Jormdarreh Range [WIP]
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Re: Jormdarreh Range [WIP]
Of course, by all means forget what I said and put a synagogue in it. Ghh...[R-CON]Rudd wrote:I agree, lets put a synagogue in the middle.
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Re: Jormdarreh Range [WIP]
lighten up dude, I was being facetious
you need to be more specific and constructive in your suggestion, I would recommend you download the map then screenshot what you think should be changed then put that alongside a reference. Otherwise you just sound like you want a different map, which is fine, but doesn't rationalise your posting in a thread about a map you don't want.
mountains...villages...trees...sounds like rural afghanistan to me.
you need to be more specific and constructive in your suggestion, I would recommend you download the map then screenshot what you think should be changed then put that alongside a reference. Otherwise you just sound like you want a different map, which is fine, but doesn't rationalise your posting in a thread about a map you don't want.
mountains...villages...trees...sounds like rural afghanistan to me.
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Re: Jormdarreh Range [WIP]
Oh god not another insurgency map...
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Re: Jormdarreh Range [WIP]
What's with the hate peeps? If you don't like it then the worst thing that might happen to you is not playing it. Boo hoo.
I'm not a fan of Insurgency either, but jeez, relax.![Smile :)](./images/smilies/icon_e_smile.gif)
As for the map, it looks like it will be something different from regular insurgency combat, might be interesting to play.![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
I'm not a fan of Insurgency either, but jeez, relax.
![Smile :)](./images/smilies/icon_e_smile.gif)
As for the map, it looks like it will be something different from regular insurgency combat, might be interesting to play.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Re: Jormdarreh Range [WIP]
Yeah, I agree this map would be much better with Germany vs Mec, or something.Aquiller wrote:Oh god not another insurgency map...
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Re: Jormdarreh Range [WIP]
Methinks that's his point, rural Afghanistan is, well, boring. Not to mention so many people are working on such a map. I haven't played the map yet, but to me it seems like the same overgrowth and texture throughout the entire map. This does make it a bit bland... I can only hope it doesn't turn into another Archer.[R-CON]Rudd wrote:
mountains...villages...trees...sounds like rural afghanistan to me.
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Re: Jormdarreh Range [WIP]
ISAF ground forces in Jormdarreh would regularly only get a Blackhawk (or German equivalent) for a alloted time of 15 to 45 minutes and the air asset would be retasked to another sector.
So I mention this, and the only solution I have is this:
The python geeks would have to replicate then mutate the battle damage code to create fuel consumption, so the helos would have to sit on the tarmac for a good 10 minutes ata time to refuel.
Otherwise, I'll see you all in a few hours to test this map.
p. s. The villages might be easily reconfigured to fit the contour of the rolling hills and valley floors a bit more.
p.s.s. How did you decide on the high plain instead of Sang Lec?
So I mention this, and the only solution I have is this:
The python geeks would have to replicate then mutate the battle damage code to create fuel consumption, so the helos would have to sit on the tarmac for a good 10 minutes ata time to refuel.
Otherwise, I'll see you all in a few hours to test this map.
p. s. The villages might be easily reconfigured to fit the contour of the rolling hills and valley floors a bit more.
p.s.s. How did you decide on the high plain instead of Sang Lec?
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Re: Jormdarreh Range [WIP]
The GB's commander tent is a bit high of the ground
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Re: Jormdarreh Range [WIP]
Finally a 4x4 map in insurgency, that's gonna be nice.
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Re: Jormdarreh Range [WIP]
I played it as SL and have to say -> techies snipe you now with the 50cals.
There is only a little cover, just some trees here and there. Visual cover is really important, especially with the 1.6km view distance. It sucks to have to run away from fire and not being able to get in cover, because the tree or rock will be camped big time. As insurgent and a BLUFOR without smoke -> doomed.
The only recognisable area was the flat area SE of the map, where we advanced onto the main village south-east with APC and apache support. The other time I spent running over brown hills killing random
guys.
For BLUFOR it was too easy to pick targets from a distance. All you need is an APC and a spotter. The only area insurgents can fight in is a village and the hill areas, because they need visual cover, but I already talked about that. More grass, more fields, maybe a sea? Hell knows.
Also the "villages" with the 3 buildings in them -> they should get bigger, much bigger and more complex. Insurgents then will have the chance to fight in close combat and BLUFOR would always need a covering sqd/apc on some hill behind the village.
That would be great ofc. That is also where the 1.6km come in handy -> great overview.
The map is WIP and a Great idea, but we need more variation. Fuck afghanistan, this is a map and should only kinda look like it. It's a game after all.
I can understand Excavus and I hope that the 0.3 is really a 0.3. I give the map another year , lets see what happens.![Smile :)](./images/smilies/icon_e_smile.gif)
There is only a little cover, just some trees here and there. Visual cover is really important, especially with the 1.6km view distance. It sucks to have to run away from fire and not being able to get in cover, because the tree or rock will be camped big time. As insurgent and a BLUFOR without smoke -> doomed.
The only recognisable area was the flat area SE of the map, where we advanced onto the main village south-east with APC and apache support. The other time I spent running over brown hills killing random
guys.
For BLUFOR it was too easy to pick targets from a distance. All you need is an APC and a spotter. The only area insurgents can fight in is a village and the hill areas, because they need visual cover, but I already talked about that. More grass, more fields, maybe a sea? Hell knows.
Also the "villages" with the 3 buildings in them -> they should get bigger, much bigger and more complex. Insurgents then will have the chance to fight in close combat and BLUFOR would always need a covering sqd/apc on some hill behind the village.
That would be great ofc. That is also where the 1.6km come in handy -> great overview.
The map is WIP and a Great idea, but we need more variation. Fuck afghanistan, this is a map and should only kinda look like it. It's a game after all.
I can understand Excavus and I hope that the 0.3 is really a 0.3. I give the map another year , lets see what happens.
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: Jormdarreh Range [WIP]
Yeah, its kind of repetitive over and over...
Maybe add some areas with different styles or something :/
Maybe add some areas with different styles or something :/
![Image](http://i.imgur.com/xCOga.png)
Orgies beat masturbation hands down. - Staker
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Re: Jormdarreh Range [WIP]
just a big NO !Megagoth1702 wrote:I played it as SL and have to say -> techies snipe you now with the 50cals.
There is only a little cover, just some trees here and there. Visual cover is really important, especially with the 1.6km view distance. It sucks to have to run away from fire and not being able to get in cover, because the tree or rock will be camped big time. As insurgent and a BLUFOR without smoke -> doomed.
The only recognisable area was the flat area SE of the map, where we advanced onto the main village south-east with APC and apache support. The other time I spent running over brown hills killing random
guys.
For BLUFOR it was too easy to pick targets from a distance. All you need is an APC and a spotter. The only area insurgents can fight in is a village and the hill areas, because they need visual cover, but I already talked about that. More grass, more fields, maybe a sea? Hell knows.
Also the "villages" with the 3 buildings in them -> they should get bigger, much bigger and more complex. Insurgents then will have the chance to fight in close combat and BLUFOR would always need a covering sqd/apc on some hill behind the village.
That would be great ofc. That is also where the 1.6km come in handy -> great overview.
The map is WIP and a Great idea, but we need more variation. Fuck afghanistan, this is a map and should only kinda look like it. It's a game after all.
I can understand Excavus and I hope that the 0.3 is really a 0.3. I give the map another year , lets see what happens.![]()
this map will be afghanistan and not a fictional map ! its Project Reality play it like it is
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Re: Jormdarreh Range [WIP]
So devo that I missed the play date for this map.
When can we expect realese!![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
When can we expect realese!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Re: Jormdarreh Range [WIP]
[quote=""'[R-CON"]Amok@ndy;1367026']just a big NO !
this map will be afghanistan and not a fictional map ! its Project Reality play it like it is[/quote]
By saying this you are sacrificing gameplay for realism. In no way shape or form is that going to fly in PR. If the Taliban are constantly having a hard time which I can tell by the screenshots, the comments above, and playing the map, no server is going to have this in its maplist if it is looking for a fair game.
I can understand where you're coming from by saying you want it to be realistic, but remember for a second that the Insurgency portrayed in PR is very incorrect.
I strongly suggest you take into consideration what Megaroth said and input some changes into your map, especially some variation so its not just another Qinling (no offense Rhino)
[quote="Brummy""]What's with the hate peeps? If you don't like it then the worst thing that might happen to you is not playing it. Boo hoo.
[/quote]
That isn't the point here. The time and effort the OP put into this map could have gone to a 2km AAS map with China v Russia, or something crazy and unique. This map is made up of vast open spaces, with some select villages spread out around the place. It may be realistic, but for gameplay purposes and practicality its way off the mark.
But like any map, I do look forward to playing it with a full server.
tl;dr shorter version:
Here is my answer to that hypothetical: there is almost absolutely nothing they can do. Proof:
![Image](http://img294.imageshack.us/img294/3489/bf22010061617273589.png)
![Image](http://img155.imageshack.us/img155/3317/bf22010061617283157.png)
In the following situation, I was flying around having a geeze when cache intel game up. Now, being hueg map this is, it has to be within a small area, AKA these 3 buildings.
After doing a hydra run in which I used 4 rockets randomly on these buildings, I returned on foot to see the cache on grey smoke, which I promptly destroyed with roughly 10 SA-80 rounds (I came back with a Scimitar after I crashed).
This made me think, what if I had had a gunner with 30mm/hellfires, and used all my hydras? Doesn't that seem a LITTLE unfair to the Taliban? What if an APC or tank had been firing into the buildings?
In addition, I marked all the possible cache locations that I could see on the map. I am not 100% sure if these are all the locations though. Reds are building areas, blues are caves (which are just the default, easy ones. There are about 5 on the map) Andy, is there the possibility that the cache could be out in the open, IE able to be shot by the enemy?
![Image](http://img294.imageshack.us/img294/5948/jordmarked.jpg)
I guesstimate possible cache locations at around 0.5% of the map. Gaza, a 1km map, has what, 40%?
Taliban assets also seem to be a problem. From what I saw on the map, there are a total of TWO bomb cars and TWO bomb trucks. Not taking into consideration tipping on the massive slopes and getting shot by inf/air, I put the success rate of both at VERY VERY low. I would also suggest, if this is at all possible, a spawn kit at the main with a Tandem RPG, to give the Taliban at least a LITTLE chance at killing armor.
this map will be afghanistan and not a fictional map ! its Project Reality play it like it is[/quote]
By saying this you are sacrificing gameplay for realism. In no way shape or form is that going to fly in PR. If the Taliban are constantly having a hard time which I can tell by the screenshots, the comments above, and playing the map, no server is going to have this in its maplist if it is looking for a fair game.
I can understand where you're coming from by saying you want it to be realistic, but remember for a second that the Insurgency portrayed in PR is very incorrect.
I strongly suggest you take into consideration what Megaroth said and input some changes into your map, especially some variation so its not just another Qinling (no offense Rhino)
[quote="Brummy""]What's with the hate peeps? If you don't like it then the worst thing that might happen to you is not playing it. Boo hoo.
[/quote]
That isn't the point here. The time and effort the OP put into this map could have gone to a 2km AAS map with China v Russia, or something crazy and unique. This map is made up of vast open spaces, with some select villages spread out around the place. It may be realistic, but for gameplay purposes and practicality its way off the mark.
But like any map, I do look forward to playing it with a full server.
While I'm downloading the map to do exactly that, here are some problems I can forsee. Hypothetical: In the SW corner of the map (is Taliban main, lol, just substitute for the building set in my screenshots) there seems to be a set of 3 buildings. A cache marker appears there. Apache support is called in. Now, not taking into account the terrible MANPADS, an Apache would have absolutely no problem taking out each of those buildings, or simply doing a gun run to let the infantry move in. Plus, the Apache's 30mm can fire down without the techies being able to get the elevation needed to destroy it. What chance do the Taliban have here? What could the Taliban possibly do here?[R-CON]Rudd wrote: you need to be more specific and constructive in your suggestion, I would recommend you download the map then screenshot what you think should be changed then put that alongside a reference.
tl;dr shorter version:
- Set of 3 buildings, there is a cache there and the enemy has intel
- They come with their Apache, numerous APCs, and infantry.
- The Taliban has 3 SA-7's and techies which can't get the elevation to shoot the choppers.
- What do?
Here is my answer to that hypothetical: there is almost absolutely nothing they can do. Proof:
![Image](http://img294.imageshack.us/img294/3489/bf22010061617273589.png)
![Image](http://img155.imageshack.us/img155/3317/bf22010061617283157.png)
In the following situation, I was flying around having a geeze when cache intel game up. Now, being hueg map this is, it has to be within a small area, AKA these 3 buildings.
After doing a hydra run in which I used 4 rockets randomly on these buildings, I returned on foot to see the cache on grey smoke, which I promptly destroyed with roughly 10 SA-80 rounds (I came back with a Scimitar after I crashed).
This made me think, what if I had had a gunner with 30mm/hellfires, and used all my hydras? Doesn't that seem a LITTLE unfair to the Taliban? What if an APC or tank had been firing into the buildings?
In addition, I marked all the possible cache locations that I could see on the map. I am not 100% sure if these are all the locations though. Reds are building areas, blues are caves (which are just the default, easy ones. There are about 5 on the map) Andy, is there the possibility that the cache could be out in the open, IE able to be shot by the enemy?
![Image](http://img294.imageshack.us/img294/5948/jordmarked.jpg)
I guesstimate possible cache locations at around 0.5% of the map. Gaza, a 1km map, has what, 40%?
Taliban assets also seem to be a problem. From what I saw on the map, there are a total of TWO bomb cars and TWO bomb trucks. Not taking into consideration tipping on the massive slopes and getting shot by inf/air, I put the success rate of both at VERY VERY low. I would also suggest, if this is at all possible, a spawn kit at the main with a Tandem RPG, to give the Taliban at least a LITTLE chance at killing armor.
Last edited by dtacs on 2010-06-16 08:10, edited 8 times in total.
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Re: Jormdarreh Range [WIP]
Well, the Isurgents won't have a hard time at all, it's the BluFor that will be in trubles.If the Taliban are constantly having a hard time which I can tell by the screenshots and the comments above
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Re: Jormdarreh Range [WIP]
And why is that?Su34 wrote:Well, the Isurgents won't have a hard time at all, it's the BluFor that will be in trubles.![]()
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Re: Jormdarreh Range [WIP]
dtacs i thank you really much for the feedback but next time it would be good to show up on the public beta ...
you cant say that my map is **** just because of some guys cryin that they dont like it !
we had a lot of fun (both Blufor and Opfor)
I was both rounds taliban and we destroyed the apache all the time ! and btw the taliban have 3 SA-7s
the 3 houses in the SW is the mainbase ...
there are more than 250 different cache locations on the map!
hope i answered all questions and havent forgot any question
greetz @ndy
you cant say that my map is **** just because of some guys cryin that they dont like it !
we had a lot of fun (both Blufor and Opfor)
I was both rounds taliban and we destroyed the apache all the time ! and btw the taliban have 3 SA-7s
the 3 houses in the SW is the mainbase ...
there are more than 250 different cache locations on the map!
hope i answered all questions and havent forgot any question
greetz @ndy
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