Jormdarreh Range [WIP]

Project Reality announcements and development highlights.
dtacs
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Joined: 2008-12-07 23:30

Re: Jormdarreh Range [WIP]

Post by dtacs »

Did the Taliban win at all?
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Jormdarreh Range [WIP]

Post by ChiefRyza »

You're getting insanely defensive at some simple and needed criticism Amokandy, nobody is trying to attack your map, just provide feedback...


Current project: Operation Tempest
Rudd
Retired PR Developer
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Re: Jormdarreh Range [WIP]

Post by Rudd »

come on lads, andy will take on any well presented ideas here, but remember that he and others have actually played the map in a couple of games now and that probably provided more idea on how this map will go than any theory thats created here.

Have faith that andy will do whatever is required, now you have provided feedback lads, sit back and let andy work on the map instead of constantly fishing for Andy to bow before your superior map planning....(yes that was sarcasm)

the highlight post was to show you a WIP, not so that you guys could pass uncompromsing judgement on it. Have faith that the map, like all others will go through a tough quality control system to ensure it works correctly.
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dtacs
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Re: Jormdarreh Range [WIP]

Post by dtacs »

[R-CON]Rudd wrote:sit back and let andy work on the map
[R-CON]Amok@ndy wrote:just a big NO !
Mmmm....
Amok@ndy
Retired PR Developer
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Re: Jormdarreh Range [WIP]

Post by Amok@ndy »

yes no fields, no lake, no citymap !
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Excavus
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Re: Jormdarreh Range [WIP]

Post by Excavus »

[R-CON]Amok@ndy wrote:yes no fields, no lake, no citymap !
What are you trying to say?
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: Jormdarreh Range [WIP]

Post by sakils2 »

Basically, it seems that there won't be any cover for the Taliban and the BlueFor on this particular map is going to rape every Tali from a distance.

Perhaps [R-CON]Amok@ndy you could accept constructive criticism rather than refuse to listen to it.
Arnoldio
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Re: Jormdarreh Range [WIP]

Post by Arnoldio »

Also what i found out is the map is very roadless, or at leas i didn see much of them :/
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Orgies beat masturbation hands down. - Staker
Rudd
Retired PR Developer
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Re: Jormdarreh Range [WIP]

Post by Rudd »

Perhaps [R-CON]Amok@ndy you could accept constructive criticism rather than refuse to listen to it.
jesus christ people, all because andy isn't falling at your feet to thank you for your words of wisdom doesn't mean he isn't taking your points on board. Behind the scenes we are giving him alot of feedback from mappers who know what is doable and what isn't.

Give your feedback on the map, don't go on about whether or not the mapper is going to agree with you or not. Going down that route leads only to frustration on all sides, and frustration only hurts a mapper's motivation, no motivation means no map PERIOD.


this is getting as bad as those people who make a suggestion thread then bump it every 30mins demanding a DEV response.
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sakils2
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Re: Jormdarreh Range [WIP]

Post by sakils2 »

[R-CON]Rudd wrote:jesus christ people, all because andy isn't falling at your feet to thank you for your words of wisdom doesn't mean he isn't taking your points on board.
[R-CON]Amok@ndy wrote:yes no fields, no lake, no citymap !
[R-CON]Amok@ndy wrote:just a big NO !
this map will be afghanistan and not a fictional map ! its Project Reality play it like it is
Doesn't look like he is taking other member points into account.

It's not about falling at our feet, it's about listening to the community. He refuses to listen to any suggestions.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Jormdarreh Range [WIP]

Post by ChiefRyza »

Look I think the obvious thing here is that a few things are being lost in translation, hopefully the map is still a WIP and takes on some changes from the public beta?


Current project: Operation Tempest
dtacs
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Joined: 2008-12-07 23:30

Re: Jormdarreh Range [WIP]

Post by dtacs »

ChiefRyza wrote:Look I think the obvious thing here is that a few things are being lost in translation, hopefully the map is still a WIP and takes on some changes from the public beta?
It shouldn't have to because the problems that can occur with this map are blatantly obvious, I listed them before I played the map and confirmed them when I did. Open space, extremely little cover, overdose of heavy assets to the BLUFOR. Little cache possibilities...dots can be drawn without a beta.
Amok@ndy
Retired PR Developer
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Re: Jormdarreh Range [WIP]

Post by Amok@ndy »

funny thing that mostly all guys that showed up on beta told me thats the taliban are to strong and that they have to much cover ! I will give much more about guys giving feedback who even played this map on a nearly full server !
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Su34
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Re: Jormdarreh Range [WIP]

Post by Su34 »

It shouldn't have to because the problems that can occur with this map are blatantly obvious, I listed them before I played the map and confirmed them when I did. Open space, extremely little cover, overdose of heavy assets to the BLUFOR. Little cache possibilities...dots can be drawn without a beta.
As Andy said, our (the guys who played the map last sunday) impression was, that right the opposite is the case. The Taliban can easily win the map, as long as they don't engage the enemy too much.
And, like mentioned above, there are around 250 cache-locations, thats more than enough, isn't it?

And if the do, thy can easily find cover behind tresses, small hills etc. I played as Brit an we got raped regularly, so, don't fear about the Taliban ;)
Megagoth1702
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Joined: 2009-01-31 20:19

Re: Jormdarreh Range [WIP]

Post by Megagoth1702 »

Taliban's way to win this are techies and good spotters in my opinion, thats what I experienced.

Spot inf sqd (which is stupid enough to not use APC support), put marker on their asses, guide the 50cal fire.

That's how I lost my sqd. :D Even worse -> 1 techie supresses, 1 techie moves up!! THE DEVIL! :D
Amok@ndy
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Re: Jormdarreh Range [WIP]

Post by Amok@ndy »

@Megagoth: :thumbsup: thats how its expected to be ;)
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BroCop
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Re: Jormdarreh Range [WIP]

Post by BroCop »

dtacs wrote:It shouldn't have to because the problems that can occur with this map are blatantly obvious, I listed them before I played the map and confirmed them when I did. Open space, extremely little cover, overdose of heavy assets to the BLUFOR. Little cache possibilities...dots can be drawn without a beta.

The irony here is that the Taliban have WAY WAY more assets. Imagine Al Basra's shitton of civvie cars. Now replace them all by technicals and add in even more of them.

Also whats the use on pub play if the BLUFOR assets arent being used how they are supposed to. At least those two rounds on the Beta has shown that. (yes I'm referring to both the Apache and the MBT who ignored multiple calls despite being in the vicinity)



EDIT: Btw there is another issue of gathering intel. I mean the map is so huge and the taliban have so much cover that its quite hard to actually find and gather intel for the cache. Now I cant figure out how this could ease up a bit on the blufor seeing as adding more tickets would make their lives slightly easier but not the cache hunting itself, and I dont think its possible to change the amount of intel every opfor gives you (can someone clarify this?) unless you make an entire new gamemode
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Jormdarreh Range [WIP]

Post by sylent/shooter »

I do believe it's written in the game mode code... not the map. To solve this problem the map needs to just be played more often. People will eventually figure out the places that the taliban can hold up and they will be there. Don't worry about it guys, this is gonna work :)

Killing the enemy sylently
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Jormdarreh Range [WIP]

Post by Sabre_tooth_tigger »

Looks good, I noticed this map on your channel looked interesting too despite the video quality. nice heightmap YouTube - USI UnnamedMap

taliban are to strong and that they have to much cover
sounds how it should be, obviously allies has to be balanced also in some way, maybe more frequent artillery available



Some of the comments on this thread are pointlessly negative. Since nobody can know exactly how it'll play till its fully released and played normally I would not to take too much notice personally
Last edited by Sabre_tooth_tigger on 2010-06-19 16:01, edited 1 time in total.
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: Jormdarreh Range [WIP]

Post by xambone »

I know it took along time and all but.... Does anyone else find this map to be lacking in character and brown...everywhere you look.
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