[Map] Feyzabad - discontinued

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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

[Map] Feyzabad - discontinued

Post by CodeRedFox »

[Map] Feyzabad, Afghanistan [WIP]
Updated 12/08

Features
  • Real area of operation (real data used)
  • Recreation in spirit of the area
  • Blufor(undecided) vs Taliban
  • Hard MilSim gameplay
  • WIP 200 to 500m cap radius in each town (Effects OPFOR ability to spawn vehicles, Weapons, and RP)
  • River that travels from on side to the other with little towns here and there.
  • High mountain areas with small towns scattered
  • Snowy areas
  • Military Airports (BLUFOR Air power only spawns after "Radio Free Afghanistan" is capped, which is not an easy flag)
  • BLUFOR teamwork will rely on airpower (Transportation & CAS)
Update: Development cycle
  • R&D
  • Map Development
  • Static Development
  • Lightmapping
  • Faction placement
  • Testing
Assets reward system will be expanded over the Korengal ideas. No more free assets.
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All WIP and subject to change at any point with out notice.
Last edited by CodeRedFox on 2009-01-04 01:44, edited 20 times in total.
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"apcs, like dogs can't look up" - Dr2B Rudd
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hx.bjoffe »

Looking good
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by =Romagnolo= »

I cant write what I'm feeling, just show:



@_@ !!!
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Rudd »

Codered is making a map?

that's all I needed to know

It'll be great
- Insurgency or some new flavor of
Sounds fascinating

I really like that you have kept cappable flags with associated bonuses as well as the standard insurgency in Korengal, looking forward to it here as well.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hiberNative »

looks nice.
what i would like to see is more trees on the hills (like fools road) and 2 apcs for the non militia/insurgent faction only.
the other faction should have quite a few rpg spawns based at their spawnpoints and only jeeps with machineguns.
important would be that the mobility for both of the forces should be a lot higher than say fools road. choppers and jeeps, and a lot of jeeps for the insurgents/militia too. fools road is such an infantry gaming killer, so i think that there should be a lot of vehicles that spawn quite regularly (for both sides).

but i have faith in you ;D
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Scot »

Heheh, my bugging wins!! But looks a great idea, if not just an experiment :)
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Cptkanito
Posts: 384
Joined: 2008-08-31 12:06

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Cptkanito »

Omg i love it....
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

The areas based on real life so I will try to match the area as close as I can, Plus trees on a 4km map = death :-D
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"apcs, like dogs can't look up" - Dr2B Rudd
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Spaz »

Looks great :)
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Scot
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Joined: 2008-01-20 19:45

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Scot »

Hehe, well whatever you do come out with, I'm sure it will epic pwn. If it's got anything like the detail Korengal has(which it does look like) then you will win forever!
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foxxravin
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Joined: 2007-06-25 16:37

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by foxxravin »

omg cant wait! codered ftw :D
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by hiberNative »

[R-DEV]coderedfox wrote:The areas based on real life so I will try to match the area as close as I can, Plus trees on a 4km map = death :-D
hmm ok... well i hope it doesn't turn into a kashan with random spots of greenery.
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Rezza
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Joined: 2008-04-06 20:53

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by Rezza »

good job there man
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arjan
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Joined: 2007-04-21 12:32

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by arjan »

Looks promising mate ;)
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by DeltaFart »

its beautiful, brought a tear to my eye


Oh wait that was my 85 lb dog stepping on my foot agaain!
google
Posts: 335
Joined: 2008-02-18 21:40

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by google »

Soo, it's basically a clone of Korengal Valley except a lot larger?
Main Alias |TG-6th|Googol
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by arjan »

DeltaFart wrote: Oh wait that was my 85 lb dog stepping on my foot agaain!

Lol :lol:
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Feyzabad, Afghanistan [WIP]

Post by CodeRedFox »

LOL sure. I really like maps with mountains and natural obstructions so yes it will be like Korengal.
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"apcs, like dogs can't look up" - Dr2B Rudd
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