[Map] Iron Ridge [WIP]

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Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [MAP] Iron Ridge [WIP]

Post by Dr Rank »

EPIC! :cool:
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Spuz36
Posts: 533
Joined: 2007-08-11 11:52

Re: [MAP] Iron Ridge [WIP]

Post by Spuz36 »

'[R-DEV wrote:~KILL~Pirate;986790']

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Mmmmm that grass looks mighty fine and pure. I feel like a wabbit, om nom nom nom,

It looks like what I think of a light vehicle map, no tanks or the such. Not sure a Attack Chopper would fit, but I'm not arguing with those who were conversing about it :razz: . I smell some nice Mine usage on blocking trails/roadways.

Enjoying the sky-box, some nice cirrus clouds with what appears to be a sunset occurring somewhere.

Looking tasty, I mean, good!
-=TB=-Tobakfromcuba
Posts: 526
Joined: 2007-02-25 15:06

Re: [MAP] Iron Ridge [WIP]

Post by -=TB=-Tobakfromcuba »

ill cover the tunnels, ok?
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: [MAP] Iron Ridge [WIP]

Post by Expendable Grunt »

What kinda assets we looking at here?

M.
roob
Posts: 43
Joined: 2008-08-31 18:12

Re: [MAP] Iron Ridge [WIP]

Post by roob »

wow! this is gonna be my new favourite map!
i just hope you decide to set the ambiance to sunny and shiny (like muttrah/mao valley) instead of the sunset...
bright sunny maps make me feel all warm and cozy.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [MAP] Iron Ridge [WIP]

Post by IronTaxi »

lovin the terrain shots.. good work :)
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [MAP] Iron Ridge [WIP]

Post by =Romagnolo= »

Suggestion, add more bushes next to the roads.
[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."
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [MAP] Iron Ridge [WIP]

Post by DankE_SPB »

bushes along the road are not common, in such area forest starts in 3m from the road
note: you can say thats bushes on photos, but this is northern area("above" arctic circle), and trees usually not high or it takes ages for big tree to grow
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [MAP] Iron Ridge [WIP]

Post by =Romagnolo= »

I didnt mean bushes so close, just some so players can hide to do an ambush.
[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."
ExisSellos
Posts: 49
Joined: 2007-01-04 17:11

Re: [MAP] Iron Ridge [WIP]

Post by ExisSellos »

verrrrrrrrrrry realistic russia vs chechen map!
Some like us most hate us

but they all fear us
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: [MAP] Iron Ridge [WIP]

Post by WeeGeez »

Another awsome Map for two Awsome Factions :D

this has Unimaginable Potential, cant wait to play! play!
Keep it Up :)
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: [MAP] Iron Ridge [WIP]

Post by M_Striker »

Expendable Grunt wrote:What kinda assets we looking at here?

M.
Yeah, I'm wondering about this as well.
LudacrisKill
Posts: 262
Joined: 2008-05-15 19:20

Re: [MAP] Iron Ridge [WIP]

Post by LudacrisKill »

-=TB=-Tobakfromcuba wrote:ill cover the tunnels, ok?
Im doing it with you.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [MAP] Iron Ridge [WIP]

Post by LithiumFox »

o.o pr gets better each... time a new version comes out

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Blade.3510
Posts: 152
Joined: 2009-03-07 15:22

Re: [MAP] Iron Ridge [WIP]

Post by Blade.3510 »

looks kick *** any vehicles and some air assets?
Mercenario(peru)
Posts: 100
Joined: 2009-04-15 23:36

Re: [MAP] Iron Ridge [WIP]

Post by Mercenario(peru) »

Lookin' good, very nice... got urban place map , i love it.




LAG*** Mercenario(peru)
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [MAP] Iron Ridge [WIP]

Post by SocketMan »

I think these buildings are to be removed/fixed up:

https://www.realitymod.com/forum/f66-pr ... fixes.html
~KILL~Pirate
Retired PR Developer
Posts: 610
Joined: 2008-01-04 18:35

Re: [MAP] Iron Ridge [WIP]

Post by ~KILL~Pirate »

'[R-TEC wrote:SocketMan;1000656']I think these buildings are to be removed/fixed up:

https://www.realitymod.com/forum/f66-pr ... fixes.html
Way ahead of ya ;) Those buildings just had a few problems but Rhino worked his magic on em and now thier good to go...

As far as assets go guys, not sure what will be used. It will be determined once the map is finished and tested :grin:

Here is a shot of the East city area Im working on. The West city is a Grozny like city area that is in the pics on the first page. The East city area is an abandoned Pripyat like city area....

East City

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...
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richyrich55
Posts: 332
Joined: 2007-07-18 16:04

Re: [MAP] Iron Ridge [WIP]

Post by richyrich55 »

Omg East City looks f**king awesome dude! I can't wait to play it!
"What's the advantage of these choppers when compared to a squad medic?"

Pirate

"Medics dont have rotors."

rampo93(FIN)

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