[Map] Bagdhad (2km) [WIP]
-
- Posts: 52
- Joined: 2010-11-12 20:26
Re: [Map] Bagdhad (2km) [WIP]
epic open fights combined wit CQC and ambushes
-
- Posts: 9
- Joined: 2009-01-09 15:17
Re: [Map] Bagdhad (2km) [WIP]
looks great, want to play this map
-
- Posts: 10
- Joined: 2010-09-25 13:28
Re: [Map] Bagdhad (2km) [WIP]
Impressive mate.... Looks really good...
-
- Posts: 559
- Joined: 2009-06-02 13:04
Re: [Map] Bagdhad (2km) [WIP]
bump updated post. New anouncement on baghdad. Keep tuned for some new screenies!
dunem
-
- Posts: 559
- Joined: 2009-06-02 13:04
Re: [Map] Bagdhad (2km) [WIP]
so after some serious serious work... and new statics, new ambients, new textures, new gameplay layout for AAS... ive set a date of 5/5/11 for the release of a new update for an event.
If anyone had played Bagdhad V1, youll notice some real aggressive changes to the map. The entire city has been remodelled to resemble sat data of baghdad, and im looking forward to showing you the new potential of this map.
Insurgency or AAS is the question to be answered after next update
5/5/11
If anyone had played Bagdhad V1, youll notice some real aggressive changes to the map. The entire city has been remodelled to resemble sat data of baghdad, and im looking forward to showing you the new potential of this map.
Insurgency or AAS is the question to be answered after next update
5/5/11
dunem
-
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: [Map] Bagdhad (2km) [WIP]
both?....dunem666 wrote: Insurgency or AAS is the question to be answered after next update
5/5/11
ex |TG-31st|
AnimalMotherUK - YouTube
AnimalMotherUK - YouTube
vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl ops:"
Arte et Marte
for example I thought AnimalMother was a girl ops:"
Arte et Marte
-
- Posts: 559
- Joined: 2009-06-02 13:04
Re: [Map] Bagdhad (2km) [WIP]
hmm... not sure tbh. I think it might have to stay as an insurgency map.Animal.Mother wrote:both?....
Besides, apart from jungle fire theres not much new insurgency to look forward to.
or is there?
new screenshots up!!
dunem
-
- Posts: 559
- Joined: 2009-06-02 13:04
-
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Map] Bagdhad (2km) [WIP]
Looks really good!
I know its still WIP, but i dont think that high fence right next to US helipads is good idea. I know there must be some protection from baserape, but IMO you should put the fence a bit further, so helicopters have enough space for their takeoff/landing maneuvers.
I am interested in that sand effect i saw on pics, good luck with making it fancy and resource saving
I know its still WIP, but i dont think that high fence right next to US helipads is good idea. I know there must be some protection from baserape, but IMO you should put the fence a bit further, so helicopters have enough space for their takeoff/landing maneuvers.
I am interested in that sand effect i saw on pics, good luck with making it fancy and resource saving
-
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [Map] Bagdhad (2km) [WIP]
There isn't, since Jungle Fire is an AAS map (French v Chinese). Animal is right, having both AAS and Insurgency layers is totally fine, USMC v MEC/PSC v INS will mix things up a bit whilst still adding more variety to the mod.dunem666 wrote: Besides, apart from jungle fire theres not much new insurgency to look forward to.
And variety is the spice of life.
-
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: [Map] Bagdhad (2km) [WIP]
love it love it love it!!!
read generation kill. the book not the show. the show leaves a lot out. theres vivid discriprions of what littered the streets. bodies,cables, buning cars. the city was raped by arty etc.
also, it says that there was a US checkpoint north of the city, RCT1 and a shitload of apcs called warpig went up north to hold back an enemy force of a few hundred tanks while the rest stormed into bagdad. theres a lot of additional information that probibly isnt contested by the MAs.
looks AMASING! i love the open fields wit the marschlands, looks very organic and real, the palace looks epic. Guud Jerb!
read generation kill. the book not the show. the show leaves a lot out. theres vivid discriprions of what littered the streets. bodies,cables, buning cars. the city was raped by arty etc.
also, it says that there was a US checkpoint north of the city, RCT1 and a shitload of apcs called warpig went up north to hold back an enemy force of a few hundred tanks while the rest stormed into bagdad. theres a lot of additional information that probibly isnt contested by the MAs.
looks AMASING! i love the open fields wit the marschlands, looks very organic and real, the palace looks epic. Guud Jerb!
-
- Posts: 320
- Joined: 2009-09-05 10:56
Re: [Map] Bagdhad (2km) [WIP]
Yes to this. And if PSC ain't ready; USMC for bothdtacs wrote:...having both AAS and Insurgency layers is totally fine, USMC v MEC/PSC v INS will mix things up a bit whilst still adding more variety to the mod.
Saw the new pics, looks amazing dunem. GJ and keep it up!
-
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: [Map] Bagdhad (2km) [WIP]
please say the hands of victory will be in it.
-
- Posts: 559
- Joined: 2009-06-02 13:04
Re: [Map] Bagdhad (2km) [WIP]
you betPsykogundam wrote:please say the hands of victory will be in it.
they are not in the same place as in real life though, but ive replicated the area, and also have the static for the hands of victory....
dunem
-
- Posts: 1053
- Joined: 2009-05-13 17:30
Re: [Map] Bagdhad (2km) [WIP]
That looks awesome!Upperclass Housing
Well, they all do, but you know what I mean.
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Map] Bagdhad (2km) [WIP]
Firstly, nice moves - you've clearly taken my last feedback to heart.
Secondly, Nice use of Xpack and Booster statics
thirdly, Nice use of the Russian apartment buildings- I'd usually advise against using them, but your market place makes it look kinda Middle Eastern, Might be worth applying a different texture anyway.
Fouthly, Performance, I can see some issues coming up.
e.g.
The muttrah apartments, don't make them so high, that is wasting alot of resources, I'd say no more than 3 stories myself. Decreases performance, and also makes the buildings a bit simplier to fight over, as usually only the roof and floor underneath are used much. In insurgency, so many empty rooms is just annoying - for both teams when they are trying to find the cache.
iraqi_apartments (brown building, balcony, green garage doors underneath) DO NOT USE, its not optimised in the least, its only staying in the files because a couple of older makes are using it.
Secondly, Nice use of Xpack and Booster statics
thirdly, Nice use of the Russian apartment buildings- I'd usually advise against using them, but your market place makes it look kinda Middle Eastern, Might be worth applying a different texture anyway.
Fouthly, Performance, I can see some issues coming up.
e.g.
The muttrah apartments, don't make them so high, that is wasting alot of resources, I'd say no more than 3 stories myself. Decreases performance, and also makes the buildings a bit simplier to fight over, as usually only the roof and floor underneath are used much. In insurgency, so many empty rooms is just annoying - for both teams when they are trying to find the cache.
iraqi_apartments (brown building, balcony, green garage doors underneath) DO NOT USE, its not optimised in the least, its only staying in the files because a couple of older makes are using it.
nice, just set the prios on your roads, its a little buggy but works eventually.
Dump this, use one of the other fields. This field is high performance intensive, use rice or another grass. I'll be sorter and look a bit less lush, but these fields cause trouble.
PM R-DEV Andy and he might be able to help you with some of the retextures
looks supsiciously like undergrowth, UG should not be long, otherwise people think it hides them in combat
building on the left, lower it slightly - its got no collision mesh on its pavement section (your feet go through)
wonder what retexture your gonna add there?
-
- Posts: 738
- Joined: 2010-01-27 20:45
Re: [Map] Bagdhad (2km) [WIP]
Please don't tilt the screenshots. It hurts my head.
-
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: [Map] Bagdhad (2km) [WIP]
makes no sense to medunem666 wrote:hmm... not sure tbh. I think it might have to stay as an insurgency map.
Besides, apart from jungle fire theres not much new insurgency to look forward to.
have MEC feature for AAS and ins for well ins. Will make it awesome
ex |TG-31st|
AnimalMotherUK - YouTube
AnimalMotherUK - YouTube
vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl ops:"
Arte et Marte
for example I thought AnimalMother was a girl ops:"
Arte et Marte
-
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: [Map] Bagdhad (2km) [WIP]
Pretty much agreed on that one, more maps should be INS and AASAnimal.Mother wrote:makes no sense to me
have MEC feature for AAS and ins for well ins. Will make it awesome
-
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Map] Bagdhad (2km) [WIP]
huh? Jungle Fire is not Insurgency how do you came to that ?dunem666 wrote:Besides, apart from jungle fire theres not much new insurgency to look forward to.