[Map] Beirut

Project Reality announcements and development highlights.
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the1nonlyjim
Posts: 17
Joined: 2008-12-27 10:11

Re: [Map] Beirut

Post by the1nonlyjim »

This Map looks well balanced, can imagine lots of street firefights will take place :-o
But it just looks amazing overall , good job !
[img]http://www.telegraph.co.uk/telegraph/multimedia/archive/00792/british-soldier-hel_792414c.jpg[/img]
JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: [Map] Beirut

Post by JohnnyTheIED »

I can already see the battle for that Island... lol

I sure hope the russians get a deployable Kornet AT... Would be ironic to see IDF with thanks and not Russia... Kinda like fools road... Where russians had to fight their own tanks with Weak APCs....

Looks like a very nice infantry map however. Gonna be some nice fights in there. And IDF vs Russia thats just, Bravo.

I would have loved Hezbollah better than Hamas but hey... As long as you keep that Russian material accessible.
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JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: [Map] Beirut

Post by JohnnyTheIED »

MyOdessa wrote:You are wrong on many points. People build high-rises, not because any particular city doesn't have open terrain around, but because of cost or desirability of any particular location is at the premium.
If you take a Europe as an example most cities were walled in for protection, building up was the way to stay within protected walls. Another example is London, they could have build buildings in surrounding countryside, but because proximity to the City, with its financial and government centers, put premium on the land and the only solution was to build up. Similarly in the US or Russia, were most or all major cities were never walled in and spaces are wast and readily available, high-rises are build for their proximity to government and financial centers of the city. Additionally, one of the main reasons for construction of residential high-rises is cost. It is much cheaper to build 2, 5, 10 ten stories buildings, then 2, 5, or 10 one story buildings, both in cost of construction materials and utilities (roads, electrical, sewer, gas and water.) If you doubt any of this, take a look at cost of running connection from the water main to high-rise building vs. cost of connecting neighborhood of one story building to the same main, were each house has to be connected.
In Beirut in particular, while it is blocked by sea and mountains on East and West, they have space to grow North and South. High-rises in the Beirut center are product of the cost consideration, not space limitation.

As an illustration and limiting just to a few desert cities, here are examples of desert cities containing both available open spaces to build and skyscrapers (scroll down in each link for panoramic view):

In the Middle East:
Shibam - Shibam - Wikipedia, the free encyclopedia
Dubai - Dubai - Wikipedia, the free encyclopedia
Cairo - Cairo - Wikipedia, the free encyclopedia
Riyadh - Riyadh - Wikipedia, the free encyclopedia

In the USA:
Phoenix - Phoenix, Arizona - Wikipedia, the free encyclopedia
Tucson - Tucson, Arizona - Wikipedia, the free encyclopedia
Las Vegas - Las Vegas, Nevada - Wikipedia, the free encyclopedia

Of course this has nothing to do with PR or Beirut map, which I think so far looks great, can't wait to play it.

Your examples are good, however unrealistic to the context. You named either over-rich countries with money to waste (like Saoudis and Dubai) or tourism centers.

In real life, as you said, it isn't just the landscape that is considered when building a skyscraper or tall building. However, in smaller cities, or cities that used to be smaller, Sky scrappers ARE used to make more space out of already maxed out areas.

So it is the exception to see a skyscraper in the middle of the desert, they do that for prestige and show off, nothing useful or fundamentally needed in it.

All that being said, I fail to see the point here. It's still a game.

We have lagging realities to think about when building maps, and we need high grounds. So just let it go peeps, enjoy the map as much as you can.
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nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: [Map] Beirut

Post by nicoX »

What are IDF doing over in Beirut for? Shouldn't the Russians rape tel aviv or something?
Konfusion2113
Posts: 103
Joined: 2008-05-03 07:37

Re: [Map] Beirut

Post by Konfusion2113 »

I can't wait for this one. =)
alec89
Posts: 436
Joined: 2009-09-28 06:33

Re: [Map] Beirut

Post by alec89 »

You need to relax. There will be a vehicle warfare mod where Russia and IDf both have tanks. Since Russia is the attacking force from the sea, its kinda weird for them to have tanks on standard mode. Our APCs can swim and we'll have AT kits :)
Last edited by Deer on 2010-02-01 06:43, edited 1 time in total.
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Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: [Map] Beirut

Post by Nebsif »

U'll have those scary sneaky tank killing spandrels... xD
MendozaMan
Posts: 43
Joined: 2009-08-15 10:28

Re: [Map] Beirut

Post by MendozaMan »

Nebsif wrote:U'll have those scary sneaky tank killing spandrels... xD
Too bad they are tin cans that like to explode from being sneezed at.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Map] Beirut

Post by DankE_SPB »

MendozaMan wrote:Too bad they are tin cans that like to explode from being sneezed at.
compare it to tow-humvee and you will be happy
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Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: [Map] Beirut

Post by Nebsif »

MendozaMan wrote:Too bad they are tin cans that like to explode from being sneezed at.
lolwut, only if u drive into the heat of battle, ppl just underestimate the BRDMs. On asad khal I usually prefer to go MEC and then make a BRDM squad, my gunner always gets like 10-20 kills w/o dying once, its eazy mode. Kozelsk is also a good example for BRDM pwn and epic win (on russian side). It can ambush teh ambushers (Spandys) and is more efficient than the big noisy tanks imo.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: [Map] Beirut

Post by Rissien »

Spandrel can rapid fire is tows and annhilate a tank in short order. Compare that to the Tow Humvee where the gunner is exposed, takes less fire to kill, and has to reload before the next shot. Isnt amphibious either. I think the Spandrel has some good advantages.
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LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: [Map] Beirut

Post by LeChuckle »

Nebsif wrote:lolwut, only if u drive into the heat of battle, ppl just underestimate the BRDMs. On asad khal I usually prefer to go MEC and then make a BRDM squad, my gunner always gets like 10-20 kills w/o dying once, its eazy mode. Kozelsk is also a good example for BRDM pwn and epic win (on russian side). It can ambush teh ambushers (Spandys) and is more efficient than the big noisy tanks imo.

haha, totally agree here. ive been enjoying cleansing spandrels on fools road and kozelsk. i would under no circumstances take a t90 with these overpowered spandrels on the loose. it used to be a sport using the spandrels in 0.85 when they couldnt fire as rapidly - for me, its all about hunting them down with standard brdms.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: [Map] Beirut

Post by Rissien »

Well back then in .85 the spandrel would have to have a total suprise to get a tank. Was gunning on Fools road, we knew two spandrels were around the corner waiting for us, popped around, took one hit then took out one spandrel, then the other as it popped over the corner trying to finish us off. We then rtb'ed and ended up fine.
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paracowboy
Posts: 140
Joined: 2009-07-26 20:03

Re: [Map] Beirut

Post by paracowboy »

So cool.
TiRkazan
Posts: 5
Joined: 2010-01-05 13:32

Re: [Map] Beirut

Post by TiRkazan »

Cool map, but what RFAF forgot in Beirut?

"Why you think that my looks suspicious?"
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Fractal
Posts: 75
Joined: 2008-12-28 08:28

Re: [Map] Beirut

Post by Fractal »

hehe
I expect mined town with PKM sounds from every corner
mongol-horde
Posts: 166
Joined: 2008-04-11 00:34

Re: [Map] Beirut

Post by mongol-horde »

TiRkazan wrote:Cool map, but what RFAF forgot in Beirut?
look more like marines.
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можно грабить корованы. (но это секрет ;)
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