[Map] Uruzgan (4km) [WIP]

Post Reply
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Map] Uruzgan (4km) [WIP]

Post by sharpie »

[R-CON]Outlawz wrote:I'm guessing overkill on terrain colors.
totally.

Terrific work Hans, it looks sexy :D
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Uruzgan (4km) [WIP]

Post by Amok@ndy »

Hans has a good hand for Valleys :) looks really nice
Image
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Uruzgan (4km) [WIP]

Post by AFsoccer »

The roads do look a little green, but everything else looks fantastic. It feels like a real place!
Vision_16
Posts: 210
Joined: 2009-05-10 13:03

Re: [Map] Uruzgan (4km) [WIP]

Post by Vision_16 »

Looks sweet, the map reminds me of Takistan in ArmA :O A, which I love.
Image


|TG| MagnumPI : "Well that was a fun march of pwnage."
Pronck
Posts: 1780
Joined: 2009-09-30 17:07

Re: [Map] Uruzgan (4km) [WIP]

Post by Pronck »

Necrofilia, is this map still being developed or on a hold? Just being curious :D
We are staying up!
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

Still being worked on :)
K_Rivers
Posts: 946
Joined: 2011-01-14 14:05

Re: [Map] Uruzgan (4km) [WIP]

Post by K_Rivers »

looking good glim
Image

Rhino: "says the noob who couldn't hold still even thou Jafar wanted a threesome"
camo
PR:BF2 Developer
Posts: 3159
Joined: 2013-01-26 09:00

Re: [Map] Uruzgan (4km) [WIP]

Post by camo »

What is there to be worked on still? As far as i can tell this faction looks almost complete.
Image
Pronck
Posts: 1780
Joined: 2009-09-30 17:07

Re: [Map] Uruzgan (4km) [WIP]

Post by Pronck »

Any things you can show us now?
We are staying up!
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

Not yet, working on some other stuff atm, but this map will be updated soon i hope, then we can show off some new material :)
GlaDi
Posts: 224
Joined: 2013-06-16 00:03

Re: [Map] Uruzgan (4km) [WIP]

Post by GlaDi »

Cool. I hope that we will be able to play Duch Army before June :D
camo
PR:BF2 Developer
Posts: 3159
Joined: 2013-01-26 09:00

Re: [Map] Uruzgan (4km) [WIP]

Post by camo »

^but somehow i doubt it.
Image
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

Overal progress can be followed by checking the design plan on a regular basis:

https://spreadsheets.google.com/pub?key ... 9o0NGPzyOw

I update this sheet on a daily to weekly basis.

The more 100% you see on the various items the closer we are getting to a release.
Otvaga
Posts: 24
Joined: 2013-06-14 16:31

Re: [Map] Uruzgan (4km) [WIP]

Post by Otvaga »

camo_jnr_jnr wrote:^but somehow i doubt it.
Why? Progress is fast. I am not saying it WILL be released before June, but saying it surely won't is too pessimistic either.
camo
PR:BF2 Developer
Posts: 3159
Joined: 2013-01-26 09:00

Re: [Map] Uruzgan (4km) [WIP]

Post by camo »

Otvaga wrote:Why? Progress is fast. I am not saying it WILL be released before June, but saying it surely won't is too pessimistic either.
I wasn't meaning to be negative, i really want it to come out as well its just i won't get my hopes up in case it doesn't.
Image
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

Unfortunatly these things take a lot time, but you can be assured that we are currently very hard at work to completing this faction and its maps, the main problem is people cant work dedicated on things as they have carreers, school, family etc. We all know this but its a reality we have to cope with.
The progress we are making these past months howevery has been and still is huge, but there is still a lot of work to be done to dot all the i's and pollish everything up and make it as bug free as possible.

Until then, keep following our FB page and these forums :)
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: [Map] Uruzgan (4km) [WIP]

Post by Truism »

Hey, if you don't mind me asking, the design plan appears to have a semi-auto .50 for a sniper alt and a suppressed rifle for breacher alt.

What's the go? Even when PR had a spec ops class it didn't have a suppressor once the team made their own model for an unsuppressed version.
SSGTSEAL <headshot M4> Osama

Counter-Terrorists Win!
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

the .50 cal is for something we are looking at for the future
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: [Map] Uruzgan (4km) [WIP]

Post by Truism »

Ans a suppressed spawn class?
SSGTSEAL <headshot M4> Osama

Counter-Terrorists Win!
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Map] Uruzgan (4km) [WIP]

Post by Glimmerman »

They are in PR allready, the US Mk12 marksman rifle has a surpessor.
Its not really a class, its just an alt kit, a variation to regular kits, it makes a different sound then normal rifles, it's not like the hollywood silent pew pew pew as you will still hear it quite loudly. :)

we try to make as much variations for our kits as possible so you got plenty to choose from.

But lets not go offtopic in this map topic about our rifles, (Uruzgan map ) :)
Post Reply

Return to “Mapping”