Vadso City Map Update

Project Reality announcements and development highlights.
Singh408
Posts: 53
Joined: 2016-12-19 12:12

Re: Vadso City Map Update

Post by Singh408 »

[R-DEV]Outlawz7 wrote:Some that I didn't replace might still be. But the ones covering most of map aren't.
Just stop Outlawz please just stop killing variety in PR. By removing layers instead of fixing them 50% of the map is not even in use. You've done this to other maps as well.
Same goes for assets. why not balance them instead of removing them. I understand you want to make this infantry friendly but its a 4k map.

ALT and STD layers on this map are pretty much same layers. Gone are the days when you have an option to pick up from 3 different layers.
nardz123
Posts: 17
Joined: 2013-03-31 23:01

Re: Vadso City Map Update

Post by nardz123 »

I agree with Singh.

The fight for the island flag was a lot of fun and made for some epic times, same with the dam. Having the option to move fluidly is nice (eg southern route) - instead of doing this kind of stuff, how about fix the balance of assets / spawn times if you're afraid of flag rushing, or some other issue?

Don't force the fight into an artificial funnel where 75% of the map goes virtually unused or is DOD. Bamyan and Saleh are a great example of newer maps that do it right, and do well with the asymmetric loadouts. What you propose to Vadso is going to make it feel like a coastal version of Hades Peak -- boooooooooooring.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Vadso City Map Update

Post by X-Alt »

The whole south side is unused.

Kozelsk was revamped expressly to allow people to use once unexplored parts of the map, but nice big 4k Vadso gets shafted? ok


RIP elevator, nobody will ride you ever again
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Vadso City Map Update

Post by Rabbit »

I for one hated the south side and am happy its gone.
Image

AfSoccer "I just don't see the natural talent."
Image
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Vadso City Map Update

Post by FlyingR »

How many layouts does the BF2 engine allow per map?

Because is it not possible to just create a "new" map, for example duplicate Vadso and call it Vadso 2 or something with 4 or less new layouts? So it would technically be the same map with 8 or less layouts.

This could be useful for big *** maps (like Falklands) where variety could be added which would mean we could use the whole fucking map instead of limiting map usage?

(game) Size does not matter.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Vadso City Map Update

Post by Outlawz7 »

Since most of you keep singing the same tune, here you go:

Image

CnC Alt stays same.

edit: asset lists
http://i.imgur.com/gbYmRfX.jpg
http://i.imgur.com/FXyMYyZ.jpg
Image
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Vadso City Map Update

Post by X-Alt »

It's beautiful
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Vadso City Map Update

Post by tankninja1 »

FFG wrote:Tanks Fight occasionally, But just camp on the hills and farm kills of INF.
Or at least they try to. Normally they just sit on hills.
Image
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Vadso City Map Update

Post by solidfire93 »

'[R-DEV wrote:Outlawz7;2165774']Since most of you keep singing the same tune, here you go:

Image

CnC Alt stays same.

edit: asset lists
http://i.imgur.com/gbYmRfX.jpg
http://i.imgur.com/FXyMYyZ.jpg
Thank you... now that the map is playable, we can enjoy using Both Cas and Tanks on this map again.... hopefully no more lags and rubber bands...

also idk why some ppl say that Tanks sit of the Hills and Farm kills.... i mean that's Tank gameplay in PR and always been like that... once you take out nmy Armour,you go out and hunt FOB and kill helpless infys....
that's the feel that this Great game have, Infy's should be Afraid of Tanks, this is the Reason what makes PR separate and unique from games like BF,or even ARMA cause it's much better and fun to play.

why would you take a tank to a Urban environment, when you get RPGed and ATGM in the ***... ?

you just can't Balance out both Sides by Removing Assets... if a team is losing then they deserve to lose.. cause they still don't know how to play and they will learn by time....eventually.

now that Alt layout is out there its time to see Havoc VS Apache Action again...

Great job Outlawz7 and keep it up with more Updates....
Last edited by solidfire93 on 2017-06-04 07:55, edited 4 times in total.
Singh408
Posts: 53
Joined: 2016-12-19 12:12

Re: Vadso City Map Update

Post by Singh408 »

'[R-DEV wrote:Outlawz7;2165774']Since most of you keep singing the same tune, here you go:

Image

CnC Alt stays same.

edit: asset lists
http://i.imgur.com/gbYmRfX.jpg
http://i.imgur.com/FXyMYyZ.jpg
nice thank you you listened. Now Shijia Valley deserves same kind of layout too. Maybe not CAS heavy but ground should have some tank action.

Also, Xiangshan can use Z-10 v Eurocopter cas and take out AAV from china. It'll be more balanced that way. APCs on both side are already effective enough to take out helis.
User avatar
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: Vadso City Map Update

Post by WeeGeez »

Nice use of fog never played this one before, should be interesting!
Image
Cheap computer build / fast track upgrade for slow computer for PR > Guide
projectmundus
Posts: 16
Joined: 2017-07-03 08:05

Re: Vadso City Map Update

Post by projectmundus »

I'm also looking forward to trying this one out :)
User avatar
WeeGeez
Posts: 842
Joined: 2007-10-08 21:30

Re: Vadso City Map Update

Post by WeeGeez »

Now that I got to play this, I agree about the bushes being changed,

Its an enjoyable map otherwise that does get good rotation.
Image
Cheap computer build / fast track upgrade for slow computer for PR > Guide
Locked

Return to “Announcements & Highlights”