[Map] Uruzgan 4km, flyover in RNLAF Apache

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Nibbit
Posts: 174
Joined: 2006-06-18 18:38

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Nibbit »

`looking awesome man!!!! cant wait to play as the pride of my nation :) !!!!
major sharpe
Posts: 45
Joined: 2007-08-07 17:04

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by major sharpe »

looks awsome well done all involved
One shot, One kill, SH*t !! Tank
Glimmerman
Retired PR Developer
Posts: 3237
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Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Glimmerman »

[R-DEV]AfterDune wrote:Looks friggin' awesome fellas! Keep up the wonderful job!

You were flying our domeless Apache yeah? :D
@AfterDune
Yes it was the AH-64D without the longbow :)

@rest
For the rest the map is heavy WIP, more custom statics will be added but we need more static modellers so if people want to help out please report on the Dutch faction subforum! :)

We are working on more vids and plan to release them frequently as oon as we have something big to share.

Big respect goes to [R-DEV]Hans Martin Slayer, because he made this awesome map!
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by hiberNative »

McLuv wrote:Looking awesome though, gotta admit. Just increasing the VD by 400 meters though would make it that much better :)
more lag and sound bugs? no thanks :-|
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Glimmerman
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Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Glimmerman »

Also for gameplay the F-16 is useless without a good forward air controller, it has to fear from the taliban SA-7's
The Apache's can be a problem for the Taliban if they try to take em down head on, they will be well stocked with stationary and mobile AA so i think we can balance it, plus the map is so freakin huge the envoronment can be used as a force multiplier.
LittleFoX
Posts: 45
Joined: 2008-10-25 12:05

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by LittleFoX »

Great job guys! Can't wait!
marcoelnk
Retired PR Developer
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Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by marcoelnk »

Great work Hans and all other involved !
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Hans Martin Slayer
Retired PR Developer
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Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Hans Martin Slayer »

Well, thanks for all the comments so far.

Like it has been said, all you see here is heavy WIP and the final Vehicle/ Weapons etc layout is not decided yet.

Helicopter and Jet CAS will be available, everything else would be a shame.. but it'll be in balance, trust me on that. I guess it won't be a cakewalk, no matter wich team you'll play on. 8-)
Snazz
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Joined: 2009-02-11 08:00

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Snazz »

they will be well stocked with stationary and mobile AA so i think we can balance it
Darn, that kills some of the realism then.

Oh well, I'll suck it up and wait for Sangin.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Silly_Savage »

This map is breathtaking. The amount of detail and variation in such a large map really is a new milestone when it comes to PR mapping.

There is one thing that concerns me though, the amount of vehicles.

From what I've seen, there are 3x UH-1N Hueys, 3x UH-60 Black Hawks, 2x HC3 Merlins, 1x UH-1N Hydra Huey, 2x AH-64A Apache, 1x F-16 Fighting Falcon, and 1x A-10 Warthog.

I'm not sure if these are for testing purposes only, but to properly crew these assets, it's going to require at least 15 people. That's roughly a half of the team. Don't forget to factor in all of the other ground vehicles and specialty squads that are likely to be formed.

I fear there won't be enough infantry on the map, or in the very least, not a lot of action going down on the ground.

Edit: I took too long to post, and thus, was ninja'ed by Hans.
Last edited by Silly_Savage on 2009-10-28 02:15, edited 2 times in total.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by McBumLuv »

hiberNative wrote:more lag and sound bugs? no thanks :-|
You mean no sound bugs... And lag is caused by maps like Fools Road, not this as much.
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by badmojo420 »

I agree the view distance should be increased. If it causes lag on every PC thats another story, but i don't want to see such epic maps like this restricted to 500m VD because some users can't afford a decent machine. After all, there is an option for lowering view distance in the games options.

About the map, great use of terrain, nice looking bridges and the vegetation looks spot on. I can't wait to see the finished product.
Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Cpl.Small »

I love the epicness of the main base, reminds me of a really FOB rather than ones such as on kashan where it's just an airstrip. The amount of tents and othe statics just makes it look incredible
McBumLuv
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Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by McBumLuv »

[R-COM]Glimmerman wrote:Also for gameplay the F-16 is useless without a good forward air controller, it has to fear from the taliban SA-7's
The Apache's can be a problem for the Taliban if they try to take em down head on, they will be well stocked with stationary and mobile AA so i think we can balance it, plus the map is so freakin huge the envoronment can be used as a force multiplier.
I'm fairly concerned about this statement, it reminds me of an otherwise potential map that just didn't make the grade...

A single 15 minute spawn SA-7 would be more than enough for the Taliban, and would make it a much more important asset for the team. Otherwise, if the air assets available to the Coalition aren't of any threat to the Taliban, why have them? They wouldn't be representing their real life counterparts, nor would they force the Taliban to go about their tasks intelligently and with extra layers of strategy.

Remember that just because you can't take it out, doesn't mean you can't operate around it. You just need to use a bit of instinct.
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Peeta
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Joined: 2008-11-28 02:05

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Peeta »

Uruzgan 24/7 Servers here we come! Nice work! Pause at 3:33 BTW. E-cookie if you tell me what's there. ;)
Panem Today,
Panem Tomorrow,
Panem Forever.
Zulnex
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Joined: 2009-03-23 22:12

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Zulnex »

Looks awesome. Keep up the amazing work.
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Silly_Savage
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Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Silly_Savage »

McLuv wrote:A single 15 minute spawn SA-7 would be more than enough for the Taliban, and would make it a much more important asset for the team.
You can't be serious? A single MANPAD on a 4km map that's loaded with Blufor air assets?

Think about that for a moment...

Air assets have a 20 minute spawn time. You're proposing that the SA-7 should have a 15 minute spawn time. So you're saying that a team's only form of air defense should comprise of a single infantry man? A player, on the ground, ill equipped, and prone to death from a multitude of ways.

Won't work. It may be realistic, but players don't want to get raped by others with no means to properly defend themselves. They'll get frustrated and leave.

The reason Karbala didn't work was because the view distance was extremely low and there wasn't a lot of natural cover to use. You were forced to fly up high and thus, were easily spotted.

I agree with the proposal of increasing the view distance. The higher the better.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
McBumLuv
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Joined: 2008-08-31 02:48

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by McBumLuv »

Well, essentially, yes. Who ever said you were forced to make yourself apparent to air assets?

In all likelihood, there would only be on or two CAS assets at the most. Jets would only ever be possibly threatened by the Manpad, and only slightly, but would be very restricted in operations, and wouldn't be able to easily find targets for itself.

As for the Apache, it would be able to find targets much more autonomously when given a general area of contact, and would therefore be more effective in that regard, but would be more threatened by MANPADs than jets would be, and would also be prone to small arms and any .50 cals the Taliban might have.

With either of those threats present, the Taliban have a number of ways of countering them, which include simply hiding and waiting for infantry and other contacts that they can engage properly. A single MANPAD with a 10-15 minute spawn time would be plenty. It would still allow a working team to set up an ambush in a higher air traffic zone, or work in conjunction with other threats to take it out, but pilots shouldn't consistently be prioritizing on hunting all the possible SA-7s.

A single one makes it workable, realistic, and important. Too many makes it spammier, undervalued (because anyone who wants it can get it), and otherwise unrealistic.

Though I agree the VD should be upped. From what I could see in the video, it appeared to be only around 700-800 meters. Especially with jets, it would work much better at around 1300-1400 meters, not only to prevent the sound bug, but also for better jet performance.
Last edited by McBumLuv on 2009-10-28 02:35, edited 1 time in total.
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by Redamare »

this looks like its going to be a great addition to PR :) cant wait
503
Posts: 679
Joined: 2008-08-30 02:53

Re: [Map] Uruzgan 4km, flyover in RNLAF Apache

Post by 503 »

Well done. The main base looks great. Only disappointment to me is the low view distance.
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