[Map] Korengal Valley update

kevlarorc
Posts: 147
Joined: 2008-04-13 19:44

Re: [Map] Korengal Valley update

Post by kevlarorc »

I can definitely envision some kickass machinimas going down on this map. Expect it!
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Map] Korengal Valley update

Post by SocketMan »

Land slide the little birds? That should be something.
Any pickup kits? To fight the JDAM's ?
Those would probably cause a few (landslides)
Mini map would be nice,but anyway -"well done keep it up" or wait that's what the Brits say,wrong map.
gomimin
Posts: 201
Joined: 2008-08-11 23:21

Re: [Map] Korengal Valley update

Post by gomimin »

just awesome!
Flanker15
Posts: 266
Joined: 2007-02-23 09:37

Re: [Map] Korengal Valley update

Post by Flanker15 »

Looks great as always!
I hope server crashing problem with insurgent maps is fixed by .8 so I can play this and the other Insurgent maps (I miss you Albar :( )
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Technoelite
Posts: 632
Joined: 2007-06-19 16:37

Re: [Map] Korengal Valley update

Post by Technoelite »

any one get the feeling there will be mountian to mountian fire fights, what i mean is that one side of the vally to the other and the sound in the vally would be epic
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Sundance Kid
Posts: 3330
Joined: 2007-05-25 21:06

Re: [Map] Korengal Valley update

Post by Sundance Kid »

ahh..cant wait to play this one :)


U.S bace in mad of 5 enterdil bildings with lap tops and rados in them
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: [Map] Korengal Valley update

Post by Hitman.2.5 »

Sweet as bro, Sweet as
Derpist
paco
Posts: 218
Joined: 2007-04-02 18:46

Re: [Map] Korengal Valley update

Post by paco »

Thanks for posting this. Map looks very promising. Keep it up!
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Re: [Map] Korengal Valley update

Post by TF6049 »

I just wonder if the extra assets includes any attack helis or littlebird attack ones.
"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"

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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Korengal Valley update

Post by CodeRedFox »

Thought I would share. This comes from a few "unname' testers after searching for some caches. Which were not that far from them, they just couldnt find it. All in good fun :
Dear Codredfox...

We had a 4 hour game on Korengal.

Fuck you.

Love,
**** and the gang.
:-D
Last edited by CodeRedFox on 2008-08-21 02:04, edited 1 time in total.
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"apcs, like dogs can't look up" - Dr2B Rudd
Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: [Map] Korengal Valley update

Post by Robbi »

looks very nice, very nice indeed :D
LeadMagnet
Retired PR Developer
Posts: 1372
Joined: 2007-02-09 20:11

Re: [Map] Korengal Valley update

Post by LeadMagnet »

[R-DEV]coderedfox wrote:Thought I would share. This comes from a few "unname' testers after searching for some caches. Which were not that far from them, they just couldnt find it. All in good fun :

That was a hell of a game watching LB after LB create smoking holes all over the map. :twisted:

“Without Warning, Sans Remorse”
thean4rchist
Posts: 1
Joined: 2007-11-20 04:49

Re: [Map] Korengal Valley update

Post by thean4rchist »

Very nice cant wait till new patch finally some new maps to play on! ;)
Also, is it just me or are those trees incredibly smooth? are they a new model or something? because the current trees ingame are really jaggy for me even with 4x antialiasing.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Korengal Valley update

Post by CodeRedFox »

black-wolf wrote:Coderedfox for [R-DE... no wait... eehhh, Project lead! :D
No way :mrgreen: ! Map and static making is plenty to worry about. The project leads do a great job with out me messing it all up.
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"apcs, like dogs can't look up" - Dr2B Rudd
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Map] Korengal Valley update

Post by Scot »

You are my favourite DEV. Until Sangin comes out :p
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Map] Korengal Valley update

Post by CodeRedFox »

Just some FYI to all you wondering about FPS on Korengal. This is a very demanding map for being 1km. If you've had issues playing Fools Road and Bi Ming you will have the same here. These numbers are the lowest average testers got and mostly coming from looking down the valley.

8% - 10 fps and below
42% - 20 - 40 fps
17% - 50 - 60 fps
33% - 70 fps and above

Were trying to fix some FPS lag, so soon we will see if the changes improve anything. I currently get 90+ most of the time here my specs :

Core 2 Duo E6600 @ 3 Ghz
4 GB mem @ 400MHz
8800 GTX
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"apcs, like dogs can't look up" - Dr2B Rudd
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [Map] Korengal Valley update

Post by Mora »

I don't have a bad fps on Fools Road about 60fps. But after a while it loads kind of everything and then i get a huge drop to about 10fps this happens even faster when i am in the chopper on qinling especially if i am on the guncam. But when i switch out of PR back to desktop and switch back its all good again for a few minuets, after that i have to repeat it.

Thing is i don't know how to solve it permanently.. I do have the setting superfetch turned off so it wont load everything into my memory atleast i think so.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Map] Korengal Valley update

Post by Alex6714 »

Since I have AA off, and it doesn´t even look bad I get a big FPS increase on maps such as bi ming, quinling, fools road etc...
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Technoelite
Posts: 632
Joined: 2007-06-19 16:37

Re: [Map] Korengal Valley update

Post by Technoelite »

fools raod in rally dense woods i cant even move really fps lag
i even wacked my settings on low (i know bad eh) and i get a little but it playable i jsut wont look down the vally thats all
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