[Idea] Changes to Korengal in 0.9

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CodeRedFox
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[Idea] Changes to Korengal in 0.9

Post by CodeRedFox »

[Idea] Changes to Korengal in 0.9

Image
Updated
A bit of an update:

USA
- Camp Murphy is totally removed
- The outpost is now the new US base
- The outpost has been completely demolished and rebuild with security and defense in mind.
- Us will have and additional two expiring start point (near the old camp murphy and at the downs black hawk)

TALIBAN
- Old Taliban start spawns are all removed now that cache spawning happens.
- Outpost is a no go for Taliban

GAMEPLAY and MAP
- Ammo Caches have been moved and replaced
- The snowy areas now all have trees, in fact there isn't much that barren like before (this comes from ref images)
- Replaced a majority of the tress with large bushes, doing testing now
- I've littered a bunch of rocks around the map in the hills to add a bit more interesting cover
- Increased the undergrowth numbers a bit
- Another cave added
- Caches rearranged to hopefully encourage more cave fighting while not making it imposable to find them.
Image
"apcs, like dogs can't look up" - Dr2B Rudd
Cpl.Small
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Post by Cpl.Small »

I think this will be really good, what's gonna happen to the other base then?
CodeRedFox
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Post by CodeRedFox »

Removed and made into a village.
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"apcs, like dogs can't look up" - Dr2B Rudd
CodeRedFox
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Post by CodeRedFox »

Film added to show what I'm going for
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"apcs, like dogs can't look up" - Dr2B Rudd
space
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Post by space »

I like it how it is now :neutral: - Main thing that stops me saying that Korengal is prefect is the lack of paths - jumping up the hills drives me crazy and the injuries from minor falls make it worse. The North side slopes are fine. It's just that area on the South near the current US main. Also the tunnels are great, but slightly under used I think. Its not often that there's fire fights in them (and I play Korengal alot) Put more cashes in them!
Rudd
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Post by Rudd »

Its kudos to you that you are taking one of THE BEST, most realistic maps in PR and trying to make it even more so.

Though, I would say, perhaps it is a misdirection of your efforts, a new map, or making more layers or Day 2 scenarios may be more profitable in terms of outcome and variation. Your map is the ONLY map in pr with a bona fide alternative layout, it is one of the best but does need tweaks here and there ofc.

In any case CRF, ur maps are awesome, and I'm looking forward to this project if it does indeed come to fruition.
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Outlawz7
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Post by Outlawz7 »

Throw in another larger building for spawns and mortar shelter though, way too open for a main base atm considering you can fire into it from the hills.

I guess for the alternative layer you could have the flag captureable and with an expiring RP spawn meaning players would need to build a fb there.

Also agreed with [RCON]space on the paths.
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CodeRedFox
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Post by CodeRedFox »

The paths wont be changed as I really like the idea that the worlds not smooth. I wanted to create a difficult terrain to transverse unless you took main roads. Watching any videos from that area will show you the difficulties.

Also seen as this will be the new main base I will be adding in more protection from attacks. This pic is basically a ground increasing pic. I'll post more when I have the time.
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"apcs, like dogs can't look up" - Dr2B Rudd
FuzzySquirrel
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Post by FuzzySquirrel »

Cool, any chance of Rhinos Afgan Bridges coming?
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fuzzhead
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Post by fuzzhead »

good decision fox, i think this will make the map flow better, but for godsake the mortars cant be on the small timers their on now ;)
gazzthompson
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Post by gazzthompson »

ace addition !!! love it, alot more realistic (IMO) and be alot better for gameplay
CodeRedFox
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Post by CodeRedFox »

Yeah, LOL might have to relook at the timers.
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Drav
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Post by Drav »

some barb wire either side of the road near the entrance might stop those pesky insurgents getting so close...
CodeRedFox
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Post by CodeRedFox »

Image
Building up The outpost, Loosely based off of this image

Image
Camp Murphy goes away
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"apcs, like dogs can't look up" - Dr2B Rudd
chuckduck
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Post by chuckduck »

Those changes will definatley make the map better, good call.
I also found this which is kinda what your FOB is about.
US Army Soldiers and ANA Defend Outpost in Korengal
Dunno if it helps but i just stumbled apon it so.
Hope it helps in some way.
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Hellbrawler
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Post by Hellbrawler »

You should also add some flat slopes so that the Army can deploy additional HMG nests. Make it to where it is actually reality in Korengal Valley where you see some nests of M2 Brownings.
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TheLean
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Post by TheLean »

Is it me or do the taliban always win this map? I love Korengal for its beauty but ten caches is just to much, five to seven would be enough. Sometimes the coalition cant even find the entrances to the caves where the caches are in even if they are undefended. Ten caches is as much as archer and that is basically just open desert hills with a few exceptions, which is much easier to travel and fight in. Any plans to make the map easier for the US except relocation the main?
CodeRedFox
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Post by CodeRedFox »

Nope, I've never been one to make it easy. Its only a 1km map if the US team cant get there team together then tough.

The only additions are new start of game start points. Which now that the Taliban have RP they will spawn at the start differently. Mostly they will have to hoof it if they lose there RP's which hasn't been the case in the past.

The final change should help out the US allot better. IED alley and rocket attacks from the hill shouldn't happen anymore....or as much. The US base will have mortar hides built in as well to stop any kinda of spamming.

A few fixes will happen as well as currently the rock slides do not work which removed some huge chock points.
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"apcs, like dogs can't look up" - Dr2B Rudd
JDAMUSA
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Post by JDAMUSA »

it looks really cool i was playing korengal today (still the old version) and i remembered that you were going to change it and i was really looking forward to the changes. it makes it much more realistic this way. nice work.
CodeRedFox
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Post by CodeRedFox »

A bit of an update:

-The snowy areas now all have trees, in fact there isn't much that barren like before (this comes from ref images)
- replaced a majority of the tress with large bushes, doing testing now
- I've littered a bunch of rocks around the map in the hills to add a bit more interesting cover
- Increased the undergrowth numbers a bit
- Another cave added
- Caches rearranged to hopefully encourage more cave fighting while not making it imposable to find them.
- Old start spawns are removed now that cache spawning happens.
Image
"apcs, like dogs can't look up" - Dr2B Rudd
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