Muttrah City (v2) v1.0 GPO Updates

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Muttrah City (v2) v1.0 GPO Updates

Post by Rhino »

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Hey all!

Keeping up the tradition of informing you guys of GPO (Game Play Object) changes to Muttrah City (v0.95 & v0.91 GPO Update Blogs) here is a quick one about the asset changes you can expect to see for Muttrah in v1.0!


But before I go into these changes I would first like to draw your attention to a little video by Spook who recently visited the real Muttrah and shot a video touring the city so you can see what it looks like in real life, without the helicopters, snipers and APCs roaming the streets, just lots of evil taxis!
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Original Topic: Spook's Adventures in Muttrah City - Project Reality Forums

[YOUTUBEHD]hqZfTnBnn6Y[/YOUTUBEHD][/CENTER]

I would like to thank Spook for going to the trouble of making this awesome video tour showing how the video looks in r/l in contrast to my version in PR and I'm sorry I almost inadvertently made him faint :p




Going back to the GPO changes and first of all I would just like to state that I haven't changed that much for v1.0 nor do I really want to change the current gameplay setup too much. Even thou its getting pretty old and boring for many players, it still works really well and any major changes to the map's gameplay I would like to save for when/if I do a major update of the map, aka, Muttrah City v2.5.

I have however made a few key changes that should spice things up just enough to keep things interesting. This includes a few common changes across all layers and changes to individual layers including the inclusion of a new AAS Large layer which is setup for 100 player games.


Common Changes & Additions
The following are changes/additions that effect multiple layers, the changes to each layer will be stated later on.

USMC MV-22 Osprey
First of all with the changes to our Transport Helicopters as per this Highlight here I've had to re-jig the logistics setup for the USMC a little with the Huey now rightfully being a light chopper rather than a medium it has been in past versions. This I've balanced out mainly with the inclusion of the new MV-22 Heavy Lift Tiltrotor from clivewil onto all AAS layers for the USMC.

Now this may seem pretty odd since the MV-22 is so big it has very little in the way of places to land on the map as well as being a massive target for the enemy. This is true but its main purpose is initial logistics, being able to easily land at many locations in and around the docks area, getting the troops and supplies into the first objective asap.

After that, its purpose as the fight moves into the city dose comes down a lot since there are fewer and fewer places to land. But since it has four times the logistical capacity of a Huey, if you can secure one of the large landing zones in the city then the rewards are well worth it.

The MV-22 is however a pretty tricky thing to fly so how useful it is, is most likley going to vary much depend on the person who's flying it and as before a backup to the inner city logistics for the USMC is the M-35 Logistic Truck that spawns at docks after its captured and of course the Hueys too if you can secure small landing zones for them.

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LAV-25 & FV101 Scorpion CVR(T)
The next big change is I've brought back the LAV-25 for the USMC and added the FV101 Scorpion CVR(T) to the MEC on both AAS Standard and AAS Large layers. It should be stated that none of these are replacing any of the old vehicles so the AAVP7A1s etc are still on the map, these are just an addition on top of the old ones.

These two vehicles are both recon vehicles that are going somewhat head to head, with the LAV-25 having the manoeuvrability, a slightly higher speed and space for four passengers, the Scorpion has the much larger 76mm cannon although head to head, with the Scorpion long reload time they are pretty evenly matched and will really need to work with the other APCs in order to get a distinct advantage over the other.

It should also be noted that the LAV-25 spawns at docks after its captured to simulate it being dropped off by a landing craft once the beachhead is secure as per how the USMC deploys their LAVs as part of an Amphibious Assault task force in real life.

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M240B RHIBs
One other small change that's worth mentioning is the USMC RHIB (Rigid-Hulled Inflatable Boat, aka RIB) on Muttrah no longer have an M60 on the front like it did in the last release but now have an M240B GPMG on all layers :)
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USS Essex Aircraft Reloading Points
One other change that actually affects all maps with Carriers in v1.0 and was changed in PR:F in v0.98, is that the reloading points on the WASP Class Assault Ship (aka the carrier) have changed so that they are now no longer on the runway as per vBF2, but are now off to the side on the "ramp"/"plane stand" as per where aircraft reload in real life, out of the way of flight operations. The blue areas in this image shows you where these reloading points are which your aircraft will need to be in if you want to reload weapons, flares, crates and/or, repair.

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(Ignore the fact that its HMS Invisible from PR:F with its texture edits and ski jump)[/CENTER]



AAS - Standard
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As already noted above I haven't touched this layer much other than the changes noted above. To go into detail all of the Control Points aka, Flags are the same as they where before and all I've really done is swap out one of the non-respawning Hueys out for an MV-22 with a 15min respawn time, adding the LAV-25 to the docks with a 15min delayed spawn, adding the Scorpion that's linked to the South City flag that spawns at the MEC main after a 15min delayed spawn and also shorting respawn times slightly on all assets as per v1.0 GPO changes to all maps so the Cobra has a 15min delayed spawn instead of the 20min delayed spawn it had before.

USMC:

USS Essex:
1x Attack Huey (No Respawn)
1x Attack Cobra (15 min Delayed Spawn)
2x AAVP7A1 (7min 30sec Respawn)
1x MV-22 Osprey (15min Respawn)
2x Transport Huey (5min Respawn)
1x Transport Huey - M240D Door Guns (No Respawn)
2x RHIBs (2min Respawn, max of 5 to spawn on each spawn point, total of 10)

Docks:
1x Logi Truck (10min Delayed Spawn)
1x LAV-25 (15min Delayed Spawn)


[CENTER]What the USMC Starts off with:
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What Spawns Later / Re-spawns for the USMC:
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MEC:

Fort (MEC Main)
4x Transport Trucks (No Respawn)
4x CO Artillery (30min Delayed Spawn)

South City (all vehicles spawn at the Fort Spawn)
2x Logi Trucks (5min Respawn)
1x UAZ Support Jeep (15min Respawn)
1x MT-LB (No Respawn)
1x MT-LB HMG (7min 30sec Respawn)
2x BTR-60 (10min Delayed Spawn)
1x MT-LB 30mm (12min 30sec Delayed Spawn)
1x FV101 Scorpion (15min Delayed Spawn)


[CENTER]What the MEC Starts with, what spawns after South City is capped & What Spawns Later/Re-spawns:
ImageImageImage[/CENTER]




AAS - Large
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This is a new layer intended for 100 player games based on the AAS Standard layer with a slightly different flag setup and a few more vehicles to cope with the extra players, as well as a higher ticket count of 750 per side from 550 of the standard layer to cope with all the extra deaths/losses.

The flags are all pretty much the same other than the flag capture radius's are around 50% smaller for most part other than the Fort and the Docks flags which have remained the same, and the capture times of all the flags are 50% higher than AAS Standard. One other significant change is that North City has been split up into two, linked flags consisting of a "North City" flag covering the south part of the block and a "North Suburbs" flag covering the north part of the block. Since both of these flags are linked in the same "Supply Group" they both need to be captured before moving onto the next flag group and this should lead to some interesting fighting over some parts of the north city which don't often see much combat.

In terms of assets, the general setup from the AAS Standard layer has stayed the same, with just a few extra vehicles on each side. To summarise, on top of the AAS Standard layer the USMC have an extra Huey and AAVP7A1 as well as a non-armoured 50cal HMMWV that spawns at docks and upped the max nr. to spawn of the USMC M-35 Logistic Truck spawn at docks from 1 to 2. the MEC have an additional, re-spawning transport truck, another logistics truck spawning off of south city and another BTR-60. Other than that things are pretty much the same as AAS Standard :)

USMC:

USS Essex:
1x Attack Huey (No Respawn)
1x Attack Cobra (15 min Delayed Spawn)
3x AAVP7A1 (7min 30sec Respawn)
1x MV-22 Osprey (15min Respawn)
2x Transport Huey (5min Respawn)
1x Transport Huey - M240D Door Guns (5min Respawn)
1x Transport Huey - M240D Door Guns (No Respawn)
2x RHIBs (2min Respawn, max of 5 to spawn on each spawn point, total of 10)

Docks:
1x Logi Truck (10min Delayed Spawn, max of 2)
1x LAV-25 (15min Delayed Spawn)
1x HMMWV (10min Delayed Spawn)


[CENTER]What the USMC Starts off with:
ImageImageImage

What Spawns Later / Re-spawns for the USMC:
ImageImageImage[/CENTER]


MEC:

Fort (MEC Main)
1x Transport Trucks (5min Respawn)
4x Transport Trucks (No Respawn)
4x CO Artillery (30min Delayed Spawn)

South City (all vehicles spawn at the Fort Spawn)
3x Logi Trucks (5min Respawn)
1x UAZ Support Jeep (15min Respawn)
1x MT-LB (No Respawn)
1x MT-LB HMG (7min 30sec Respawn)
3x BTR-60 (10min Delayed Spawn)
1x MT-LB 30mm (12min 30sec Delayed Spawn)
1x FV101 Scorpion (15min Delayed Spawn)


[CENTER]What the MEC Starts with, what spawns after South City is capped & What Spawns Later/Re-spawns:
ImageImageImage[/CENTER]




AAS - Infantry

Much like the AAS Standard layer, this layer hasn't changed much other than the swapping out of a non-respawning Huey for an MV-22, and of course the RHIBs getting the new M240Bs on them :)
This also has the exact same flag layout as AAS Standard, as per before.

USMC:

USS Essex:
1x MV-22 Osprey (15min Respawn)
2x Transport Huey (5min Respawn)
1x Transport Huey - M240D Door Guns (5min Respawn)
2x RHIBs (2min Respawn, max of 5 to spawn on each spawn point, total of 10)

Docks:
1x Logi Truck (10min Delayed Spawn)



MEC:

Fort (MEC Main)
4x Transport Trucks (5min Respawn)
4x CO Artillery (30min Delayed Spawn)

South City (all vehicles spawn at the Fort Spawn)
2x Logi Trucks (5min Respawn)
1x UAZ Support Jeep (15min Respawn)






With any luck these changes should slightly enhance the current gameplay of the map with keeping it balanced, as well as hopefully brining a little life back into the map :)
Note: This is all subject to change and nothing is yet final :)

Cheers for reading and hope you all enjoy the changes!
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Mully
Posts: 113
Joined: 2011-12-11 19:11

Post by Mully »

Can't wait to play with these added assets!
Vonzip
Posts: 298
Joined: 2012-12-21 23:12

Post by Vonzip »

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So v1.0 will bring 100 player servers into action?
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Post by Pvt.LHeureux »

Vonzip;bt8377 wrote:So v1.0 will bring 100 player servers into action?
Been known for a while now :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Post by Insanitypays »

I remember playing this map for the first time thinking it looked a little ghetto in some areas compared to the real thing. Anyway, fantastic job. It's as if Project Reality and Minecraft are fighting over my free-time xD

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Post by UKrealplayER666 »

Echo331;bt8379 wrote:It's as if Project Reality and Minecraft are fighting over my free-time xD
I'm recreating Muttrah City in minecraft and making a mod that allows you to have an M4 or a G3... so i plan on doing both.
It's been a while, old friends
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Post by nAyo »

Awesome!
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Post by Conman51 »

"4x CO Artillery (30min Delayed Spawn)"

Interesting.....yes.....yes......

I smell overpowered!

Also pretty cool of Spook to go out there and make himself look like a tourist with a camera just talking to himself. :p
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Professorson
Posts: 259
Joined: 2012-05-30 07:05

Post by Professorson »

is this 15 minute Cobra spawn time common amongst attack helicopters on all maps , or only muttrah ?
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Post by Jolly »

LOL, Muttrah has been my favorite!
Jolly, you such a retard.
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Post by [F|H]Zackyx »

what is 4x CO Artillery
AcornBeing
Posts: 105
Joined: 2009-08-18 23:00

Post by AcornBeing »

100 players, that's pretty exciting!!! Hmm, I don't know why, but for some reason the smoke coming out of the US carrier draws my attention more than the assets in those pictures.
SpectrePR
Posts: 69
Joined: 2013-01-08 23:57

Post by SpectrePR »

Wow. I am thoroughly impressed by real Muttrah and PR Muttrah.
waldov
Posts: 746
Joined: 2012-06-26 04:01

Post by waldov »

What CO artillery?
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Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Post by Moszeusz6Pl »

Great job Rhion, can't wait to play updated Muttrah, mostly large layer.
waldov;bt8388 wrote:What CO artillery?
It's just normal commander area attack.

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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Post by 40mmrain »

ARty's been updated, such that the CO can deploy 4 in succession, and it's only a 30 minute delay, that's neat. Also, I can dig the osprey on muttrah, making big supply runs and high speeds. The MEC really did need more armour that has a splash, scorpion is a welcome addition! Overall solid update.

Heavy layer with Tanks, IFVs, and Hinds when?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Cheers guys :)
[F|H]Zackyx;bt8385 wrote:what is 4x CO Artillery
Normal commander artillery that the commander can all in, if you have a commander.

Actually that is one other slight change that its spawn time has come down from 40min in v0.95+ to 30mins in v1.0, and the USMC has also lost their JDAM commander strike since that's been removed from v1.0, other than that its unchanged, they CO had 4 of them before too :)
40mmrain;bt8390 wrote:Heavy layer with Tanks, IFVs, and Hinds when?
When v2.5 is done :p
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Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Post by Web_cole »

South City cap radius has been altered on STD then.

Looks like SC boat rush is now viable :p
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Web_cole;bt8392 wrote:South City cap radius has been altered on STD then.

Looks like SC boat rush is now viable :p
Nope, same as it was before on AAS Standard: Muttrah City (v2) v0.95 GPO Update - Project Reality Forums
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Spook
Posts: 2459
Joined: 2011-07-12 14:08

Post by Spook »

Still cannot decide whether the shortened respawn times of vehicles is a good thing. New deviation, short respawntimes of vehicles, infinite rallys....arcade much?

But who am I to complain about things in this blog, when my video got featured :D

Thanks for the update, Muttrah could really do some small changes after so many played rounds on it.
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