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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - To get it back on topic.... Originally Posted by [R-DEV]coderedfox Hey guys its while with
  1. #541

    ReaperMAC's Avatar

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    Re: PR Dev Journal.

    To get it back on topic....

    Quote Originally Posted by [R-DEV]coderedfox View Post
    Hey guys its while with no public updates so I thought I would share.

    Korengal









    [MAP] Korengal Valley

    Features:
    Korengal Valley, Afghanistan
    1 km map (which plays out as a much larger map, took six minute to drive from one side to the other)
    US Army vs non civilian based Insurgents.
    Four different area of combat (valley, hills, caves, and snow)
    Caves, caves and more caves
    New ambient sounds plus some that react to gunfire
    New models, and textures
    Many mountain trails and CQC areas.

    Game Play
    Insurgent mode
    Cave ins and land slides
    Many climbing opportunities that will be required for US and Insurgents.
    Side mission reward mode (allows assets to spawn)
    Special weapons will be hard to acquire

    US Army Goals
    Search house to house for Insurgent ammo dumps
    Protect the valuable US Outpost Which over looks the valley
    Commander/Squad leaders will have to secure vital US outpost
    Special forces will play a vital role for team rewards
    Engineers with play a vital role
    - Grappling hook will be needed to move into and around hills and caves .
    - Breaching shotguns will be needed to enter some housing units (gameplay)

    Insurgents Goals
    Use of scouts to gain the high or lower ground
    Defend ammo caches
    Create land slides and cave ins to control the enemy's flow

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  3. #542

    creepin's Avatar

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    Re: PR Dev Journal.

    love it

    Life's too short to live it fast.





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  5. #543

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    Re: PR Dev Journal.

    Land slides?
    I can see it now, a squad sneaking through the caves when all of a sudden an IED goes off blocking their way

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  7. #544


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    Re: PR Dev Journal.

    That map has a very "un-BF2" look to it. I'm really looking forward to it... looks like it'd be incredibly fun!

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  9. #545

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    Re: PR Dev Journal.

    Does anyone know if you can blow open the cave after a cave in?

    Damnit Blizzard, fix ZvT already >.<
    In Soviet Russian, Arma admins are nice to you!

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  11. #546

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    Re: PR Dev Journal.

    I love the look of the map, but I don't have very good experiences with insergency, so this map will be either another operation archer (flop) or another Qwai River (godly). Maybe in between. I have yet to play a round of insurgency with teamwork that allowed me to just say "wow that was amazing"

    I hope it brings a better kind of gameplay to the insurgency game mode.

    btw I was thinking, how does an epipen revive a soldier that has been shot?

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  13. #547


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    Re: PR Dev Journal.

    I've barely gotten a chance to play insurgency, period, and never on TG. What with the constant crashing and all.

    House-to-house areas are where insurgency seems to shine, though, so it's great to see that the map focuses on them (and adds new gameplay elements for them, too!)

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  15. #548

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    Re: PR Dev Journal.

    Quote Originally Posted by =Sonic_Striker= View Post
    I love the look of the map, but I don't have very good experiences with insergency, so this map will be either another operation archer (flop) or another Qwai River (godly). Maybe in between. I have yet to play a round of insurgency with teamwork that allowed me to just say "wow that was amazing"
    It's nothing like the insurgency in PR currently.

    Quote Originally Posted by [R-DEV]coderedfox View Post
    [Statics]

    North Afghan Statics (only a few shown)


    Locked gate (Texture is a simple one until the new one is made) Notice the chain lock :wink:


    Locked Doors

    Still a few WIP so if it looks not done its most likely...not finished :-D

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  17. #549

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    Re: PR Dev Journal.

    well I hope it isnt. Those static buildings look very good.

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  19. #550

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    Re: PR Dev Journal.

    Those are absolutely beautiful.

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  21. #551

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    Re: PR Dev Journal.

    This guy is great, very ambitious. I hope it works out especially this part,
    Create land slides and cave ins to control the enemy's flow
    seems very dynamic.

    how does an epipen revive a soldier that has been shot
    Look it up, overall it makes more sense then shock paddles. Your body has the ability to concentrate blood flow to vital organs and adrenaline is part of that


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  23. #552

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    Re: PR Dev Journal.

    Wow...I'm glad I built up my machine last winter for .7... Looks like I'll really need it here! Absolutely beautiful.
    |TG-6th|Belhade
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  25. #553

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    Re: PR Dev Journal.

    Same here Belhade

    Im really chopping on the bit over here


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  27. #554

    ReaperMAC's Avatar

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    Re: PR Dev Journal.

    And the updates keep coming

    Quote Originally Posted by [R-DEV]coderedfox View Post
    [STATICS] Cave ins / land slides WIP


    IMAGE ANIMATED *Dirt & rock effects taken out so you can see it.

    Cave in / land slides WIP
    - Currently on Korengal. We will be looking into other maps as well
    - Destroyable only by high explosive (gameplay reasons)
    - Non-repairable (gameplay reasons)
    - Large damage radius
    - Cool dust and rock effects (not show yet)
    - Players will never be lock in or trapped, always a way out
    - Mapper placed and used to block paths and/or heavy traveled routes
    - NOT ANIMATED, Rocks dont come tumbling down (bf2 limitations)
    - Works in caves and on sides of hills
    - Custom sounds (not show/heard yet)

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  29. #555

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    Re: PR Dev Journal.

    Hopefully these nice door and gate statics will be added to sangin too before release. What with all the compound based firefights and whatnot.

    And maybe the spike in updates signifies .8 within a week or two (I can dream at least).
    Last edited by nathanator8811; 08-09-2008 at 12:30 AM. Reason: added something

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