Muttrah City

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • imported_Rhino
    Member
    • Dec 2006
    • 1341

    #1

    Muttrah City

    Here it is guys, finally after over a years work, here is Muttrah City v2.0!

    For thous of you who never played the first Muttrah City in the early versions of PR, the map focuses on a Amphibious Air Assault via the USMC on the Capital of Oman, Muttrah City. The MEC are well dug into the city and it will take lots of street to street, hard urban combat to push them out and fully gain control While the MEC on the other hand, providing they can keep on there feet and shoot down the incoming choppers, can push the USMC right back into the sea.

    Now I will say there was more I wanted to do with this map, and although yes this is finished for v0.8, I do plan on working on this map more for v0.85 and later to add the detail and things I wanted to but due to deadlines I could not do everything I wanted here. Never the less, the map is still VERY playable as seen in stress testing, loads of fun and dose not feel "unfinished" for the most part.

    Enjoy, question and feedback are also welcome! :)


    Credits:
    Overall Design & Development: [R-DEV]Rhino
    Muttrah Mosque static: matt.b (x-dev) & [R-DEV]Stigger
    Muttrah Fort and Watchtower statics: [R-CON]Z-Trooper
    New Middle Eastern City Static Buildings: matt.b (x-dev)
    Dhow ME Boat static: [R-DEV]Cheeseman & [R-DEV]Rhino
    Small Boat statics: [R-DEV]Cheeseman & [R-DEV]Rhino
    White Car1 static: [R-DEV]Cheeseman & [R-DEV]Rhino
    Octagon Paving Slab Detail Textures: [R-DEV]Chuc
    Road Textures: matt.b (x-dev) & [R-DEV]Chuc
    Sea Wall Static: matt.b (x-dev)
    Cargo Ship static: matt.b (x-dev) & USI, BSS mod
    Dock Shipping Crane Static: OPK, BSS Mod
    Containers & Container block statics: matt.b (x-dev) & [R-DEV]Rhino
    Container Handling Crane Static: [R-DEV]Rhino
    Souk Entrance Static: [R-DEV]Rhino
    Muttrah Lamp Post Static: [R-DEV]Rhino
    Rock Armour / Wave Breaker statics: [R-DEV]Rhino
    Map Overviews: [R-DEV]AncientMan
    Oh Rhino Billboard texture: rangedReCon (winner of the public billboard compertion)
    The *** who convinced me to start this insane project over a year ago: [R-DEV] JS.Fortnight.A :p



    AAS 64 Layout:


    USMC
    3 x Transport Littlebirds
    2 x Transport Hueys
    1 x Attack Huey (no respawn)
    1 x Cobra (20min spawn delay)
    2 x LAV-25 APCs
    2 x RHIB (With a max of 10 spawning)

    MEC
    3 x Supply Truck
    1 x Supply Truck (with no respawn)
    2 x Vodnics (with 10min spawn delay)
    1 x BTR-90 APC (with 20min spawn delay)


    AAS 16 Layout:


    USMC
    3 x Transport Littlebirds
    3 x Transport Hueys
    2 x RHIB (With a max of 10 spawning)

    MEC
    4 x Supply Truck
    1 x Supply Truck (with no respawn)


    Skirmish 16 Layout:




    MiniMap:

    (click to enlarge)


    Screenshots:



































    Real Life Ref Images:





  • Alex6714
    Member
    • Jul 2007
    • 259

    #2
    Re: Muttrah City

    Epic win.

    Comment

    • Spawndemon
      Member
      • Oct 2005
      • 6015

      #3
      Re: Muttrah City

      Looks very nice. :thumbsup:

      Comment

      • waaah_wah
        TEAM BLADE!
        • Jun 2007
        • 3656

        #4
        Re: Muttrah City

        Hm.. Do these white circles represent capzones? Will we be able to cap a flag from anywhere in that circle?

        Comment

        • imported_Rhino
          Member
          • Dec 2006
          • 1341

          #5
          Re: Muttrah City

          cheers guys.

          ye, thous radius's are around the cap radius's of the CPs, this map is more of a "area control" map

          Comment

          • FPS[SONIC]
            Member
            • Oct 2006
            • 2106

            #6
            Re: Muttrah City

            Nice work from the PR team. Rhino: great attention to detail! :thumbsup:

            Comment

            • waaah_wah
              TEAM BLADE!
              • Jun 2007
              • 3656

              #7
              Re: Muttrah City

              Originally posted by Rhino
              cheers guys.

              ye, thous radius's are around the cap radius's of the CPs, this map is more of a "area control" map
              I just hope that nades will be fixed for 0.8 so they cna actually be useful when clearing out buildings.

              Comment

              • imported_Rhino
                Member
                • Dec 2006
                • 1341

                #8
                Re: Muttrah City

                I have no problems with nades in the last release?

                Comment

                • Sars99
                  Member
                  • Apr 2007
                  • 1708

                  #9
                  Re: Muttrah City

                  i see nothing wrong with the nades either? i jsut throw one in switch to auto and spray everything. if the nade dont get them, they are usually suppressed by it

                  but muttrah is going to be epic, i just wish we could have like 64v64

                  Comment

                  • waaah_wah
                    TEAM BLADE!
                    • Jun 2007
                    • 3656

                    #10
                    Re: Muttrah City

                    Originally posted by Rhino
                    I have no problems with nades in the last release?
                    Your serious? You throw one into one of the bunkers on Mestia, wait, waaaait, hear the boom, go in there and get sprayed down by a coughing militant.

                    The blast radius is so small that if the nade goes to one side of the bunker and he runs to the other (wich he has plenty of time to do) he will just get hurt and not killed like he did in previous versions.

                    Or my favorite that i love doing: He throws a nade into my bunker and i just walk outside and kill him before the nade blows up.

                    I dont mid the deviation (apart from the fact that the nade physics are weird now:p) or the fuse, the fuse time is a bit long compared to what i was used to, but its ok.

                    What i do mind is when i throw a nade inside a bunker and it doesnt kill the people inside it.

                    I had 0 problems with nades in previous reliases. They vere effective and actually killed people. Now i have to throw 2-3 inside a bunker to be sure that the guy inside doesnt survive. And that gives him plenty of time to do something clever like thowing a nade back or simply walking outside and killing me while i stand there helpless with my nade out. Sure, my squad will most likely kill him afterwards, but that doesnt help me much coz im pretty dead....

                    Comment

                    • imported_Rhino
                      Member
                      • Dec 2006
                      • 1341

                      #11
                      Re: Muttrah City

                      Originally posted by waaah_wah
                      Your serious? You throw one into one of the bunkers on Mestia, wait, waaaait, hear the boom, go in there and get sprayed down by a coughing militant.
                      nades do note penetrate solid objects, they are probaly on the floor above the nade explosion and as a result, dont get damaged much.

                      I have no probs with nades, if any thing they are too deadly for game play.

                      Comment

                      • waaah_wah
                        TEAM BLADE!
                        • Jun 2007
                        • 3656

                        #12
                        Re: Muttrah City

                        What happened with PR being realistic? A nade SHOULD kill everyone inside a bunker, and im not talking about the people on the second floor. Im talking about the fact that if you are in the south western corner and someone throws a flag that lands in the north eastern corner, you will survive.

                        That should simply not happend.

                        What was so wrong with nades kill radius before you guys nerfed them?

                        Comment

                        • imported_Rhino
                          Member
                          • Dec 2006
                          • 1341

                          #13
                          Re: Muttrah City

                          nades are realistic :p

                          There is a reason why troops are taught to throw 3 nades into a building at once since 1 nade might not cut it.

                          I remember duckhunt coming back from his marine training for a week, and when we where playing PR on TS he said though the middle of it after we just fragged out a building "the really ****ty thing about nade spam is that is realistic, we are taught to toss 3 nades into a building at once hehe"

                          All my last comment said about is getting nade spammed, from a gameplay perspective is rather crappy, never said we had nefered them :p

                          Comment

                          • waaah_wah
                            TEAM BLADE!
                            • Jun 2007
                            • 3656

                            #14
                            Re: Muttrah City

                            Originally posted by Rhino
                            nades are realistic :p
                            No? An explosion in a confined space should kill everyone in there. But AFAIK, BF2 engine doesnt know where the nade blows up so the damage will be the same

                            I understand why you guys "made a longer fuse" and added the deviation to nades. And shortened the throw distance.

                            But why in heavens name did you reduce the kill radius?

                            Btw, if that cant be called nerfing then idk what can:p

                            Comment

                            • imported_Rhino
                              Member
                              • Dec 2006
                              • 1341

                              #15
                              Re: Muttrah City

                              some where around there is some realistic ballistic values for frag nades but if I can remember its something like 10m radius = kill, 30m radius = wounded etc, thou dont quote me and the values, we have matched out nades as close to them as possible within the limits of the BF2 engine.

                              Comment

                              Working...