*DAMN R6 Forum

*DAMN R6 Community => General Gossip => Topic started by: -ViP-PUNiSHER on August 22, 2005, 06:06:34 am



Title: New "Ghost Village" Map for Ghost Recon complete
Post by: -ViP-PUNiSHER on August 22, 2005, 06:06:34 am
After weeks of work I've completed my 1st Ghost Recon map called "Ghost Village".  Monoman has been nice enough to do all the scripting work on the map so it will be playable.  I plan on doing an entire Map Pack of about 5 or 6 maps, my 2nd map is also very close to being finished.  I also got in contact with the person who converted DeDust for Ghost Recon and he gave me his 3D file of the map so I can clean up the glitches, the new DeDust will be included with the maps.

      =US= PUNiSHER



(http://members.aol.com/thepunisher428/village.jpg)


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: theweakspot on August 22, 2005, 07:41:18 am
PUNiSHER... you are the pwn.  I think you are doing a great thing here for the community.  The map looks simple awesome from what i see.  This is JUST what we need a map maker who actually PLAYS!


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: KGB on August 22, 2005, 11:02:54 am
Nice work pun.
Is it up for download yet ?


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: Overthrow.aHa! on August 22, 2005, 02:39:29 pm
looks really similar to the Ghost Recon 2 version, good job


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: Stripes on August 23, 2005, 11:04:27 pm
Very cool, punisher.

- De_Dust without glitches? that means we can play it again?  ( Would be great )

- i would really love, if someone could make de_dust2 for GhR/Mac. Anyway i know i'm asking for too much.

Good job, looking forward to try it out?

URL for downloads?

Thanx -


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: DarK. on August 24, 2005, 04:06:42 am
Stripes,  de_dust is too small for play in cb's anyway, the wz should be moved to inside the passages, more in the middle and less spawn biased there.  I dont think the current de_dust (Even glitch free) should become playable again.


Pun, It looks awesome.  I hope you can get us a DL link up soon so that we can test it out, people are wanting to possibly include it in the DBL pack, but I know the admins are workin hard to get all that info put together for the DBL pack, and they wanna get it out as quick as possible, so if we could have a download of this map as soon as possible to try out, that would be AWESOME!

Dark.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: :MoD:Shade on August 24, 2005, 05:05:06 am
Stripes, de_dust is too small for play in cb's anyway, the wz should be moved to inside the passages, more in the middle and less spawn biased there. I dont think the current de_dust (Even glitch free) should become playable again.

Which spawns have the advantage?

I agree it's a small map but so is Training.  Problem with thoes maps is the OICW/GL rules - this brings up the spam issue again which I feel is too bad that the vote didn't pass.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: Stripes on August 24, 2005, 02:46:33 pm
Dark, think before you talk.


People still play cqb's, it's a good CQB map. i asked punisher for making de_dust2 for GhR, this don't mean it has to be played in the *DBL - i just wanted to play some public games with this map, cause i really it. 


Stripes


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: cO.twist on August 24, 2005, 05:39:31 pm
stripes, i don't think he's making de_dust2...i just think he's remaking the original dust.  Although de_dust2 is about 100x better.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: Stripes on August 24, 2005, 08:08:27 pm
He is making de_Dust2, watch and see  :D.

He began to work on it yesterday, after i asked him for it


Can't wait.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: crypt on August 24, 2005, 08:53:19 pm
What the hell is De Dust 2?


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: Stripes on August 24, 2005, 09:01:52 pm
A kickass map.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: jerkasaur on August 24, 2005, 09:21:31 pm
It's a counter-strike map, just like de_dust.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: Croosch on August 24, 2005, 09:31:29 pm
Quote
Problem with thoes maps is the OICW/GL rules - this brings up the spam issue again which I feel is too bad that the vote didn't pass.

Couldn't agree with ya more Shade.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: theweakspot on August 25, 2005, 06:09:18 am
There is NO problem with the rate of fire on the OCIW/GL... If one guy fires 12 nades at me because he sees me, more power to him, it's a weapon at his disposal.


The REAL problem comes in when you have a 4v4 cb and 3 of their guys have GL's and then you have 36 nades within seconds.  THIS is what what GL-spamming is to me.  A flurry of nades- not by one guy, but by a TEAM- within seconds when I havent even been seen.  It's just spraying an area and hoping you get lucky.

Almost makes me wish we had kit restrictions like in First to Fight, where only one man can take a certain kit.


Imagine a 5v5 where each guy could only take 1 kit.... 1 OICW, 1 OICWGL, 1 SA80/frags, 1 Socom, 1 SA80 rockets.... in my opinion it might play more tactically considering the importance of where you placed your sensors and your GL man.

not that I am championing for this to be done, but what do you guys think if this was an option?


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: cO.libre on August 25, 2005, 07:48:12 am
so what would you do if you were in a public 7v7 game .. poor guy would be stuck with a bizon because everyone already took the good guns.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: theweakspot on August 25, 2005, 08:47:42 am
i only meant cbs... and just threw out an idea... thanks for shooting it down, leenhole.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: :MoD:Shade on August 25, 2005, 04:46:40 pm
No that sounds cool weak - not sure if it's possible or not though.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: *DAMN Mauti on August 25, 2005, 04:51:20 pm
The map plays excellent I really like it. However I have to test the Warzone in real combat situations.

A perfect map for CQB, FFA and Domination! I love it  ::applause:: Btw when can I put it up on the Mac Downloads!?

Bye,

Mauti


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: BTs_GhostSniper on August 25, 2005, 04:53:35 pm
This is sort of how it is in America's Army.  A couple guys get to be 18B with an M-16, one guy gets to be a sniper with an M24, one guy gets to be support with an M249, etc.  It works good in that game, and shouldn't be a problem in a game like Ghost Recon.  Probably couldn't make a script for it...you would just have to trust the other team to abide by the rules.  Of course the replay would show what weapon everyone was using.  Neat idea.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: :MoD:Shade on August 25, 2005, 05:40:56 pm
Well maybe something as harsh as - if one team takes more than one OICW or SA80 then it's an automatic loss for them.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: DarK. on August 25, 2005, 07:03:26 pm
Honestly I dont think this is a good idea, BUT Im willing to compromise,

2 OICW sensors
2 OICW GL
2 SA80 Hand Nades/Rockets

thats for 4-6 man cb

with a 3 man I guess you COULD restrict it to one of each, but I dont like that idea.

7 + man cb's (while rare) you could have 3 of one of those. or however many is necessary.

P.S. I think most clans already change it up with the kits.  Not everyone takes sensors, not everyone takes nades/GL.  I dont think this is something that the DBL should try to force.


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: Croosch on August 25, 2005, 08:27:36 pm
There is NO problem with the rate of fire on the OCIW/GL... If one guy fires 12 nades at me because he sees me, more power to him, it's a weapon at his disposal.


The REAL problem comes in when you have a 4v4 cb and 3 of their guys have GL's and then you have 36 nades within seconds.  THIS is what what GL-spamming is to me.  A flurry of nades- not by one guy, but by a TEAM- within seconds when I havent even been seen.  It's just spraying an area and hoping you get lucky.

Almost makes me wish we had kit restrictions like in First to Fight, where only one man can take a certain kit.


Imagine a 5v5 where each guy could only take 1 kit.... 1 OICW, 1 OICWGL, 1 SA80/frags, 1 Socom, 1 SA80 rockets.... in my opinion it might play more tactically considering the importance of where you placed your sensors and your GL man.

not that I am championing for this to be done, but what do you guys think if this was an option?

We discussed this in the GhR meeting after season X had ended... we discussed it as a seperate gametype but from all I remember it was sortof a forgotten idea in the Admin section. Maybe I'm wrong?

I don't remember the exact requirements we discussed, but if an admin would be kind enough to post the logs we recorded of this issue (the AA Style gametype) it would be greatly appreciated. ;D


Title: Re: New "Ghost Village" Map for Ghost Recon complete
Post by: theweakspot on August 27, 2005, 02:10:55 am
GL spam really only becomes a problem on a few maps... like ghost town.  You can easily corner and see the entire map... well most of it.  Then all you have to do it call in an airstrike.  That's the sorta map where in a 4v4, three of the members usually take GL's and just spam the snot out of you.


Like I said, it's just an idea.  I dont know how most of the community feels about it.  I like the way its works in FtF, but of course FtF is only 4v4 max and is usually very cqb.