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=VG= Melon Muncher

VG Clan Member (Administrator)
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Everything posted by =VG= Melon Muncher

  1. First off thanks for going through this like you have. PR is first and foremost an infantry game. That doesn't mean that assets are any less respected, but the majority of players are infantry and they are the ones to influence the map. Sure CAS might be having fun racking in the kills, but if the infantry is going to keep dying like they are the server will rapidly empty. Maplists are a tall order to maintain. Getting it wrong can ruin the game, just as getting it right can ruin the map because it will become overplayed. Mumble breaking maps are a problem, PR requires teamwork. Something that makes maps without mumble server killing. My personal thoughts on each map. ~Albasrah 16 Quick, easy, infantry. Not much of a challenge. ~Albasrah 64 All round moderate map, number of flags cappable at once mean it won't work without teamwork. ~Asad_khal 16 Fast paced, teamwork oriented infantry. Breaks mumble. ~Assault_on_mestia 64 Difficult, forest map. Infantry focused. ~Beirut 64 Asset heavy, lack of troop truck means teamwork is a must for infantry. ~Bijar_canyons 16 Fast paced, very simple. ~Bijar_canyons 64 Fairly easy urban map. ~Black_gold 16 Difficult, dust storm makes the fighting hard and intense. ~Burning_sands 16 Linear, strong infantry fighting without much cover. ~Burning_sands 64 Very easy, MEC will get steamrolled when against a capable armour crew. Boring fighting for inf. ~Charlies_point 64 Moderatly difficult, RPGs and bot swarms make the first flag difficult, but smooth sailing from then on. ~Dovre 64 Hard, very hard. AI shooting through trees and large cap zones make this one of the hardest PR maps for both inf and Armour. ~Dragon_fly 16 Close knit urban combat, a good change of pace but you need to have people that know what they are doing. ~Fallujah_west 64 Good infantry map, hard with low pop count due to number of cappable flags. ~Fools_road 16 Hard. Bots shooting through trees and battling uphill. ~Fools_road 64 Hardish. Relatively easygoing for infantry until the fort, at which point it takes a turn for the scary. ~Gaza 16 Good fighting, needs a few people to cap out. ~Gaza 64 Good map when the server has people, not so much when it doesn't. ~Hill_488 64 Bots in the trees, flame tank, round doesn't end. ~Iron_ridge 64 Hard. If infantry can't cap the frst flag it quickly turns into one of the most annoying maps. Hind. ~Jabal 16 Lots of bots, not much space. You'll quickly get swarmed by bots. ~Jabal 64 Great starter map, only it breaks mumble. ~Karbala 16 Hard. CQB makes for intense fighting. ~Karbala 64 Good ol' Karbala. Armour, CAS and infantry. ~Kashan_desert 16 Infantry only, not much to say. ~Kashan_desert 32 Good with less players, more than 10 and it's over before it starts. ~Kashan_desert 64 Still a good coop map, good combined arms. Needs at lest one good squad. ~Khamisiyah 16 Good infantry map with higher pop count. MEC is merciless. ~Khamisiyah 32 USMC layer, lotsa jets, lotsa armour and good infantry. Needs more than ten to make it anywhere. ~Khamisiyah 64 Broken, but it's the US army layer. ~Kokan 16 Infantry, compounds, fields. ~Kokan 32 Canadian layer, CAS is replaced by the more versatile LAVIII's. ~Kokan 64 Not a map for armour whores. Kiowas and Blackhawks. ~Kozelsk 16 Hard, defensive, infantry fighting. ~Kozelsk 64 Bots, trees and a T90 makes this an interesting map when it's in capable hands. ~Lashkar_valley 16 Mountain fighting, caves and valley's of death. ~Lashkar_valley 32 Infantry focused. Single huey and Logi. Lots of trees. ~Lashkar_valley 64 Great map when you have capable armour and infantry, extremely difficult if one is slacking. ~Muttrah_city_2 32 Light armour and infantry. Fairly underplayed. ~Muttrah_city_2 64 Default start map. Everyone knows what it consists of. ~Op_barracuda 32 Vietnam. Hueys, slow ass boats and full auto rifles. Great map when there are players. ~Op_barracuda 64 Same as alternate layer only modern. Boats don't spawn. ~Operation_archer 16 Hard. Needs capable players or this map is insane. ~Operation_archer 64 Opens up once the village is cleared. Camping on the hills. ~Operation_ghost_train 16 Scary. Not for the weak of heart or those wanting to stay alive. ~Operation_marlin 16 Easy. VAB's roll through the MEC when in good hands. Very linear. ~Operation_marlin 32 Tank breaks the game. Pretty boring. ~Operation_marlin 64 Great map, breaks mumble. Intense infantry and armour fighting. ~Pavlovsk_bay 16 Moderately easy. AAVP7A1 is overkill when it's working with the team. ~Pavlovsk_bay 32 Difficult. Getting the last few flags is a pain without proper support. ~Pavlovsk_bay 64 Difficult. Good transport pilots are a must, Harriers are good support if the pilots know what they are doing. APC's take a long time to reach the shore and are lost easily. ~Qwai1 16 Intense infantry fighting. ~Qwai1 32 US army are the underdogs here. Strikers are nothing against enemy armour. Infantry support is a must. ~Qwai1 64 Humvees and Chinese jeeps. Either hard and intense or easy and boring depending on the n umber of players. ~Ramiel 16 Hard. Linear map channels the bots straight towards you and make pushing forward difficult. ~Ramiel 32 Hard. Teamwork is a must. Infantry focused. ~Ramiel 64 Fairly easy. Apache is lost easily unless the pilot knows what he is doing. Infantry are kings here. ~Shijiavalley 16 Infantry. Haven't played it enough to make judgment. ~Silent_eagle 16 Hard. Paradrop, CQB and low light makes this a frightening experience. Number of cappable flags makes it even worse. ~Tad_sae 16 V. Hard. Night time, bots in the trees and no thermal APC support. ~Tad_sae 32 V. Hard. Night time, bots in the trees. Vietnam at least has APC's. ~Vadso_city 64 Hard. Infantry focused. Bushes everywhere and bots in the building make the warrior vulnerable. ~Wanda_shan 16 What are you doing levels of hard. The only map I haven't played. ~Xiangshan 64 Worse than Dovre, Bushes and AT everywhere. No one man armour and super large capzones make this a server killing map. ~Yamalia 16 Moderate. HMG's roll the enemy down, but a shortage of supplies means getting ammo to the front is difficult.
  2. Extract the .iso with winzip/7zip or something similar, run the .exe after that.
  3. Hey, welcome to the forums. See : http://www.veterans-gaming.com/vg-plugins/forum/forum_viewtopic.php?33788.last and http://www.realitymod.com/forum/f380-project-reality-news/121919-project-reality-bf2-v1-0-released.html There's a new version of PR (1.0), we have a server running on that. Hope to see you ingame.
  4. 1.0 map gallery http://www.realitymod.com/forum/f196-pr-highlights/121877-pr-bf2-v1-0-map-gallery.html#post1924783
  5. Feature list: http://www.realitymod.com/forum/f196-pr-highlights/121837-pr-bf2-v1-0-feature-list.html#post1923907
  6. Yeah so it does exist. 2nd of August, mark it down. http://www.realitymod.com/forum/f380-project-reality-news/121780-project-reality-bf2-v1-0-preload-trailer.html#post1922975
  7. What we really need to set up is the light admin. You can define what they can and can't do, so they could kick, runnext and whatever, but to ban they need a full admin. At least for a trial period. Anyway, server needs paying or something, status is unknown.
  8. 1.0 Beta released, no coop because reasons, valid reasons. http://www.realitymod.com/forum/f380-project-reality-news/120542-project-reality-bf2-v1-0-open-beta-released.html
  9. Hey, thanks. Al Basrah has always been problematic, I'll put it further towards the end of the maplist to deal with this. Melon
  10. Setting this up now, maps are going to be changed around so it might take a while
  11. So yeah, thought about this to spruce up the server a bit more, and give the regulars a change of pace. )Opfor event, in case you missed the thread name) I'll fix up all the maps so that they aren't just base-rape extravaganzas and should have a bit more playability. I was thinking run it for two weeks or so, rather than just a weekend event.
  12. New devcast http://www.realitymod.com/forum/f380-project-reality-news/119310-project-reality-devcast-3-a.html#post1883856
  13. Another changelog http://www.realitymod.com/forum/f196-pr-highlights/119288-prbf2-v1-0-0-0-v1-0-8-0-encoded-changelog.html Incase anyone is bored.
  14. Devcast #2 released http://www.realitymod.com/forum/f380-project-reality-news/117411-project-reality-devcast-2-a.html
  15. I'll update as its released. Devcast #1 http://www.realitymod.com/forum/f380-project-reality-news/116128-project-reality-devcast-1-a.html DevCast #2 http://www.realitymod.com/forum/f380-project-reality-news/117411-project-reality-devcast-2-a.html French Forces 1.0 teaser http://www.realitymod.com/forum/f380-project-reality-news/116804-project-reality-bf2-v1-0-french-forces-teaser.html BETA http://www.realitymod.com/forum/f380-project-reality-news/120542-project-reality-bf2-v1-0-open-beta-released.html
  16. Honestly I think we still have a fair bit of sway over the PR and FH2 populations. I know for a fact people still play on the PR server even though it constantly crashes. Most VG players who get on the servers end up leaving pretty quick because no-one has been able to get admin status on the recent server and the few previous servers have had people not having admin because they can't get on when someone's available to give it to them. Morrison I don't know what problems happen on the FH2 server but I'm more than happy to take a look/fix them but I can't if I have no idea what's wrong, Fastjack probably can fix some aswell. Chances are at least a few can be fixed server side. EOD is one of many BF2 mods that are just dead they won't come back no matter how much we want them to, Everything ends up this way at some stage. I mean sure we might get a few VG guys organized an in the server but most won't even bother downloading the 3 gigs needed to play it. AIX still has players but people are going to play on a server that they know gets players, This is the reason our FH2 and PR servers are still popular, We used to have an AIX server a year ago and it was never populated then so there's even less of a chance of that happening now. My suggestion if you want to have an event with one of these mods is just to set it up and play it on someone elses server.
  17. well heres the original link if any one is interested. its also got the full list. this ones missing quite a bit. Comments might help a bit as well. No help shall be recieved by me. forgot link http://www.realitymod.com/forum/f196-pr-highlights/114479-prbf2-v1-0-0-0-changelog-first-beta.html
  18. Blud sams a regular player and a good guy he was telling me a few weeks ago that he was getting kicked by PB. I'm quite sure he's not responsible and I'm sure others would agree with me. Blud Albasrah is a very unstable map deployment and coop wise maybe move it to the end of the rotation and will help slow down some crashes.
  19. Aright Yes and No from me I honestley don't have the time to put into seeding the server anymore normally when you do get a few seeders the server fills up quite good but it's just that effort needed to be put into getting the first 10 or so players going. Lack of a PR update is quite a problem. I don't want to see the server gone when 1.0 rolls around because it will be server filling good so maybe swap it over to a different game or something in the meantime. Honestly though the server just needs that little push from a few dedicated players to get the it filling up and then its quite great. thats the reason the insta spawn servers get players is because the teamwork is not required when you have so many assets to abuse and what not.
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