7ks*022 最后由 7ks*022 编辑
-02-28-2016, 07:32 AM
First, the factory area has been changed. A key difference is that it now has two additional exits in form of two broken spots in the fence. This should make it harder to camp the factory.
The industrial warehouse building that had slightly awkward window heights (and lacked LODs) was removed and replaced with similar assets across the map leading to some object placement changes, significantly at factory and railway depot. A few other areas were also changed.
Additionally, as part of "your new statics" the Muttrah waterfront statics used in the south-west part of the city were redone, including turning one of them enterable.
Almond trees were redone, fixing a few small issues and populate a portion of the map now.
As we lack(ed) source files for this map, which included original files for the roads, these had to be redone. The roofwalls in the second picture are also part of the statics that were redone, PR's mappers may be aware that the original suffered from bugged lightmap UVs.
Lastly, a few of the objects used on this map had their draw distances increased as they ceased rendering somewhat quickly, for example the gatehouse at the factory entrance. The sky settings were tweaked and the map was relightmapped in 3ds Max and BF2 editor while also reducing the total amount of lightmaps loaded.
最后，我们为地图上一些物体增加了渲染距离，因为他们往往很快的停止渲染。比如工厂门口的哨卡，并且我们将天空做出了微调并，利用3dsMax和BF2 editor 对整张地图的光照贴图作出调整，减少了光照贴图的渲染量。
There will be some tweaks to gameplay, but otherwise the current layouts will remain the same.
Beirut was made by Deer. 贝鲁特制作者
Map was updated by [R-DEV]Outlawz7. 地图更新者
Updated and new static objects also by [R-DEV]Outlawz7. 静态模型的更新者
-03-05-2016, 12:04 AM
For v1.4, two significant changes have been made to this classic Project Reality map that has been with us as long as the Russian Forces (since v0.85).
You may be aware that Kozelsk lacks an outside terrain and is instead surrounded by an infinite water plane. This has been addressed by mirroring the main terrain on all sides, creating some sense of continuity beyond the map's borders and hereby removing Kozelsk's status as an "island".
A bigger terrain change comes in a road crossing the ridge that divides the map into western and eastern parts. It provides an alternative to the bridge in H9 and the areas of Militia base and the Training Camp are now connected. A rather simple piece of work, it should alter the way the map plays out.
相较前者所作出更大的一个地形变化是将会出现一条穿过山脊的道路，将地图分为东西两侧。它可替代H9的桥梁进攻叛军基地（Militia base）和训练基地（Training Camp）。这只是一个相当简单的改变，但他会改变玩家在这张地图上所使用的战术。
Second, Advance and Secure.
As the above mentioned road opens up new possibilities, it was time to get rid of the awkward flag route that involves flags on opposite ends of the map.
Instead there are now two routes, an eastern and a western. The eastern route features only three flags while western features four with total possible of eight (the launch facility features two, the existing one and a new smaller one called Missile Silo, covering only the missile silo itself). The FOB flag is duplicated so it can be a part of both routes.
As you can see from the asset overview, ground assets remain the same, but the Russians now have one transport helicopter; we'll see if that aids or hinders gameplay. To address the issue of ticket bleed at start, the first flag starts neutral. If captured by Militia it will bleed Russians at the same rate as it did so far. The FOB flag may also be easier to capture than Tunnels, making for a less painful first flag.
Additionally the Russians get a forward spawn south of the FOB flag to reach it sooner. Militia get forward spawns near their flags as well but without forward spawning logistics trucks which are now all at their main base. Lastly, the Russian forces are now ironsight-only (like Assault on Grozny).
The Alternative layer features something that has been suggested; a mirror layout.
Identical in flags and assets to Standard, it reverses the routes and puts Russians north and Militia south (the field cannons face the right way, too). Those who wanted more action in the north-west of the map should now get it.
The map still features Skirmish and Insurgency, those have not been altered.
Coop support is unaffected by these changes (the terrain change is outside the playable area in coop), however an update to coop is still planned as part of the navmesh is broken (Russian bots sitting at base on Coop Std).
这张地图依然会有 Skirmish 和 Insurgency 两个模式，但是他们都没有发生改变。
Kozelsk was made by Deer. -地图制作者
Changes to terrain and AAS were done by [R-DEV]Outlawz7. -地图修改者