*NwA* Clan

*Noobs with Attitude* is a Project Reality mod based clan with members from all over the world.

RealityMod.com Map Wanda Shan Map Update
May
15
Another map update for v1.4; this time Wanda Shan received some much needed adjustments.

Firstly, to address the issue of rubber banding/server lag the forest areas now use Saaremaa cluster trees, reducing the total number of trees that need to be loaded from ~45 000 to below 20 000, bringing it in line with other forest-heavy maps. Hopefully this will greatly reduce the lag experienced on this map.

Secondly, an overall cosmetic update to the map has been made.


[​IMG]
[​IMG]
[​IMG]

[​IMG]
Click on the image to view full size. You can view full album here.

Gameplay has also been changed with new gamemode layers, flag layouts and asset loadouts.

After going through past feedback and with new tank armor changes in store for v1.4, AAS Standard layout has been changed to the rather mirrored but balanced asset loadout featuring ZSL-92 APC, Type 86 IFV, Z-9 light transport helicopter and Mi-17 medium transport helicopter on Chinese side while German side features Puma APC and IFV, Bell UH-1D light transport helicopter and NH-90 medium transport helicopter along with other vehicles.


[​IMG]
[​IMG]

AAS Alternative adds two ZTZ-99 and two Leopard 2A6 along with a Z-9WA Haitun HF-25 as Chinese light attack helicopter to the existing mix.

[​IMG]

AAS Infantry features four...
Apr
02
[​IMG]
We are happy to finally show you a special project that we have been working on for Project Reality 1.4.2016.

As most of you know, the Project Reality playerbase has been getting smaller since the release of 1.0 (standalone). So besides getting Falklands ready for 1.4, the Project Reality development team has been working hard to come up with new ideas of how to make Project Reality great again!

The last months have put us under alot of pressure and hard work but we are finally at a point where we can show the community some real results.

By looking at popular games such as Counter-Strike, Call of Duty, and Battlefront 3 we found that most FPS players enjoy faster paced gameplay, with more action than what we see today in Project Reality.

By taking small bits and pieces from all of these titles, we came up with a new kind of Project Reality gamemode, while still keeping it true to its roots. The changes we have made to maps, vehicles, weapons, and the entire AAS gamemode will make combat more frequent and fast paced.

In addition to getting all current maps up to these standards, we are also working hard to create fresh maps, as well as upgrading our current weapons and vehicles to better reflect the advanced technology of today, and even tomorrow.

With that said, we are proud to announce that one of these new maps is ready for testing, and we are letting you all participate!

[​IMG]

We realize this is a major change of how Project Reality is played and that is why we want as many players as possible to join us and give us the feedback needed for further improvements.

Because this is an alpha test event, and the changes to the current PR files would be too big, it is impossible for us to use the launcher to deliver this content. You will have to download the files...
Mar
14
In the past you might have seen us talk about redoing some of our armor system in public. Now it is time to show some of our progress!
For the upcoming patch we decide to redo the tank armor a bit to make tanks stronger in some places and way weaker in others. To achieve this without having to recreate the tanks export scenes, we developed a new tool that allows us to import only the collision meshes, edit them and export them again with very little effort. But that is technical stuff and not interesting for most of you, so lets get straight to some pictures :)
[​IMG]

What do you see? The most obvious change will be the removal of an extra material for the tracks. In the past the tracks where a hitzone that dealt lots of damage to the tank. After some discussion we decided that we will never be able to represent the actual damage done to the vehicle when the tracks get hit (track breaks, but tank is fine) and instead just removed the tracks as a special hitzone. The tracks now have the same material as the hull according the position they face. This means hitting tracks from side will deal same damage as hitting hull from side and hitting from front will deal same damage as hitting front hull.
A more subtle change is the removal of non-armor materials. Currently tanks and other vehicles have lots of materials that are not specific armor materials. These are often glass, rubber or cloth. Those materials can create a weak or strong spot in places that do not make sense. Some of you may remember when you could blow up a tank instantly by shooting its periscope. By removing those materials and replacing them with hull materials, this will be a thing of the past. The only down side will be wrong impact effects. Sorry to all tank crews that had fun knifing and shooting the lights for the glass cracks :(

The next big thing are changes in damage values. This mostly revolves around a thing requested a lot of times: ATGM damage vs tank...
RealityMod.com Map Al Basrah Map Update
Mar
12
Al Basrah is one of the oldest maps still in Project Reality. First introduced in v0.4, it was updated for v0.5 and again for v0.6 when it became the flagship for Insurgency gamemode but has remained untouched since.

For v1.4, we have decided to integrate a long-standing community map project Al Basrah v2 by TeRR0R as the official version of Al Basrah.

Official version slightly differs from TeRR0R's as we took the liberty to replace some of the statics with their updated versions that are in v1.4 and made some changes to gameplay, which will be explained below.

[​IMG]

The new features are improved lighting, longer view distance and more enterable buildings around the city. British get two additional FOBs, one of which features an RHIB which is available on all Insurgency layers. River fords have been removed, so you'll have to rely on bridges and Close Support Bridges now.

Insurgency Std

As the Mosque allows Insurgents to be in reach of most city caches, this is an experiment to see how things will play out when Insurgent base is slightly removed from action. This allows more cache areas in the city itself. To avoid Insurgents being cut-off in their base, bridges leading to the island north of Palace are now indestructible (this affects all gamemodes and layers).

[​IMG]

Alt and Inf remain the same, with Mosque as the Insurgent base. Cache positions are adjusted accordingly.


[​IMG]
[​IMG]

Co-op support has been remade and Al Basrah will feature Co-op in v1.4. Skirmish is present as well.


[​IMG]
[​IMG]...​
RealityMod.com Map Kozelsk Map Update
Mar
05
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).

First, terrain.

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".


[​IMG]
[​IMG]
Click on the image to view full size

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.


[​IMG]

[​IMG]
[​IMG]
[​IMG]
Click on the image to view full size

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.

[​IMG]...​
RealityMod.com Map Beirut Map Update
Feb
29
As you may have gathered from the recent blog, something has happened to Beirut. No, it isn't being removed as some feared, rather we've given it a makeover.

It began three months ago while discussing Beirut in the team forums. "I'd like to change the sky settings", "Could we edit the factory" and "Could you update the map with your new statics" and gears started turning.

[​IMG]
Click on the image to view full size

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.

[​IMG]
Click on the image to view full size

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.

[​IMG]
[​IMG]
Click on the image to view full size

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.

[​IMG]
Click on the image to view full size

Almond trees were redone, fixing a few small issues and populate a portion of the map now.

[​IMG]...​