mhmhm because im poor and i dont have the funds to buy it?TTP said:Only video for now. And why do they have to be free?
mhmhm because im poor and i dont have the funds to buy it?TTP said:Only video for now. And why do they have to be free?
Facism said:[edit]TTP, why'd they have to be a vehicle for community segmentation? GAFe regulars will tell you i was ready to give up on KZ2 mp because I couldn't join them on a stock map because the DLC was in rotation. Things like that sour my taste of the game, and are more serious than the pissing trifle that is playercount.
TTP said:Really? Ouch.
beast786 said:Cant wait. Just wondering these are not retro maps?
TTP said:They are. As stated in the video.
The_Shambler said:Does anyone know if the Killzone 2 save file is saved locally? I recently had to get my PS3 replaced due to the BD drive failure & when I restored my backup, there was no Killzone 2 save file there.
alr1ghtstart said:more maps already? they look great, but need stop milking it...
Once again we are taking a nostalgic journey back to the original Killzone by providing you two new levels in a pack Guerrilla Games has called "Flash and Thunder". The two levels are odes to the Beach Head and Southern Hills levels from the first Killzone. Both are fan favorites from the first game, but have been re-envisioned with Killzone 2's engine and overall technology. The levels also offer a unique twist that will truly keep players on their toes, so watch out for an explosive gameplay element that will have you running for cover...or risk a quick death.
In the Beach Head map, the ISA must defend their stronghold after the Helghast land on the sandy Vektan beaches. As torrential rain and gale-force winds batter the landscape, the relatively small size of the level creates a frantic hand-to-hand battleground, with the water filled craters supplying only limited cover. Picking your way across the harsh terrain, you will find many opportunities to sneak up on the enemy and take them down at close range. And if youre able to get to them in one piece, there are also lots of higher ground sniper spots to explore
In the Southern Hills map, the battle takes place around a central Helghast base on top of a hill. The compound is surrounded by smaller structures, creating a level that facilitates close-quarter fights within the built-up areas, as well as long-range shoot-outs in-between them. Ideal for 24 to 32 player games, the base camps in this version have been beefed up considerably, so expect to find more hiding places than in the original Killzone counterpart.
The_Shambler said:Oh man, so I've got to do it all again!?
TTP said:They should fix it first.
TTP said:http://www.gaming-age.com/news/2009/5/20-67
Bolded part means they should be playable with 16.
yes :/
TTP said:Opens spaces as well. Good.
Wonder what's up with that explosion at the end of the video. Does everyone get wiped out randomly during matches? :lol
Perhaps you don't have to stay in the open when that happens.
Tempy said:And yes, in Southern Hills an ISA cruiser will shoot down, nuking everybody who isn't inside. This happens every 5 minutes.
TheFatOne said:Yes just what Killzone 2 needs two smaller maps. Hoooray GG you are the best
Tempy said:Not very clear in that small video, but it's raining in Beach Head.
Kuroyume said:Good thing we have engineers to block exists with turrets.
The small maps are shit. BG and TD are horrendous
TTP said:I noticed that. Why are you pointing that out tho? Does it have an effect on gameplay?
Tempy said:Nope!
Tempy said:Beach Head is really small; Southern Hills is medium-sized; shorter walk from end-to-end than Pyrrhus Rise or Salamun Market.
TTP said:Alright!
Oh, ok.
These maps come with new trophies like the previous pack right?
Tempy said:I don't know that for sure actually, but it seems logical. Isn't there a trophy count limit tho?
Cagen said:I was burned by the terrible maps in the first map pack, do I gamble another £5? I've never played the original Killzone so I am not familiar with the maps in question.
alr1ghtstart said:I'll have to boot kZ1 to see if i'll get these (don't make the 5.99 again please). Is all the shit blowing everywhere going to actually be in the game?
Tempy said:And yes, in Southern Hills an ISA cruiser will shoot down, nuking everybody who isn't inside. This happens every 5 minutes. An alarm goes off, so there's ample warning.
In the Southern Hills map, the battle takes place around a central Helghast base on top of a hill. The compound is surrounded by smaller structures, creating a level that facilitates close-quarter fights within the built-up areas, as well as long-range shoot-outs in-between them. Ideal for 24 to 32 player games, the base camps in this version have been beefed up considerably, so expect to find more hiding places than in the original Killzone counterpart.
Medium-sized and ideal for 24-32 players ?.. :lolTempy said:Southern Hills is medium-sized
Wollan said:Beach!
Aaaaaaa... sooo good.
Also, where's the video? I'm looking at the GA article but nothing (constantly loading though..).
JardeL said:Medium-sized and ideal for 24-32 players ?.. :lol
JardeL said:Medium-sized and ideal for 24-32 players ?.. :lol
Chill out good man.TTP said:We are talking devs which arranged official 32 PLAYERS tournament in Corinth Crossing man.
Tempy said:Nope!
Beach Head is really small; Southern Hills is medium-sized; shorter walk from end-to-end than Pyrrhus Rise or Salamun Market.
Because Killzone 2 game rooms take an extraordinarily long time to cycle through all game modes on all maps, unlike the rather quick one-off matches you join in, say, Resistance 2 matchmaking. You could be in a game room with your friends for a couple hours and yet "only" see four or five maps.TTP said:I understand that, but every other game map pack has been delivered like that (at a price and fragmenting community). I don't understand why Killzone 2 should do it differently.
bcn-ron said:Because Killzone 2 game rooms take an extraordinarily long time to cycle through all game modes on all maps, unlike the rather quick one-off matches you join in, say, Resistance 2 matchmaking. You could be in a game room with your friends for a couple hours and yet "only" see four or five maps.
It makes no sense to disallow a player from joining a room simply because a map they don't own is in rotation. It would make sense to automatically kick the player off the server once that map is actually played. Depending on where in the map cycle the server currently is, they could still play in that room for one or two hours, if they even wish to stay that long, before they'd be forced to leave.
Wollan said:That was a friggin hot trailer. Contains the Killzone 1 intro speech as well (appropiate).
The remakes have taken bigger liberties, I have a hard time recognizing the features of the originals. Sand with a huge wall like in the original Beach but the terrain is very different. Rain looks awesome. The background is half-way urban now while original Beach was (seemingly) on the countryside somewhere.
KZ2 should've came with more than 8 maps.TTP said:I understand that, but every other game map pack has been delivered like that (at a price and fragmenting community). I don't understand why Killzone 2 should do it differently.
I hope not...Kuroyume said:Was he talking about these maps?
Why?JardeL said:I hope not...
We need fixes not maps ...Fersis said:Why?