I think it would be neat to merge maap and normal aa. As i was telling nate, once maap pipeline was finished I think it should be the new pipeline for 2.5. I think by doing this we can show that we are wanting to make progress for 2.5 it could be done like 2.5.2; Have the community vote for new maps, and we could fix bugs in the already made maps, to make 2.5 even better.
I would advise not to edits sounds, AA has a foundation that has been here for years and thats why we all like to play this game, if you start changing things people wont like it and most likely leave or not play.
Its 2012 and a sound card is like only $100.00 so go get one.
I don't think overwriting maps is a good idea. I mean, for mAAp Pipeline, it's a whole new map pretty much. Now, we could take classic maps like Weapons Cache and just clean them up with better lighting but largely leave them untouched.
For editing sounds, AA3 has better quality as well as better recorded weapon sounds. It's about realism. I think AA3 had a larger budget and better foundation for realism and it would be cool to bring that to 2.5. But, just because it's possible, doesn't mean we'll do it. It would take a lot of time pouring through the 2100 sound files ripped from AA3 and then trying to match the weapon sounds with the animations, things may not look right.
If you spend $100 on a 'sound card' you fail. PC sound cards these days are largely pointless and low quality unless you overpay for an Auzentech or Xonar but even those are a good waste of money. If you care about true sound quality and no gimmicks like most all of Creative's features, an external DAC is the way to go. I know they can be easily had for $100.
I haven't played in any customized maps because I like the way they have always been / are and I don't support the idea of changing good old sounds. If merging means disabling the good old world that have always been and "updating" sounds, then it's no from me. I love this game as it is and that's why I don't play AA3.
What it comes to sound camping, it's just one part of camping. There have always been lame campers that camp with or without sound, whatever happens. That doesn't mean you have to go with them.
See my post above about AA3 sounds. It's just one of the ways the game becomes flexible. It shows that we can pretty much do anything.
For sound camping, in Bad Company 2, if I don't like how the gameplay is going on a particular server, I leave and find a new one. This doesn't quite work on 2.5 as there's only 1 or 2 populated servers. Camping is a lame tactic but I still do it
Have to agree with Killer here, back in the day my Medusa's and sound tweeks only ever came out when playing comp, wouldn't have dreamed playing 'by sound' in pubs would have just made it hideously boring
Medusa's and sound "tweeks" are fail. See the first reply in my post. There's a fine line by playing "by sound". It's part of the game, it's part of life. In the Army, in a kill or be killed situation, you need to use things to your advantage. Sound is a big aspect of that and there's no reason to ignore it. I'll admit that UE2 has flaws with sound as far as going through walls and things like that. This kind of merges into my point on adjusting brightness for an advantage. It's really the same thing. Tweaking drivers or adjusting in-game settings for an advantage is lame and it ultimately ruins the experience. Get everybody a properly calibrated monitor and something other than onboard audio, use default settings, and you'll have fair gameplay. It's too bad there's people that don't think that way, that try to cheat the system for an advantage.