Battle for Quinling-why never played?

General discussion of the Project Reality: BF2 modification.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Battle for Quinling-why never played?

Post by charliegrs »

Its one of my favorite maps. It really bothers me that it never gets played any more. It just doesnt work well for your average public server player who would rather play his 50millionth round of muttrah.

Like others have said, this map is only good if you have a competent team, which sadly is rare on a public server. But I dont see how people would prefer to fight in the open desert {kashan} as opposed to qinling.
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: Battle for Quinling-why never played?

Post by Snazz »

charliegrs wrote:But I dont see how people would prefer to fight in the open desert {kashan} as opposed to qinling.
I figure:
- Larger view distance (ideal for aircraft in particular).
- More people probably prefer the US vs MEC and/or desert setting.

Neither is suitable for infantry, but Kashan at least has bunkers to hide and fight in.
pleym
Retired PR Developer
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Re: Battle for Quinling-why never played?

Post by pleym »

[R-DEV]Rhino wrote:Ye the map was never meant for the random flag setup with random hills as objectives. Fuzz thought it would improve them map so I let him have a play with it since it wasn't working too well in its old setup but its really no better with random flags, if anything its much worse since your basically gambling for a good flag setup, where most of the time one side will have a very clear advantage in the flag setup and its not something you really want to play with when even thou the enemy skill wise is no better than you, they are only winning because they can get to the flags quicker etc.
I must agree, I feel that some maps got screwed because of AAS3 the random flag system, Fools Road(good that the brits ar back) was one of mine favors before i had to cap flags far up in nowhere.. Same with Quinling, you take the strategic points not a hiltop far away from all civilization :p

Some maps can might have 1 or 2 random flags in adittion to the stratgic permanent flags, just to make it a bit more varying. I think most guys agree.. but this is just my opinion..

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Rudd
Retired PR Developer
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Re: Battle for Quinling-why never played?

Post by Rudd »

fighting over 2 flags both 800m in size with a cap time of only 30 seconds will be good imo :P

make it about area control rather than fighting over specific locations.
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killonsight95
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Joined: 2009-03-22 13:06

Re: Battle for Quinling-why never played?

Post by killonsight95 »

is it just me or is that map very laggy because of all the tree's, maybe remove the number of tree's and add in one or two more forts somewhere in there
Shredhead99
Posts: 301
Joined: 2009-05-20 09:20

Re: Battle for Quinling-why never played?

Post by Shredhead99 »

No lags here, the problem with this map simply is, it punishes players that prefer Infantry! Lonewolf sniper and assetwh***s take advantage, if you dare build a Fob it gets raped nearly instantly from snipers, airstrikes and tanks.
The big difference to Kashan is also the terrain. On Kashan I can even hide a Fob in "open" terrain because it is rugged and provides lots of cover, unlike Quinling. The map itself is beautyful, but the gameplay is shit.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Battle for Quinling-why never played?

Post by mat552 »

I find my problem is that the map lends itself well to poor sportsmanship. I simply stopped counting the number of times I was shot down while on the stupidly narrow approach in a jet that you HAD to take, lest you suck a tree through the intake. Besides that, there's lots of trees and hills, but almost no cover, it's a map where you're either an asset whore or you spend the majority of your time cowering going "ohshitohshitohshit". Or dead.

Random AAS is never a good thing as far as I'm concerned.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
rampo
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Re: Battle for Quinling-why never played?

Post by rampo »

Infantry1242 wrote:Yes,but do you see Kashan with alot of Caps either?
ye it has more flags
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Sabre_tooth_tigger
Posts: 1922
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Re: Battle for Quinling-why never played?

Post by Sabre_tooth_tigger »

Might be more a case of good map but poor players. I prefer compact city maps just because I think they end up playing better in pub games, so a wide open map isnt really my thing


This map should be so much better then Kashan by that reasoning as its much more split up by the many hills.


Random things to add into the mix that I would wish for would be:
a much larger city area or several more built up placed buildings and maybe make each one a flag rather then a fairly empty hill. So the temple becomes an area similar to on Qwai perhaps

Kashan of course does have this in its favour where as Qinling less so. The nature of the engine means troops stick out much more then they should. The basic grunt playability is the green roots of a map pretty much


More use of the lake, many more boats all around its shoreline.
We see fishing boats but nothing we can use. Mobilise that infantry, everyone hates walking of course and you can usually rely on the apc to not transport and the heli to crash into a tree.

I think in general one way to improve a maps pub playability to increase small (ie. opposite of tank columns ) encounters between teams. More then one flag around the lake and we have a quick light water assault situation more likely.
So that'd be 6 players more actively influencing the game, mixing things up, less turgid and more easily interactive

Too little flags, the map feels so empty that its boring.
Tons of potential with this map, is 10 or 15 flags with smaller capture times possible. I'd like to see if that worked, anything that makes the game feel more liquid
Last edited by Sabre_tooth_tigger on 2010-06-20 15:47, edited 2 times in total.
Infantry1242
Posts: 251
Joined: 2010-05-29 00:16

Re: Battle for Quinling-why never played?

Post by Infantry1242 »

Truism wrote:For me it's Kashan without the choke points and sexy bunkers to draw pubs into conflict.


So much promise in the map though.
Yea,most people overlook the map because of the huge area but with little action as 3/4s of the map is trees so it is usually a helo teamwork map,ive see alot of Qinling's that are that outpost buiding and you have to destroy the other teams FoB,plus Qinling was the first map i ever played on PR.
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RedAlertSF
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Re: Battle for Quinling-why never played?

Post by RedAlertSF »

I used to love the map, but I've hated it ever since the flags from main bases were taken away.

The map is too empty, it needs more villages or something. Also some denser forest could be nice along with open areas. There is no place to hide.
boilerrat
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Re: Battle for Quinling-why never played?

Post by boilerrat »

RedAlertSF wrote:I used to love the map, but I've hated it ever since the flags from main bases were taken away.

The map is too empty, it needs more villages or something. Also some denser forest could be nice along with open areas. There is no place to hide.
Agree, anytime I wanted to have a sniper squad there was no place to hide from the squad 100m away from you that came over one of the >9000 hills.

Main base flags are the best to capture, besides when you are on the receiving end of the armor :? ??:
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chimpyang
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Re: Battle for Quinling-why never played?

Post by chimpyang »

[R-DEV]Rhino wrote:Ye the map was never meant for the random flag setup with random hills as objectives. Fuzz thought it would improve them map so I let him have a play with it since it wasn't working too well in its old setup but its really no better with random flags, if anything its much worse since your basically gambling for a good flag setup, where most of the time one side will have a very clear advantage in the flag setup and its not something you really want to play with when even thou the enemy skill wise is no better than you, they are only winning because they can get to the flags quicker etc.



Not exactly, vBF2 had two seater fighter bombers :p
I meant used as a PR asset. But I can see the lack of clarity lol. Do we have any permissions to play around with the map in the editor (i.e. move and replace statics etc...) cos I was thinking about looking at how the trenches on Barracuda and Yamalia are made and play around with Qinling a bit in that regard.
Rhino
Retired PR Developer
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Re: Battle for Quinling-why never played?

Post by Rhino »

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Freelance_Commando
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Re: Battle for Quinling-why never played?

Post by Freelance_Commando »

From my dim memories of playing on this map from when it was first released and afterward, the rounds would either end as a horrible smush of the brits or a game of leap frog between the two middle flags.
That is the main problem I believe this map has, there is no real potential for infantry combat to shine through over the vehicles unlike its desert cousin, Kushan. There, the bunker complex in the centre of the map is the focal point for the entire advance of both sides, resulting in two reasonably skilled teams commonly duking it out here for much of the round. The walls and tank traps block out any vehicles from entering this little 'arena', which I might add is full of dips, mounds and a lot of cover, giving the little grunt thier time to shine.
(Not to mention that the geometry of the surrounding area denies armour a safe camping spot to pick off the intfantry)

Sadly Quinling lacks this focal point, mostly due to the large lake in the centre forcing teams to split their forces to try and grab both flags. If one of the other teams merely puts everything they have into one flag and holds, then you have a stalemate that only massed armour (or just a few with some good skills) can tip. Infantry are religated to guard duty of the flags against either a trickle of enemy soldiers coming from thier lone FB close by or enemy armour. Lucky you if you're intrusted with the HAT or LAT when that happens, at least you have something to do now.

Though after some thought, it could simply be due to the problems Quinling had when it was first released which has made it an unpopular map. I understand it was very taxing on the old PR engine and would sometimes result in lag, or luchlustre performance for many people. Fools Road and it's successors all recieved a fare amount of attention through the integration of the Russians into those maps some time later, so it's initial problems (which were simular to Quinling) were patched over with new toys and smoother performance.

But what does Quinling have apart from those initial thoughts and experiences of gameplay?
Perhaps a small touch up is in order to get people to try it again and change their minds.
Time to rise to the occasion.
Trooper909
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Re: Battle for Quinling-why never played?

Post by Trooper909 »

The same as what the others have said, random hill flags etc used to be good and so on.


No rally points dont help this particular map either.
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tommytgun
Posts: 199
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Re: Battle for Quinling-why never played?

Post by tommytgun »

Also (not sure if this was mentioned already) on almost every time i've loaded into Quinling on a server, the server just crashes and has to be restarted. So, most servers realizing this, they don't play it at all.
Cassius
Posts: 3958
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Re: Battle for Quinling-why never played?

Post by Cassius »

You are on the wrong server. A server with lots of regulars heavy use of mumble runs the map and then it can be fun for infantery too. I forward deployed with my squad once, set up a nearby fob and directed Armor and CAS against an enemy fob and armor untill it was softened up enough for the infantery to assault without being decimated 10 sec after the squad steps over the ridge.
Farks
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Re: Battle for Quinling-why never played?

Post by Farks »

I think the map is okay with the alternative layer, it's better suited for mech. inf. As much as I love tanks, the terrain is just too hilly for it to work.
Rudd
Retired PR Developer
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Re: Battle for Quinling-why never played?

Post by Rudd »

Farks wrote:I think the map is okay with the alternative layer, it's better suited for mech. inf. As much as I love tanks, the terrain is just too hilly for it to work.
Id rather have tanks behaving as tanks than APCs behaving as tanks :P
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