Korengal Valley v.91
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Korengal Valley v.91
I'll start off saying that I am aware that the Outpost is intended to be under attack, and that is included in the overall description. I have mentioned the possibility of multiple bases for BluFor on this map and other Insurgency maps, and with the addition of the blackhawk spawn I think I have a solution that allows for outpost as a focus and forward spawning elsewhere.
The primary problem with the main is that it is in the middle of everything. This means that it is difficult for US to move out and into the terrain, and it also means that there is an easily centralized focus for the insurgents. For BluFor, this is also a negative because it means that too many people hang out to defend main instead of going out for caches.
The helicopter spawn is flawed because of it's permanence. It's return means that the one spawn on the SE side of the map can easily be camped by a few insurgents, making it worthless other than a ticket drain most of the time. A solution would actually be better in a combined way with the old main and outpost style.
Sorry, don't have a map in front of me so I will have to describe locations and estimate their locations. I have two alternate implementation ideas to address these very issues.
1: Retain the Outpost location structures, to be called Central Outpost for the rest of the post.
2: Place a small BluFor outpost on the current location for Taliban in E8 or F8 (can't remember which) on the raised flat area where there are currently a few stone structures, tents and a spawn for a Technical. This will be referred to as South Outpost.
South Outpost would have a permanent spawn and dome of death, Central Outpost would retain the dome of death and a spawn point that expires after 5 minutes and a truck at the round start that could be used to build a firebase for a long occupation. This would keep Insurgents from taking it, but still make it difficult to hold without it becoming a complete turkey shoot for the BluFor.
The benefit of these changes:
BluFor has the option to spawn on both sides of the river, and a command truck could spawn at each location.
Modification to current implementation: Place 'patrol spawns' in four locations on the map (suggested as the blackhawk, a location in A1, H7 and G1) and rotate which one is active randomly every 15-20 minutes.
Advantage: similar ability to spawn remotely but without the round long camping of a single spawn.
Negative:
might separate the BluFor up too much
Both of these would give similar ability to access both sides of the river without having that forward spawn be easily campable as it is now.
The primary problem with the main is that it is in the middle of everything. This means that it is difficult for US to move out and into the terrain, and it also means that there is an easily centralized focus for the insurgents. For BluFor, this is also a negative because it means that too many people hang out to defend main instead of going out for caches.
The helicopter spawn is flawed because of it's permanence. It's return means that the one spawn on the SE side of the map can easily be camped by a few insurgents, making it worthless other than a ticket drain most of the time. A solution would actually be better in a combined way with the old main and outpost style.
Sorry, don't have a map in front of me so I will have to describe locations and estimate their locations. I have two alternate implementation ideas to address these very issues.
1: Retain the Outpost location structures, to be called Central Outpost for the rest of the post.
2: Place a small BluFor outpost on the current location for Taliban in E8 or F8 (can't remember which) on the raised flat area where there are currently a few stone structures, tents and a spawn for a Technical. This will be referred to as South Outpost.
South Outpost would have a permanent spawn and dome of death, Central Outpost would retain the dome of death and a spawn point that expires after 5 minutes and a truck at the round start that could be used to build a firebase for a long occupation. This would keep Insurgents from taking it, but still make it difficult to hold without it becoming a complete turkey shoot for the BluFor.
The benefit of these changes:
BluFor has the option to spawn on both sides of the river, and a command truck could spawn at each location.
Modification to current implementation: Place 'patrol spawns' in four locations on the map (suggested as the blackhawk, a location in A1, H7 and G1) and rotate which one is active randomly every 15-20 minutes.
Advantage: similar ability to spawn remotely but without the round long camping of a single spawn.
Negative:
might separate the BluFor up too much
Both of these would give similar ability to access both sides of the river without having that forward spawn be easily campable as it is now.
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Rissien
- Posts: 2661
- Joined: 2008-11-07 22:40
Re: Korengal Valley v.91
So instead of half the team taking bodies from drfending one 'main' youd have the even more odies be taken to defend another main because Taliban will attack that one too. They already try spawn camping the new spawns. We litterally had one admin knifung the blackhawk spawn over and over all round to keep people from just spawn camping it because pubbers see a span and use it even if they were told not to etc.
MA3-USN Former
クラナド ァフターストーリー
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Korengal Valley v.91
the Crows hummers make life alot easier for USA, though I don't like that there are repeat spawn vehicles in unguarded and easy to cap locations, it might be good for there to be a flag again at the old camp murphy location as 'ANA' compound or something with the logi and crows humvee as associated spawn objects on that flag, that way you 'secure' the road, then reinformcents arrive like AAS meets Counter Attack meets Insurgency. Korengal had a AAS feature before and I'd love to see it return.
Korengal might consider a faster spawn time on the mortars for USA, since they don't kill caches anymore
though I fully enjoy this map in .9, its reasonably balanced
Korengal might consider a faster spawn time on the mortars for USA, since they don't kill caches anymore
though I fully enjoy this map in .9, its reasonably balanced
Last edited by Rudd on 2010-04-12 22:10, edited 1 time in total.
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Jigsaw
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Korengal Valley v.91
Love that idea. Brilliant. Not so sure about having another outpost to defend, I feel that this would considerably distract from the actual objective of the game. However a rotating spawn moving between 5 or 6 locations I think would both be a realistic change (in RL the majority of operations in this region seem to be patrols) and whilst these are difficult to simulate properly in-game this idea would add considerably to that gameplay, as well as allowing squads to regroup a lot easier with the lack of FOBs possible in 0917.snooggums wrote:Modification to current implementation: Place 'patrol spawns' in four locations on the map (suggested as the blackhawk, a location in A1, H7 and G1) and rotate which one is active randomly every 15-20 minutes.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: Korengal Valley v.91
The map, like all 1km map cannot support any kinda of air assets. There will never be helicopters on this map again.snooggums wrote:and with the addition of the blackhawk spawn I think I have a solution that allows for outpost as a focus and forward spawning elsewhere.
Also as for right now the no-outpost spawn points do not work correctly. These should of been start of game only but some how got a code change.
Having more then one base already proved to be negative to gameplay.
The major problem on the map is the PR rules have changed and will continue to change in a direction where 1km will not be apart of future PR maps (unless specialized or rules/code changes)
Last edited by CodeRedFox on 2010-04-14 00:10, edited 1 time in total.

"apcs, like dogs can't look up" - Dr2B Rudd
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: Korengal Valley v.91
CodeRed, when he mentions the Black Hawk spawn, I believe he's referring to the actual U.S. spawn point located at the Black Hawk crash site. 
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Korengal Valley v.91
Yes, the Blackhawk crash site that you have pointed out is actually bugged. That is very good to know
Where you also aware of the Insurgent spawn that respawns if knifed at the north end of the river?
I just can't imagine a similar insurgency map (ie detail and difficult terrain) at 2km working properly with the number of players in PR. Most people think that Korengal is 2km already
I commend you on trying out a new play style with this map.
I just can't imagine a similar insurgency map (ie detail and difficult terrain) at 2km working properly with the number of players in PR. Most people think that Korengal is 2km already
I commend you on trying out a new play style with this map.
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: Korengal Valley v.91
Agreed.snooggums wrote:I just can't imagine a similar insurgency map (ie detail and difficult terrain) at 2km working properly with the number of players in PR. Most people think that Korengal is 2km already![]()
IMO count Korengal as 2km map and don't delete it in next releases.
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stealth420
- Posts: 256
- Joined: 2009-09-29 19:59
Re: Korengal Valley v.91
Anyone got a picture of the new korrengal overview ????
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gameraddict2
- Posts: 15
- Joined: 2009-06-28 20:37
Re: Korengal Valley v.91
USA G8 SPAWN - ENEMY SPAWN CAMPS AND KEEPS DESTROYING VEHICLES DECREASING TICKETS - NEEDS TO BE OUT OF BOUNDS FOR ENEMY
NEED COM TRUCKS SPAWNING AT MAIN AND EASY TO GET IN AND OUT OF BASE
NEED COM TRUCKS SPAWNING AT MAIN AND EASY TO GET IN AND OUT OF BASE
Last edited by gameraddict2 on 2010-05-03 02:25, edited 1 time in total.
Reason: edit
Reason: edit
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Wild_Turkey09
- Posts: 13
- Joined: 2010-02-10 03:44
Re: Korengal Valley v.91
Korengal is a great map. I think its major problem is its too small. Anybody with binoculars with height could observe 60% of the enemy teams movement easy (if you have patience and wait for them to show them selves). There just isn't enough room for the US to operate in, sure the real Korengal valley may be small aswell, but only 1 km?, Im sure the US have more room to fight in than that.
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Korengal Valley v.91
Put in a stryker x2 and maybe attck LB
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Atkinson
- Posts: 357
- Joined: 2011-02-10 21:02
Re: Korengal Valley v.91
Is it just me or is this map the biggest FPS eater?
Of all the maps this is the one where i seem to have constantly 20ish FPS and none of my components is even hitting 90%
The undergrowth in this map "pops up" way too weirdly, it is like magic when they literally grow up from the ground 2m in front of you. Shouldn't it be a bit more smoother?
Ps. idk if 0.91v is the same as 0.95 but i didnt want to start a new thread for my ramblings...
Of all the maps this is the one where i seem to have constantly 20ish FPS and none of my components is even hitting 90%
The undergrowth in this map "pops up" way too weirdly, it is like magic when they literally grow up from the ground 2m in front of you. Shouldn't it be a bit more smoother?
Ps. idk if 0.91v is the same as 0.95 but i didnt want to start a new thread for my ramblings...
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Atkinson
- Posts: 357
- Joined: 2011-02-10 21:02
Re: Korengal Valley v.91
Yepp, tried this map today with [email protected] and 460GTX. Just with 10 players the FPS dropped to 30 in some locations.
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ydderFx
- Posts: 27
- Joined: 2011-01-17 14:16
Re: Korengal Valley v.91
I have no FPS issues on this map, i played maxxed out with 100+ fps and its pretty smooth. But it is weird when those "magic trees" grow instantly infront of you 
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: Korengal Valley v.91
Any reason why you posted in two different threads when you could have had one single post?


