[Public Beta] Forest Fire Feedback

General discussion of the Project Reality: BF2 modification.
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Amok@ndy
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[Public Beta] Forest Fire Feedback

Post by Amok@ndy »

I would like everyone who participated in the Public Beta on 5-15-11 @ 1700 PRT
to post feedback and bugs of Forest Fire here

all offtopic posts will be deleted

please dont repost bugs

https://www.realitymod.com/forum/f376-p ... t-1-a.html

thank you very much for you help testing out the map, i hope you had some fun :)
cheers @ndy
Last edited by Amok@ndy on 2011-05-13 15:48, edited 1 time in total.
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Amok@ndy
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Re: [Public Beta] Forest Fire Feedback

Post by Amok@ndy »

bumping for visibility !

i would like to thank everyone who participated it was a lot of fun

post feedback and bugs below

thanks @ndy
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K4on
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Re: [Public Beta] Forest Fire Feedback

Post by K4on »

vehicle repairpoint was not there for pla
LITOralis.nMd
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Re: [Public Beta] Forest Fire Feedback

Post by LITOralis.nMd »

The Village flag worked very well.

The Abandoned Church Mission flag did not work for infantry, there was no where to hide and the cap radius is too small. The PLA supply line distance means there was no way for PLA infantry to ward off the wave after wave of USMC armor and CAS inbound.

Otherwise looked very good.
TheComedian
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Re: [Public Beta] Forest Fire Feedback

Post by TheComedian »

USMC also lacked a repair depot. Extreme lag while manning the helicopters. Alien trees not really necessary. Ground was very dark for some people (especially me, I have a shitty CRT monitor and it was still daylight outside). Bridge flag needs some adjusting and perhaps remove some statics to have a better performance and less lag.
BloodyDeed
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Re: [Public Beta] Forest Fire Feedback

Post by BloodyDeed »

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Skirmish does not have any Attackmarker.
Happens on both teams, flags are cappable very fast.

I really enjoyed the 2 rounds as commander, map has a lot of nice strategic points.
The map suited very well for 96p, but with 64p it felt a bit too empty.
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Shovel
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Re: [Public Beta] Forest Fire Feedback

Post by Shovel »

Map was good, but the dense overgrowth with short view distance looked weird.
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rough77
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Re: [Public Beta] Forest Fire Feedback

Post by rough77 »

TheComedian wrote: Ground was very dark
I agree. the whole map should be lightended up a little if possible ;)
oh: the thermal sight really makes sense on this map!
Last edited by rough77 on 2011-05-15 23:35, edited 1 time in total.
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KiloJules
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Re: [Public Beta] Forest Fire Feedback

Post by KiloJules »

Since I came on a little later I only played 1 full round on the map.
From what I saw so far:
- Nice POI here and there (especially liked the Catholic Mission with the church)
- On top of the rocks west north west of the mission area there is a little hole and ladder that isn't going anywhere. It is just like a 50 cm piece of ladder in a 2x2x1,5 m hole.
- Liked the placement of the bushes and what not but it seemed to me that the grass is too dark compared to the green ground texture. When the grass isn't rendered the forest seems way brighter than when you get closer. (might be lightmap related idk...)
- Lag wasn't too bad for me...
- Not too sure about the lightning though...reminds me a bit of Op. Barracuda and idk if that is a good thing for me all the time. Don't get me wrong it is just that sometimes the lightning gets a bit hard on the eyes...
- Lead an US infantry squad the first time I was playing the map. We had some decent firefights, fleeing from tanks and talking in reinforcements and we managed to get a KDR of 31/11...so I like the map! :razz: keep up the good work, looking forward to have it in the normal routine!

Thanks for the effort so far!

Kind regards,

KiloJules
Agemman
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Re: [Public Beta] Forest Fire Feedback

Post by Agemman »

I think the lightning is cool as it is. One has to take it slow and listen more, which is a nice difference from most other maps.

Just make the damn cap radius' larger.
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Arc_Shielder
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Re: [Public Beta] Forest Fire Feedback

Post by Arc_Shielder »

The lag was present initially in the 96p version and unfortunately it was almost unplayable. 64p was smoother with a few spikes here and there (nothing to worry, the map isn't optimized yet).
Out of the two versions, 96p was better. AASv.4 allowed fights occurring more streamlined than usual so the team never had a large gap between the squads.

The map doesn't look lightmapped to me so there isn't much that I can say about it other than it's a little too dark. It's a sour to the eyes after 20 minutes but my guess is that it has more to do with the sky's color and its pixelated look than the lightning.

POI look good for the most part and I think they're well located.

Oh and I see nothing wrong with those "alien trees" as it provides good cover and they're not exactly unusual in a asian rainforest. However, the display of these elements and undergrowth don't seem to be realistic (I think a variety of thickness of the trees would at least help a little). But hey, if it means the closest we can have of the sort in a 4km map, then so be it - better than nothing.

And I would seriously consider a change of name.
Last edited by Arc_Shielder on 2011-05-16 11:56, edited 3 times in total.
Damian(>>>PL
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Re: [Public Beta] Forest Fire Feedback

Post by Damian(>>>PL »

3 things that comed to my mind while playing this map:

1.Im not sure what is this map going to be, but its not vietnam.

2.I would like to ask maker about one thing, why pla had his choper base outside of main, when us had it inside of main, its unfair.

3.Playing this map on PLA is not enjoable.

Anyway I think AAS4 is a big step forward.
Last edited by Damian(>>>PL on 2011-05-16 10:14, edited 1 time in total.
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Pesticide
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Re: [Public Beta] Forest Fire Feedback

Post by Pesticide »

on some of those big trees trees i could see the enemie trough the tree side roots :(
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Amok@ndy
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Re: [Public Beta] Forest Fire Feedback

Post by Amok@ndy »

Pesticide wrote:on some of those big trees trees i could see the enemie trough the tree side roots :(
could you explain this a lil bit more detailed ?
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K4on
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Re: [Public Beta] Forest Fire Feedback

Post by K4on »

Damian(>>>PL wrote:3.Playing this map on PLA is not enjoable..
strange. i liked it alot more playing chinese on this map due to the strong groundforces...
check the endgame screenshots, both sides were pretty even.
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Daniel
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Re: [Public Beta] Forest Fire Feedback

Post by Daniel »

Light was just alright, maybe just a BIT more light.
Had huge Lags when gunning the PLA tank due to my old PC. My harddisk rattled loud and long during the 30 sec. lags. Then, after I changed textures to "low" it was a lot better.
LITOralis.nMd
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Re: [Public Beta] Forest Fire Feedback

Post by LITOralis.nMd »

IN the area north of the abandoned missionary church and south of the cave complex, I think there should be more cover for infantry.

either boulders, or maybe abandoned huts or outbuilding sheds for the missionary or something.

When enemy armor is pre-placed at the missionary there is no good angle of attack for infantry, they get mowed down when coming in from the north or east.

The river in the area of the main Village Obj could use some more fishing/boat piers,
heck, the Fishing Village could use some more fishing piers.
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