0.973 Map Pack BETA Feedback
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Arc_Shielder
- Retired PR Developer
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0.973 Map Pack BETA Feedback
Haven't played much but I guess someone has to start this.
My initial impressions so far:
Operation Merlin INS
Completely unbalanced for the Insurgents. Not sure if because of the cache locations + too much armor on the Canadian side but it was a total massacre.
Assault on Mestia
Not impressed with this skirmish map (because that's all I can take from it). It lacks depth.
Tad Sae Offensive
It lacks some depth but it's good enough for PR:V. It's also fresh to play in a night map.
My initial impressions so far:
Operation Merlin INS
Completely unbalanced for the Insurgents. Not sure if because of the cache locations + too much armor on the Canadian side but it was a total massacre.
Assault on Mestia
Not impressed with this skirmish map (because that's all I can take from it). It lacks depth.
Tad Sae Offensive
It lacks some depth but it's good enough for PR:V. It's also fresh to play in a night map.
Last edited by Arc_Shielder on 2011-11-26 15:28, edited 1 time in total.

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Nugiman
- Posts: 358
- Joined: 2008-06-25 11:42
Re: 0.973 Map Pack BETA Feedback
Operation Merlin INS
Totally lost on insurgent side, I dont think it was the team because we really tried to work together. Blufor once had 2 APCs taking us out from a hill, maybe its too much armor.
One cache spawned inside a field of sunflowers, which was really ridiculous to defend. You didnt see more than 2 metres infront of you, and the enemies tried it with one-man C4 missions. An APC was standing on a hill constantly shooting into the field, but we were totally chanceless because we couldnt see him inside the field. No more caches there pls!
Operation Ghost Train
Very nice to play like in old days.
But the little flag radius on all the flags seemed a bit outdated for me.
The Finland Map (forgot the name)
Looks very pretty, nice to play.
My team didnt have a problem with the havoc although we didnt had our own CAS. First i thought that would be unbalanced but it was nice to play like that.
Assault on Mestia
Militia didnt build FOBs, so we failed. I guess it was a fail round, there fore i didnt like it to play. Lets see if its better next time in another round.
The rally point bottom left was very useless because all the flags were in the north, is it possible to set the team rally point random with the attack routes? This layout there were north bunker and ammonition and another point in the north, so it would be good if the rally point would spawn somewhere there too.
Totally lost on insurgent side, I dont think it was the team because we really tried to work together. Blufor once had 2 APCs taking us out from a hill, maybe its too much armor.
One cache spawned inside a field of sunflowers, which was really ridiculous to defend. You didnt see more than 2 metres infront of you, and the enemies tried it with one-man C4 missions. An APC was standing on a hill constantly shooting into the field, but we were totally chanceless because we couldnt see him inside the field. No more caches there pls!
Operation Ghost Train
Very nice to play like in old days.
But the little flag radius on all the flags seemed a bit outdated for me.
The Finland Map (forgot the name)
Looks very pretty, nice to play.
My team didnt have a problem with the havoc although we didnt had our own CAS. First i thought that would be unbalanced but it was nice to play like that.
Assault on Mestia
Militia didnt build FOBs, so we failed. I guess it was a fail round, there fore i didnt like it to play. Lets see if its better next time in another round.
The rally point bottom left was very useless because all the flags were in the north, is it possible to set the team rally point random with the attack routes? This layout there were north bunker and ammonition and another point in the north, so it would be good if the rally point would spawn somewhere there too.
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
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cawac
- Posts: 33
- Joined: 2011-01-11 23:39
Re: 0.973 Map Pack BETA Feedback
Assault on Mestia
Pretty good starting INF map (instead of Asad Khal, for example, starting with 15 on each side and still fun up to 32). It quickly become one of my favorite maps (never played before).
Black Gold
Like Burning Sand, but the hill in the middle is very hard to take - almost no chance if the enemy is still there. It took a quick team, 2 great CAS pilots (Thank you Saxoni), armor support and several Inf squads to get it, even when the chinese were not there (I used the CAS to keep the coppers away). And a commander to coordinate the whole thing (that was me). So it is like a giant wall that can stop almost every attack. Otherwise it's fine.
Tad Sae
Hard to play (it takes some time until you get used to the envirorment and start to expect enemy in every single bush. It is fun, need high-class players and teamwork, I like it.
Pavlovsk Bay
Bug and Bug, the biggest suicide i have ever seen on pr: every men spawned in the no-combat zone, and died 10 seconds after. On both sides. Even after map restart. Need some work.
Ghost Train
Some more tickets and bigger capranges would be nice, it's simply classic. Maybe adding boats to the brittish side would be a good idea. Bug: I couldn't request any kit from the Brittish repair station.
Vadso City
Clearly the best of the new maps (count in I'm more an inf guy than a vehicle type). The weird thing was that I could drop a JDAM as russian commander every 2-3-maybe 5 minutes. I pretty much liked it but it was rather a bombing raid than an actual battle. Maybe you should consider to lower the amount of JDAMs. And a minor bug: the russian UAV trailer wasn't on the map, like the carrier. But it clearly has a potential to get an 'overplayed' map.
Operation Marlin
Nice, Insurgents clearly need more equipment (bombcars, techies for example). I would say the cache in the sunflower field was nice, with a visual range of 2 meters it is pretty funny to decide if you should fire or not. I kinda liked that part, but the canadians simply had too many armor there (and far superior weapons in all ranges).
All of the impressions were gathered on the NEW Server. These are my personal feelings about the maps, not the official of the New Era Warfare.
Cheers
[NEW]Cawac
Pretty good starting INF map (instead of Asad Khal, for example, starting with 15 on each side and still fun up to 32). It quickly become one of my favorite maps (never played before).
Black Gold
Like Burning Sand, but the hill in the middle is very hard to take - almost no chance if the enemy is still there. It took a quick team, 2 great CAS pilots (Thank you Saxoni), armor support and several Inf squads to get it, even when the chinese were not there (I used the CAS to keep the coppers away). And a commander to coordinate the whole thing (that was me). So it is like a giant wall that can stop almost every attack. Otherwise it's fine.
Tad Sae
Hard to play (it takes some time until you get used to the envirorment and start to expect enemy in every single bush. It is fun, need high-class players and teamwork, I like it.
Pavlovsk Bay
Bug and Bug, the biggest suicide i have ever seen on pr: every men spawned in the no-combat zone, and died 10 seconds after. On both sides. Even after map restart. Need some work.
Ghost Train
Some more tickets and bigger capranges would be nice, it's simply classic. Maybe adding boats to the brittish side would be a good idea. Bug: I couldn't request any kit from the Brittish repair station.
Vadso City
Clearly the best of the new maps (count in I'm more an inf guy than a vehicle type). The weird thing was that I could drop a JDAM as russian commander every 2-3-maybe 5 minutes. I pretty much liked it but it was rather a bombing raid than an actual battle. Maybe you should consider to lower the amount of JDAMs. And a minor bug: the russian UAV trailer wasn't on the map, like the carrier. But it clearly has a potential to get an 'overplayed' map.
Operation Marlin
Nice, Insurgents clearly need more equipment (bombcars, techies for example). I would say the cache in the sunflower field was nice, with a visual range of 2 meters it is pretty funny to decide if you should fire or not. I kinda liked that part, but the canadians simply had too many armor there (and far superior weapons in all ranges).
All of the impressions were gathered on the NEW Server. These are my personal feelings about the maps, not the official of the New Era Warfare.
Cheers
[NEW]Cawac
Last edited by cawac on 2011-11-26 11:53, edited 1 time in total.
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mockingbird0901
- Posts: 1053
- Joined: 2009-05-13 17:30
Re: 0.973 Map Pack BETA Feedback
Finland map? Not sure what you're talking about there? Do you mean Vads?? Cause that's in Norway.
Anyways.....
Black Gold skirmish: I like the vertical gameplay, not that many skirmish maps have that in my mind.
Operation Marlin:
Skirmish - same as Black Gold, like it.
Ins - Bug outside ins main, invisible wall, other then that, I found it to be a fun map. Challenging for the ins, but I enjoyed it.
Is it correct that AAS will be the only mode on this map? Think I read that somewhere.
Pavlovsk Bay: Died every time at spawn, aparently because of a flag in F2 creating a bug.
Vads? City: Just love it.
Assault on Mestia: Other then the small size, its fairly good.
OGT: Loved wandering through those woods again. It has a different feel to it in some way compared to other maps.
Tad Sae Offensive: Really well made Vietnam map. As with Mestia and OGT the small cap radiuses feels sort of strange, compared to most other maps. A map where I find that the defensive player have a huge advantage, at least playing as China
Anyways.....
Black Gold skirmish: I like the vertical gameplay, not that many skirmish maps have that in my mind.
Operation Marlin:
Skirmish - same as Black Gold, like it.
Ins - Bug outside ins main, invisible wall, other then that, I found it to be a fun map. Challenging for the ins, but I enjoyed it.
Is it correct that AAS will be the only mode on this map? Think I read that somewhere.
Pavlovsk Bay: Died every time at spawn, aparently because of a flag in F2 creating a bug.
Vads? City: Just love it.
Assault on Mestia: Other then the small size, its fairly good.
OGT: Loved wandering through those woods again. It has a different feel to it in some way compared to other maps.
Tad Sae Offensive: Really well made Vietnam map. As with Mestia and OGT the small cap radiuses feels sort of strange, compared to most other maps. A map where I find that the defensive player have a huge advantage, at least playing as China
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Onil
- Posts: 1232
- Joined: 2007-08-19 09:50
Re: 0.973 Map Pack BETA Feedback
- Black Gold - Awesome map. I like the variety it offers.
- Vadso City - Awesome map. Great for mechanized inf but too many flags in the city... make two out of three being selected randomly.
- Op Marlin - Looks Good. Its missing a heli pad for the Chinook. Insurgent layer has some absurd caches and the Ins main being in the city is problematic.
- Pavlovsk Bay - Lacks detail, has huge sea and has a bugged ticket bleed.
- Tad Sae Offensive - Looks better but AAS routes doesn't work that great in 1km map. you end up with 64 players in 1/4 of a kilometer.
- Op Ghost Train & Mestia - It is nice to play them again but they don't fit to the current PR gameplay and Mestia has the same AAS routes problem.
- Vadso City - Awesome map. Great for mechanized inf but too many flags in the city... make two out of three being selected randomly.
- Op Marlin - Looks Good. Its missing a heli pad for the Chinook. Insurgent layer has some absurd caches and the Ins main being in the city is problematic.
- Pavlovsk Bay - Lacks detail, has huge sea and has a bugged ticket bleed.
- Tad Sae Offensive - Looks better but AAS routes doesn't work that great in 1km map. you end up with 64 players in 1/4 of a kilometer.
- Op Ghost Train & Mestia - It is nice to play them again but they don't fit to the current PR gameplay and Mestia has the same AAS routes problem.
Last edited by Onil on 2011-11-26 20:28, edited 1 time in total.

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Durkie
- Posts: 264
- Joined: 2009-01-12 08:10
Re: 0.973 Map Pack BETA Feedback
Operation Marlin Insurgency:
Canadian has too much armour maybe make the river in the middle not crossable too reduce it.
I had small lag issues when driving in to the city.
It's to easy too shoot in the INS main from the fortified hill.
Vadso City:
Nice Map great balance and nice fire fights inside the city.
Canadian has too much armour maybe make the river in the middle not crossable too reduce it.
I had small lag issues when driving in to the city.
It's to easy too shoot in the INS main from the fortified hill.
Vadso City:
Nice Map great balance and nice fire fights inside the city.
"Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
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dtacs
- Posts: 5512
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Re: 0.973 Map Pack BETA Feedback
Vadso needs to have some serious GPO edits. The flag layout is way to centered around the coast totally disregarding the internals of the area, which of course lack even the most basic POI's. There are many maps that suffer from this issue of centralizing the fight around a certain area, negating the maps size, but it definitely rears its ugly head the most on Vadso. I stayed in the city the entire match, not venturing out at all.
The vehicle layouts confuse me: for a Russian invasion coming along from Murmansk, wouldn't they be using a significant amount of T-90's in addition to Russian Naval Infantry BTR-80's coming from the sea? In addition to its unrealistic provisions, the British just dominate if they take down the Havok. The BMP-3 simply isn't a match for a C2, two Warriors and a Scimitar even when combined with BTR-80 and BRDM support, both of which go down when even entering the city.
It has some really huge potential, just needs a major recheck on the realism and balance fields. And the Norwegian main is a bit difficult to pronounce
Pavlovsk Bay looked extremely promising as a 2km map. The idea of a USMC battle group taking on Russians on their own soil screamed a hybrid of World in Conflict style immersion with a good story, but that's utterly lost when the stalemate occurs inbetween East Beach and Derevnya, amongst other flags. For some 2 and a bit hours my squad tried defending, attacking and flanking all to no avail. The lack of detail that Onil touched on is correct, the forest feels barren and sterile. I'd prefer a forest in the vein of Fallen from PoE2, with small logging cabins and evidence of human settlement, aside from the current situation where you stumble upon a huge naval base or Derevnya, an unrealistic town that looks hastily made. I understand Rudd doesn't have much time for mapping, but a couple of cars here or there, along with a jetty (Its a fishing village right? Where does the income come from?) and some market stalls would add some interesting cover aside from the small chest high walls and empty buildings.
Empty space
Moving the carrier closer to sure would be better too, or adding a late-spawning Harrier (when available) or Cobra to simulate a true USMC amphibious assault, which is only replicated on Muttrah.
On the assets side of things, whilst simulating a Russian QRF dispatched to combat the landing Marines, I don't see how an MTLB could keep up with transport trucks, or how Mi-8's did not beat ground vehicles to the scene. In addition to that, a QRF would be coming from a military base elsewhere, not from a base along a main road that already has buildings, unless its a checkpoint of sorts?
The vehicle layouts confuse me: for a Russian invasion coming along from Murmansk, wouldn't they be using a significant amount of T-90's in addition to Russian Naval Infantry BTR-80's coming from the sea? In addition to its unrealistic provisions, the British just dominate if they take down the Havok. The BMP-3 simply isn't a match for a C2, two Warriors and a Scimitar even when combined with BTR-80 and BRDM support, both of which go down when even entering the city.
It has some really huge potential, just needs a major recheck on the realism and balance fields. And the Norwegian main is a bit difficult to pronounce
Pavlovsk Bay looked extremely promising as a 2km map. The idea of a USMC battle group taking on Russians on their own soil screamed a hybrid of World in Conflict style immersion with a good story, but that's utterly lost when the stalemate occurs inbetween East Beach and Derevnya, amongst other flags. For some 2 and a bit hours my squad tried defending, attacking and flanking all to no avail. The lack of detail that Onil touched on is correct, the forest feels barren and sterile. I'd prefer a forest in the vein of Fallen from PoE2, with small logging cabins and evidence of human settlement, aside from the current situation where you stumble upon a huge naval base or Derevnya, an unrealistic town that looks hastily made. I understand Rudd doesn't have much time for mapping, but a couple of cars here or there, along with a jetty (Its a fishing village right? Where does the income come from?) and some market stalls would add some interesting cover aside from the small chest high walls and empty buildings.
Empty space
Moving the carrier closer to sure would be better too, or adding a late-spawning Harrier (when available) or Cobra to simulate a true USMC amphibious assault, which is only replicated on Muttrah.
On the assets side of things, whilst simulating a Russian QRF dispatched to combat the landing Marines, I don't see how an MTLB could keep up with transport trucks, or how Mi-8's did not beat ground vehicles to the scene. In addition to that, a QRF would be coming from a military base elsewhere, not from a base along a main road that already has buildings, unless its a checkpoint of sorts?
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Web_cole
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: 0.973 Map Pack BETA Feedback
Op. Marlin Ins: Terrible map for Insurgents. A combination of really open caches outside the city (of which there was a lot) and a whole hell of a lot of Canadian armour means zero chance for Ins.
Maybe one LAV would be enough, and the cache positions would need to be completely rethought or else this would end up being the worst map for Insurgents (even worse than Karbala).
Maybe one LAV would be enough, and the cache positions would need to be completely rethought or else this would end up being the worst map for Insurgents (even worse than Karbala).




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K4on
- Retired PR Developer
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Re: 0.973 Map Pack BETA Feedback
yep, make it like it was in 0.7 with those 2 hilltops (west and east tower), depot flag and bunker flag layout. that should work wellOnil wrote: Mestia ... nice to play again but ... Mestia has the same AAS routes problem.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: 0.973 Map Pack BETA Feedback
Re Pavlovsk
Bugs found and now corrected - (might be server side, might have to wait til beta is over)
Combat zones
Bleed - beach flags now cause the slowest possible bleed when capped by Russia (starting neutral, fast neutralisation slow cap) Coms relay being capped by USMC causes a 10x speed bleed on Russia
Cobra was supposed to be delayed spawn on 64, with an attack Huey immediately spawning
Bugs found and now corrected - (might be server side, might have to wait til beta is over)
Combat zones
Bleed - beach flags now cause the slowest possible bleed when capped by Russia (starting neutral, fast neutralisation slow cap) Coms relay being capped by USMC causes a 10x speed bleed on Russia
Cobra was supposed to be delayed spawn on 64, with an attack Huey immediately spawning
exactly, the trans helo is there atm, but I might remove it on 64, it'll DEFINATELY be there on 128. The main worry for the Russian forces was that their road is a bit easy to ambush, so the trans helo helps to avoid that problem.unless its a checkpoint of sorts?
Didn't put it in because the village that is around that area IRL didn't have one, its literally like 10 buildings with a road, I put most of my effort into the base itself, I might in fact decrease the length of the flag routes so that more time is put into fighting for the base, leaving the last flags for Russia with alot of randomness.along with a jetty
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Maj.Osama
- Posts: 140
- Joined: 2010-10-20 19:47
Re: 0.973 Map Pack BETA Feedback
Operation Marlin Insurgency:
you can attack CANADIAN mainbase cause of the open area East of it (outside DOD) , I did it with SPG
you can attack CANADIAN mainbase cause of the open area East of it (outside DOD) , I did it with SPG
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ma21212
- Posts: 2551
- Joined: 2007-11-17 01:12
Re: 0.973 Map Pack BETA Feedback
The night setting is really nice, dont change it (but the moon might need some fixing).


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TeRR0R
- Posts: 451
- Joined: 2007-10-20 10:33
Re: 0.973 Map Pack BETA Feedback
Black Gold:
Had an awesome VW round on black gold. Very nice map!
Bug:
Floating fence from F1KP6 to G1KP4

Shadows:
I would remove these type of bushes in the lightmapping process as their shadows are odd.

Nitpicking:
Isn't there a beam missing under the pipes?

Had an awesome VW round on black gold. Very nice map!
Bug:
Floating fence from F1KP6 to G1KP4

Shadows:
I would remove these type of bushes in the lightmapping process as their shadows are odd.

Nitpicking:
Isn't there a beam missing under the pipes?

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AnimalMother.
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: 0.973 Map Pack BETA Feedback
It uses the same flags that were used in 0.7 but they are split into a northern and southern route. I'm thinking for the actual release to have an alt layer with all flags in play pretty much exactly as it were in 0.7K4on wrote:yep, make it like it was in 0.7 with those 2 hilltops (west and east tower), depot flag and bunker flag layout. that should work well
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AFsoccer
- Retired PR Developer
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Re: 0.973 Map Pack BETA Feedback
I think it's funny that some people are complaining about Mestia, OGT and Tad Sae being small and that the flags cause 64 people to be within 1/2 km of each other. This is why they were originally removed from PR, but after receiving lots of requests to bring them back, we did. We updated them a bit and give them a fresh look in Tad Sae's case, but all-in-all they ARE small chaotic maps. We still think they have a place in PR, but don't expect them to be something they aren't. 
Also, thanks for the feedback guys. Keep it coming. This is a great time to share your thoughts because we can make changes, re-evaluate asset balance, etc. before the map pack is released in December. After it's released, the delay for implementing changes is a lot longer.
Also, thanks for the feedback guys. Keep it coming. This is a great time to share your thoughts because we can make changes, re-evaluate asset balance, etc. before the map pack is released in December. After it's released, the delay for implementing changes is a lot longer.
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Web_cole
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: 0.973 Map Pack BETA Feedback
I wholeheartedly agree, it gives the mod more breadth overall and a hearty infantry slog is just the ticket after a 2 hour grind on Silent Eagle, imo[R-DEV]AFsoccer wrote:I think it's funny that some people are complaining about Mestia, OGT and Tad Sae being small and that the flags cause 64 people to be within 1/2 km of each other. This is why they were originally removed from PR, but after receiving lots of requests to bring them back, we did. We updated them a bit and give them a fresh look in Tad Sae's case, but all-in-all they ARE small chaotic maps. We still think they have a place in PR, but don't expect them to be something they aren't.![]()
Also the smaller AAS maps are nice for seeding servers.
Anyway,
Pavlovsk Bay: I don't think there are any crates on the carrier. I couldn't find any after a quick look, and I heard a few other people say this as well. At the very least there are not crates where they would normally be.




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Durkie
- Posts: 264
- Joined: 2009-01-12 08:10
Re: 0.973 Map Pack BETA Feedback
I found a small bug on Black Gold vehicle warfare the top of the Chinese main base flag is sticking out of the ground.
"Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: 0.973 Map Pack BETA Feedback
I'll. Check but there should be 3, 1 on Each end of the bridge and on below decksWeb_cole wrote:I wholeheartedly agree, it gives the mod more breadth overall and a hearty infantry slog is just the ticket after a 2 hour grind on Silent Eagle, imo
Also the smaller AAS maps are nice for seeding servers.
Anyway,
Pavlovsk Bay: I don't think there are any crates on the carrier. I couldn't find any after a quick look, and I heard a few other people say this as well. At the very least there are not crates where they would normally be.
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Rhino
- Retired PR Developer
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Re: 0.973 Map Pack BETA Feedback
cawac wrote:Ghost Train
Some more tickets and bigger capranges would be nice, it's simply classic. Maybe adding boats to the brittish side would be a good idea. Bug: I couldn't request any kit from the Brittish repair station.
- Tickets, can any one else confirm the typical round length right now and if it needs more tickets?
- Flag radius, I kept them small due to large cap radius being tried on the map in the past and it simply didn't work at all well as to simply put it, most of the map was a cap radius then and it was very hard to get things moving with the gaps between each flags cap radius edge being very small. I decided to stick with "objective control points" (ie, small flag radius around a specific point of interest) rather than "area control points" (ie, the normal large flag radius around a few points of interest) for this reason so while it may feel a bit odd compared to most other maps, its the only way the map will really work without making a 2km or 4km version of the map with larger distances between the CPs.
- Brit boats, no real spot for them, the Brits get an extra landy as a result of not having a boat.
- Repair depot, cheers, noted and will look into it
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manligheten
- Posts: 202
- Joined: 2007-03-25 21:01
Re: 0.973 Map Pack BETA Feedback
Ye, really good change actually. Especially if it's done on Mestia also (which I didn't play). It was really broken before removal.[R-DEV]Rhino wrote: - Flag radius, I kept them small due to large cap radius being tried on the map in the past and it simply didn't work at all well as to simply put it, most of the map was a cap radius then and it was very hard to get things moving with the gaps between each flags cap radius edge being very small. I decided to stick with "objective control points" (ie, small flag radius around a specific point of interest) rather than "area control points" (ie, the normal large flag radius around a few points of interest) for this reason so while it may feel a bit odd compared to most other maps, its the only way the map will really work without making a 2km or 4km version of the map with larger distances between the CPs.
There are some problem on Op. Ghost Train because it's so hard to get a FOB over to the other side of the river. To assault to the other side is nearly impossible. Transhelis? Staying squad rallies on 1x1km maps? FOBs really doesn't work as intended. As weapons have become much better than in 0.8x there could be some point in increasing the amount of concealing bushes etc.
There are always something to complain about for every decision whatever it would be[R-DEV]AFsoccer wrote:I think it's funny that some people are complaining about Mestia, OGT and Tad Sae being small and that the flags cause 64 people to be within 1/2 km of each other. This is why they were originally removed from PR, but after receiving lots of requests to bring them back, we did. We updated them a bit and give them a fresh look in Tad Sae's case, but all-in-all they ARE small chaotic maps. We still think they have a place in PR, but don't expect them to be something they aren't.
Also, thanks for the feedback guys. Keep it coming. This is a great time to share your thoughts because we can make changes, re-evaluate asset balance, etc. before the map pack is released in December. After it's released, the delay for implementing changes is a lot longer.
Last edited by manligheten on 2011-11-27 02:10, edited 3 times in total.




