Saaremaa - beta event map feedback

Outlawz7
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Saaremaa - beta event map feedback

Post by Outlawz7 »

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Stealthgato
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Re: Saaremaa - beta event map feedback

Post by Stealthgato »

Last edited by Outlawz7 on 2012-01-28 13:40, edited 1 time in total.
Pvt.LHeureux
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Re: Saaremaa - beta event map feedback

Post by Pvt.LHeureux »

This map is awesome.

I think that the USMC should be given a cobra and the CAS huey removed, the MI-28 is just super powerfull otherwise, while it's in the air there's almost no danger for it.

No undergrowth? ;(
Also weird terrain morphing.

(It's a BETA I know :razz :)

The flag layouts are really awesome, the places to fight too.

I had the impression to play WiC in FPS. With many squads having LAT + AA like the rifleman squads in WiC. Manpads were the only way to defeat choppers, and the "hidding in the tree and shooting choppers up there" really reminded me of WiC. Now the only thing we need is the Commander of each team to be given abilities like in WiC, call in the napalm! :D

Also I had 0% lag on this map :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Zrix
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Re: Saaremaa - beta event map feedback

Post by Zrix »

I like this map, it's got a good terrain design, feels very nice just driving around. The flag placements I saw seemed reasonable. The FPS is solid, despite such a dense forest. Can't say anything on balance, haven't played enough.
One negative thing so far; some of the smaller forest roads are uneven with a lot of sharp edges making driving both awkward and ugly. But I'm sure this is WIP.

All in all, Image
Last edited by Zrix on 2012-01-28 00:08, edited 1 time in total.
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Moonlight
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Re: Saaremaa - beta event map feedback

Post by Moonlight »

Pvt.LHeureux wrote:This map is awesome.
I think that the USMC should be given a cobra and the CAS huey removed, the MI-28 is just super powerfull otherwise, while it's in the air there's almost no danger for it.
Untrue.
A single handheld AA is capable of destroying a havoc while hueys just laugh at those. The only real threat to hueys are actually APCs.
It's also a good solution as the hueys are generally not hunting the havoc at 2000+ and so the havoc is not hunting them - resulting in CAS doing CAS and not some weird aerial combat of fail.

On the general note - the forest seems solid, my head was about to explode when I've seen it so dense and darkish - it's awesome. Most trans/apc have to take actual roads to get somewhere, same goes for choppers, they can't just drop troops anywhere - superb!

Oh! I've almost forgotten... BRING WANDA BACK! ;D
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Outlawz7
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Re: Saaremaa - beta event map feedback

Post by Outlawz7 »

Pvt.LHeureux wrote: I think that the USMC should be given a cobra and the CAS huey removed, the MI-28 is just super powerfull otherwise, while it's in the air there's almost no danger for it.
Havok makes up for the thermals and nade hell from LAVs and AAVs.
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CopyCat
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Re: Saaremaa - beta event map feedback

Post by CopyCat »

By far the best map I ever played, with flag layout giving you some feeling of you actually doing some mission. Feels so great running around in the forest, giving the infantry feeling the highest satifaction of great teamwork and firefights not to mention the havoc flying over patroling or some LAV's driving down the road and you hiding in some ditch wishing they wouldn't find you.

This map gives you everything, and a little bit of more. No matter if it's ambush, infantry, vehicle or flying you seek, and every part of the role has big contribution in the gameplay.

The terrain is awesome, not one of those "oh here's some forest, oh there's a field, and here's a ditch". Every part of terrain smoothly blend-in in eachother, in every forest firefight you can find your-self lucky in a ditch, a bush or dribbling though tree lines to get away from enemy fire. Not one of those forests where you run and wish there was some cover besides those 2 or 3 trees 10 feet away from you xDD here you actually walk into them constantly...
The map is really not one of those forest-hill-ditch-mountain-bush-or-just plain surface where you have 200 trees standing...

Fantastic map which gives you a wonderful feeling of reality when you play, im just saying *by far the best map i ever played*... Anyway kind of hard to put feelings in words (just got off NEW playing it) but if this is PR, I think im in love :roll: :mrgreen:

/CC
jerkzilla
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Re: Saaremaa - beta event map feedback

Post by jerkzilla »

I absolutely love it. It seems to have a lot of possibilities without being completely chaotic. It's just great.
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Shovel
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Re: Saaremaa - beta event map feedback

Post by Shovel »

This map is awesome!

The amount of trees is unreal.

Nice job on this one.
Shovel009
qs-racer
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Re: Saaremaa - beta event map feedback

Post by qs-racer »

it is a huge map but very nice to play as infantry on it.
Asset are balanced, cas huey is a good idea as sayed moonlight.
Sgt. Mahi
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Re: Saaremaa - beta event map feedback

Post by Sgt. Mahi »

Wish I could have played it... Loks like a great map...

Can I ask what the overgrowth density is for the forests? I'm playing around with a map and looking for a density like this... Sorry for off topic question...
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Rudd
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Re: Saaremaa - beta event map feedback

Post by Rudd »

Outlawz created a fir tree cluster object for the map
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sweedensniiperr
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Re: Saaremaa - beta event map feedback

Post by sweedensniiperr »

is this the only pine trees we have? if it is, it's a shame:/

EDIT: Also, since it's a pine forest not much light would hit the ground which would make it hard for big bushed and other vegation to grow. pine forests ground is usually covered in moss and/or dead brown pine(?).

EDIT2: i really like what you have done to the bunkers. you should definitely do the bunkers on kashan and other maps aswell!
Last edited by sweedensniiperr on 2012-01-28 12:57, edited 2 times in total.
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K4on
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Re: Saaremaa - beta event map feedback

Post by K4on »

assets:
i like the vehicle layout as it is.
maybe there could be a tank and 2 jeeps spawing on each vcp to add more variety.


leveldesign/landscape:
apart from some hovering trees and missing objects (remember: beta), this map is just great.
i like the dense forest, the light settings, the shadows and the shiny glades inside the woods.

but i am afraid that there is no undergrowth ... so it looks scrupulously clean.
some people would say that it is for a better performance.
but i am talking about adding grass, which appears in a 100 meter circle around you.
example:
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i hope it will get a change.
Pvt.LHeureux
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Re: Saaremaa - beta event map feedback

Post by Pvt.LHeureux »

It just the best PR map I've played.

I now agree that it's well balanced, infantry should be given some jeeps to go around the map though, some humvees for the marines and some standard jeeps for the russians.

I had epic moments in this map, sending CAS on this map is the best CAS sending I had. The havoc pilots were really good and the CAS huey chasing the big russian cow was really nice.

An epic moment I had was to call a heli for supplies on a road, he dropped them and while dropping the crate we heard some rockets and BOOM the cow was hit by a rocket and escaped with a CAS huey chasing it. It flew over us realy fast and that was really nice to see.

It's been a long time since I had really epic moments like this in PR.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
FK Ye@h H@rDstyl3
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Re: Saaremaa - beta event map feedback

Post by FK Ye@h H@rDstyl3 »

Honestly, by far the best Map i have ever played. Its like your playing PR, ArmA and WiC at the same time. The feeling on Saaremaa is awesome.

FPS are fine, no lags, no ctd ore other bugs i've noticed


Now some things i have noticed:
(I know its only a beta version so dont blame me :wink :)

- I think the tree logs are a litte too bright
- Some of the smaler roads are verry uneaven and have sharp edges
- I think a MIG is much too powerfull for that map. 1 Cobra for U.S. and
no Attk Hueys and one Havoc for the Russians and no MIG would be perfect
- If possible spawn some stationarry LMGs on bunkers when a flag is capped
- Some more details in Kuressaare, like some road signs, barrels, wheelbarrow,
a greavyard behind the Church and something like that
- I've noticed some green squares on the crossroads, looks a little bit strange
(see screenshots)
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[img]http://www.qrf-clan.de/bilder/signatur/QRF_Hardstyle_signatur.png[/img]
Outlawz7
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Re: Saaremaa - beta event map feedback

Post by Outlawz7 »

sweedensniiperr wrote:is this the only pine trees we have? if it is, it's a shame:/

EDIT: Also, since it's a pine forest not much light would hit the ground which would make it hard for big bushed and other vegation to grow. pine forests ground is usually covered in moss and/or dead brown pine(?).
The trees are 'superdense forest concept' first, 'flora realism' later :p
I'm not really happy with how they look either and know about the hovering trees thing, but the general idea seems to work.
K4on wrote:
but i am afraid that there is no undergrowth ... so it looks scrupulously clean.
some people would say that it is for a better performance.
but i am talking about adding grass, which appears in a 100 meter circle around you.
example:
Beta, I do undergrowth when the map is finalized and also I never really understood having dense grass in a forest thing we have in PR's maps, though there will be some twigs and small grass.

FK Ye@h H@rDstyl3 wrote: - I think the tree logs are a litte too bright
- Some of the smaler roads are verry uneaven and have sharp edges
- I think a MIG is much too powerfull for that map. 1 Cobra for U.S. and
no Attk Hueys and one Havoc for the Russians and no MIG would be perfect
- If possible spawn some stationarry LMGs on bunkers when a flag is capped
- Some more details in Kuressaare, like some road signs, barrels, wheelbarrow,
a greavyard behind the Church and something like that
- I've noticed some green squares on the crossroads, looks a little bit strange
There is no MiG on this map (thanks Stealthgato >.>)

Its PR map policy not to spawn MGs or emplacements on flags other than last/main base ones, and nobody would use them in practice as 1. everybody would know where they are and what areas they can cover and 2. you can't be revived if you get shot manning one because it counts as a "vehicle" like ladders and other emplacements.

I'll add more details to the villages and other areas and I'll look into that green crossroad thing.
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Stealthgato
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Re: Saaremaa - beta event map feedback

Post by Stealthgato »

Well if he thought there's a MiG he barely played the map then lol
killonsight95
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Re: Saaremaa - beta event map feedback

Post by killonsight95 »

I hate undergrowth in PR, unless it's short grass that you can see through it shouldn't be in the game, do not add it, please
Everyone can see you but you can see them and it's one of the things that grind my gears in PR the most, I love this map without the grass.

I really like the map, I think it could do with a little more 'life' in the village or maybe add some more houses there otherwise it looks really dead and seems like we're just fighting over warehouses.

Asset wise: take away a light apc for each team and add 2-3 humvees for USMC and 1-2 BRDMs for RU
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Navo
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Re: Saaremaa - beta event map feedback

Post by Navo »

killonsight95 wrote:
Asset wise: take away a light apc for each team and add 2-3 humvees for USMC and 1-2 BRDMs for RU
I like this.
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