Korengal is Impossible

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saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Korengal is Impossible

Post by saXoni »

Trooper909 wrote:revert back to how it was originally......fixed
^^^This
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Korengal is Impossible

Post by illidur »

i figure i should give my opinion on this map :)

a massive problem i find is that there is no way to get crates on the southwest side of the map. a chopper could fix this issue, but the main is too fubar. i think a main should never represent an "outpost" for blufor anyways. thats what fobs are for.

i think the blufor main should have been on the very northeast corner of the map personally. for gameplay reasons of course. WHY NOT?

if ambitious have a road curve down to that new road from the village in M5. so there would be 3 exits. but the SW side of the river only has one road still (which can literally be blocked off). so thats why i say there needs to be a chopper just for that half of the map. if not then a 2nd road from Old US main over that SW mountain would work.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: Korengal is Impossible

Post by jax »

If any of you that are interested in helicopters on korengal and know how to use the editor should try it for themselves, good luck successfully landing crates, and troops for that matter where you want them to go. There is only one cache that I believe should be moved and that's the one that's in the village compound directly south of the fortress as there are way too many easy defences (good places for cover) for the Taliban, just my opinion. The rest of the caches are quite balanced and sometimes end up spawning 100m-200m away from US main.

Off we fuck.
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Korengal is Impossible

Post by Mouthpiece »

jax wrote:If any of you that are interested in helicopters on korengal and know how to use the editor should try it for themselves, good luck successfully landing crates, and troops for that matter where you want them to go. There is only one cache that I believe should be moved and that's the one that's in the village compound directly south of the fortress as there are way too many easy defences (good places for cover) for the Taliban, just my opinion. The rest of the caches are quite balanced and sometimes end up spawning 100m-200m away from US main.
There's one cache in the middle of map (SW from the centre), inside a cave that has 2 exits of which 1 can be blown up. A deathtrap for BLUFOR.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: Korengal is Impossible

Post by jax »

Mouthpiece wrote:There's one cache in the middle of map (SW from the centre), inside a cave that has 2 exits of which 1 can be blown up. A deathtrap for BLUFOR.
Add that one to the list.

Off we fuck.
Maverick
Posts: 920
Joined: 2008-06-22 06:56

Re: Korengal is Impossible

Post by Maverick »

Dev1200 wrote:Map is puny! Where would you LAND? xD There's a few openings, and both sides of the valley could shoot down on you. Oh it would be a massacre.


And whoever said anything about littlebirds, go play COD or wait until PMC is released :)
Kiowa? Maybe add more armor so it can last just a bit longer? Also, since there is no collision meshes for the helicopter's rotors, you can land pretty much anywhere downhill, uphill, even hover by a cliff.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Korengal is Impossible

Post by Pronck »

I would say make a korengal 2, widen the valley, make the slopes less steep and put a lot of bushes etc. in the valley. Also extend the valley, so it really makes sence to have a chopper. And also make small paths on the mountainside, so it will be more walking friendly. Ohh, and make Camp Murhpy the main again, and upgrade it with bunkers and shelters etc.
We are staying up!
Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Re: Korengal is Impossible

Post by Bob of Mage »

Didn't there used to be at least one APC back in 0.8? Also the main was in the SE coner and the outpost was much smaller (and cappable but that caused huge pains). I'd say bring back the old main but make the outpost uncappable as well.
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Korengal is Impossible

Post by ShockUnitBlack »

I would say this one is a bit difficult for the US. For starters, the jungle-like infantry combat heavily favors the Taliban, cave caches are extremely difficult to take out, and BLUFOR has almost no mobility, meaning fighting is a constant uphill slog through AK-47 fire. Not to mention the fact BLUFOR has very few heavy assets, and those it does are forced to move on easily mined and small roads.
"I Want To Spend The Rest Of My Life With You Tonight."
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Korengal is Impossible

Post by Stealthgato »

The CROWS Humvees are only effective when used from the main and most servers don't allow that so they are pretty much useless. They'll end up over a mine/IED or eating an RPG/RKG on the really-easy-to-ambush roads of Korengal.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Korengal is Impossible

Post by Arnoldio »

A 2km remake of the map would be ace. Thats four times the size, it would solve so many problems. Thing now is, that you lose 80% of the squad just on the way to the cache. Only to find out cache is impossible to get in some godforsaken cave. Then all of your squad is dead. Rinse and repeat.

Its easy when talibans dont have any tickets.
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Iceclops
Posts: 2
Joined: 2010-11-09 01:08

Re: Korengal is Impossible

Post by Iceclops »

All I've ever wanted is an extra footpath or road (perhaps both if you're generous) crossing the mountains on the SE side of the map. There is a little village on the NE facing side of the mountain about half up the hillside along the red path that rarely gets much play since the only way to get to it is to walk along the side of the mountain from the NW. It would be a more strategic point if a footpath or road connected to it from the valley floor. It would also open up access for an alternate route to the caches that spawn on the W and SW side of the map. As it is now you can't scale that side of the mountain without luck and lots and lots of hopping.

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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Korengal is Impossible

Post by Anderson29 »

a 2k remake of this map would be awesome, wish i was able to make maps.
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test11b
Posts: 13
Joined: 2011-11-26 03:28

Re: Korengal is Impossible

Post by test11b »

it it bigger with a black hawk
thats my say...
Maverick
Posts: 920
Joined: 2008-06-22 06:56

Re: Korengal is Impossible

Post by Maverick »

test11b wrote:it it bigger with a black hawk
thats my say...
I guarantee you that the BH pilot won't have many places to land, he'll feel cramped like no tomorrow(I know I would since my main role is piloting.)
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Korengal is Impossible

Post by illidur »

Iceclops wrote:All I've ever wanted is an extra footpath or road (perhaps both if you're generous) crossing the mountains on the SE side of the map.

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few posts back i said "i think the blufor main should have been on the very northeast corner of the map personally. for gameplay reasons of course. WHY NOT?

if ambitious have a road curve down to that new road from the village in M5. so there would be 3 exits. but the SW side of the river only has one road still (which can literally be blocked off). so thats why i say there needs to be a chopper just for that half of the map. if not then a 2nd road from Old US main over that SW mountain would work."

thanks for putting it into a pic though :)

they could leave the current main as a temporary spawnable position like it used to be (but no flag) with no DOD or permanent crates. like vcp on Basrah. i have no mapping skills :(
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Korengal is Impossible

Post by doop-de-doo »

I don't have any qualms over this map.

I've seen BLUFOR win as many times as OPFOR.

IMHO, the impassable areas of the map are part of the terrain that the player must learn to navegate.

:evil: B4TM4N :evil:
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Korengal is Impossible

Post by K4on »

Even if the map is very hard for Bluefor, it is extremely fun to play. And that on both sides - as US and as Taliban.

Also Bluefor is able to win this;
When I recorded my video "Ego Shooter - [PR 0.97]", we won with like 30-0 vs. a good organised enemy.
godfather_596
Posts: 359
Joined: 2012-02-11 19:48

Re: Korengal is Impossible

Post by godfather_596 »

i think the map is balanced although the CROWS humvees are annoying as hell shooting from main. the map seems hard because it requires more coordination than others but can be won by both sides
Varok
Posts: 17
Joined: 2012-04-22 17:56

Re: Korengal is Impossible

Post by Varok »

I couldn't agree more that the map is balanced towards the INS team way too much. I also believe that the balance can be restored by replacing the BLUFOR map somewhere safe.
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