Well if he wanted to, he could run the game in windowed mode. That should spit out an error message when he CTD's.SuperHornet wrote:That's your problem. Vista is a pretty bad OS. I'd recommend closing anything you don't think you need but don't go searching for things. CTD's are pretty hard to diagnose since there is no error message.
Vadso City Feedback
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Killer2354
- Posts: 407
- Joined: 2008-11-19 02:48
Re: Vadso City Feedback
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LanceVanceDance
- Posts: 13
- Joined: 2012-05-29 02:15
Re: Vadso City Feedback
I did not know that about the Vadso ALT layout, I'll definitely remember to push for it when mapvotes run.
"The Browning is jammed. I am saying 'driver advance' on the A set and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." -Lt Ken Giles (British Army) on commanding an M3 Lee
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Professorson
- Posts: 259
- Joined: 2012-05-30 07:05
Re: Vadso City Feedback
its a good map asset layout is pretty fair id say
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saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: Vadso City Feedback
I've played Vadso twice the last couple of days, with the same flag layout: 'East Bridge', 'Vadso Island', 'Islands', 'VCP' and 'West Bridge'. The game definitely seems to stall a bit whenever Russia caps 'Islands', and is getting ready to attack 'VCP', which is most likely being held by the British Forces.
'VCP' is placed at the very Western border of the map, which makes it impossible for the Russian Forces to flank it from the West. Flanking it from the South will be hard, as that's the route the Brits would use to move to 'VCP'. If you come in straight from the North you will most likely be met with HMGs, APCs, AA, TOW and even a tank if you're really unlucky.
This gives you only one option really; coming in from the East/Southeast. Both times I played on this map I was on the Russian side, and both times we set up a FOB far Southeast of the NATO Radar station, across the bridge, by the tunnel. The reason why it was put that far Southeast is because anything Northwest of that position is in too much open terrain, and is easily spotted by passing vehicles from the British side. If we put it further North of the current position it would make us move closer to the coast, which is most likely defended by the British Forces.
Spawning on that FOB would place you around one kilometer away from your objective, and it will take you 5-10 minutes to walk to 'VCP'. When we did this, we were lucky enough to cross the 'West Bridge', which gave us the opportunity to hit 'VCP' from the South. Being able to do this is rare, as the traffic from the British main to 'VCP' is high.
Don't really know what I wanted to come through with in this post, but I guess it's some kind of tutorial of where to place your FOB, as well as a complaint about 'VCP' being a pain in the *** to cap. Both times we managed to cap it, but that was due to an incompetent British team, and one hell of a JDAM.
saX.
'VCP' is placed at the very Western border of the map, which makes it impossible for the Russian Forces to flank it from the West. Flanking it from the South will be hard, as that's the route the Brits would use to move to 'VCP'. If you come in straight from the North you will most likely be met with HMGs, APCs, AA, TOW and even a tank if you're really unlucky.
This gives you only one option really; coming in from the East/Southeast. Both times I played on this map I was on the Russian side, and both times we set up a FOB far Southeast of the NATO Radar station, across the bridge, by the tunnel. The reason why it was put that far Southeast is because anything Northwest of that position is in too much open terrain, and is easily spotted by passing vehicles from the British side. If we put it further North of the current position it would make us move closer to the coast, which is most likely defended by the British Forces.
Spawning on that FOB would place you around one kilometer away from your objective, and it will take you 5-10 minutes to walk to 'VCP'. When we did this, we were lucky enough to cross the 'West Bridge', which gave us the opportunity to hit 'VCP' from the South. Being able to do this is rare, as the traffic from the British main to 'VCP' is high.
Don't really know what I wanted to come through with in this post, but I guess it's some kind of tutorial of where to place your FOB, as well as a complaint about 'VCP' being a pain in the *** to cap. Both times we managed to cap it, but that was due to an incompetent British team, and one hell of a JDAM.
saX.
Last edited by saXoni on 2012-05-30 19:41, edited 1 time in total.
Reason: Typo
Reason: Typo
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godfather_596
- Posts: 359
- Joined: 2012-02-11 19:48
Re: Vadso City Feedback
map is too gb biased if russian cas fails and not enough proper transport i get steamrolled every time i play as russia it's either i rot on the ship or i rot at gas station. in any case brits have a lot of higher ground so that is a problem when trying to take the city
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bagno
- Posts: 73
- Joined: 2007-09-18 15:02
Re: Vadso City Feedback
This same. i have xp so it is't "our" problem...ExeTick wrote:I think its server related for NwA.
We can have random crashed on any map. but vadso crashed on loading somehow.

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MrTomRobs
- Posts: 258
- Joined: 2010-08-30 15:39
Vadso - An impossible task?
As much as we all love and adore the Vadso opening music, i feel that there is a significant flaw in the layout of the map and its balancing.
I was leading a squad (god help us all!) last night on the PRTA server and i must say it was one of the best rounds i've ever played on PR, but it occurred to me that there is a significant imbalance whenever the 'Island' flag is in play, because unless you are able to fire a stinger accurately from a moving boat, the russian forces are simply able to take monopoly over the islands by use of a havoc.
The nearest point of the mainland is too far away by view distance to the lighthouse, which is where the russian forces are most likely to be defending, meaning that any air support cannot be targetted by AA vehicles, or stationary AA emplacements, but the havoc is well able to see all shores of the island through the cannon camera, meaning that any possible threat by hand held AA is going to be countered even before that trooper is even off the boat!
This in turn makes the map into a tactical stalemate, because if the british forces are able to set up a well structured FOB with various emplacements, they are able to defend the shoreline extremely well and defend itself capably, but they are unable to advance towards the city without being able to capture the islands first, so everyone is sort of left twiddling their thumbs waiting for someone to come and take a pop at them.
These, as always, are just my two copper pennies, but i for one spent a good hour of that round trying to figure out a decent way to be able to assault the islands and move the game on but everything came down to the same conclusion, i'd like to see what other people think.
I was leading a squad (god help us all!) last night on the PRTA server and i must say it was one of the best rounds i've ever played on PR, but it occurred to me that there is a significant imbalance whenever the 'Island' flag is in play, because unless you are able to fire a stinger accurately from a moving boat, the russian forces are simply able to take monopoly over the islands by use of a havoc.
The nearest point of the mainland is too far away by view distance to the lighthouse, which is where the russian forces are most likely to be defending, meaning that any air support cannot be targetted by AA vehicles, or stationary AA emplacements, but the havoc is well able to see all shores of the island through the cannon camera, meaning that any possible threat by hand held AA is going to be countered even before that trooper is even off the boat!
This in turn makes the map into a tactical stalemate, because if the british forces are able to set up a well structured FOB with various emplacements, they are able to defend the shoreline extremely well and defend itself capably, but they are unable to advance towards the city without being able to capture the islands first, so everyone is sort of left twiddling their thumbs waiting for someone to come and take a pop at them.
These, as always, are just my two copper pennies, but i for one spent a good hour of that round trying to figure out a decent way to be able to assault the islands and move the game on but everything came down to the same conclusion, i'd like to see what other people think.
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Vadso City Feedback
The hills on the west side of the city could be lowered to prevent complete British overwatch of the city. Maybe.
"I Want To Spend The Rest Of My Life With You Tonight."
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Jolly
- Posts: 1542
- Joined: 2011-07-17 11:02
Re: Vadso City Feedback
The only logical thought from me is replace GB with Germany.
Russian dominate the Ground and Air, while GB dominate infantry and some good spots? That looks fair.
If GB can take even one deadly spot, Russians gonna screwed?
Russian dominate the Ground and Air, while GB dominate infantry and some good spots? That looks fair.
If GB can take even one deadly spot, Russians gonna screwed?
Jolly, you such a retard.
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DavviZ
- Posts: 111
- Joined: 2009-05-03 16:32
Re: Vadso City Feedback
I want the southern parts of the map in play more often! the city is nice but I would like to see more combat in the south forrest and close to dam
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dogmaster
- Posts: 91
- Joined: 2009-10-23 15:28
Re: Vadso City Feedback
Is there any option for in the main time?Stealthgato wrote:Gas station spawn needs to be fixed. It keeps getting blocked very often.
Like the say 'move vehicles a bit' I did move some vehicles out of the base, but it's still not spawn able.
Any Hint / Tip for this?
Greets,
dogmaster
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: Vadso City Feedback
Build a FOB first thing. The spawn won't get blocked by vehicles because it's a different type of spawn.dogmaster wrote:Is there any option for in the main time?
Like the say 'move vehicles a bit' I did move some vehicles out of the base, but it's still not spawn able.
Any Hint / Tip for this?
Greets,
dogmaster
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pleym
- Retired PR Developer
- Posts: 661
- Joined: 2008-09-10 11:04
Re: Vadso City Feedback
Hey folks, just a little info round on some "new" and old questions:
(just have to wait for the next release of PR before the changes will be able to take effect) 
You might enjoy the "new" forest too




This is some thing that I have had a look at. I can say that the combat will take place in more areas of the map after the fixes I have madeDavviZ wrote:I want the southern parts of the map in play more often! the city is nice but I would like to see more combat in the south forrest and close to dam
You might enjoy the "new" forest too
This problem has now been fixed but wont take effect before the next PR release (damn annoying bug btw)Stealthgato wrote:Gas station spawn needs to be fixed. It keeps getting blocked very often.
Keep in mind while you enter the intensive battle that most of the russian vehicles are amphibious (you can go flank by the sea, you can also cross on the beach where the river is entering the sea). The assets have got an overhaul too for the next release of PRStealthgato wrote:Asset imbalance? What? The Russians get a T-90, a Havoc, a BTR-80A, a BTR-80, a BRDM Spandrel, 2x KPV BRDMs and a .50 MTLB... If the Russians can't win asset wise it's because their team is a great fail.
Agree on the part of the ambushing. It's just silly easy to get HAT'd coming out of gas station whatever route you take.
The island will might be a little better to fight for in the next PR release. Some smaller changes made, might boost up the battle a little.xambone wrote:I like the Islands alot of fun you can have defending if the marker goes there![]()
I guess that atleast 90% of the buildings on the map is enterable, except for some BF2 statics that are closed.Tekdrake wrote:I really like the lengthy matches on this map, and I would argue that this is one of the most fun maps to be an APC driver/gunner in. From the hills to the urban area, vehicle gameplay is really intense. Love all the multi-story buildings, too, but I wish more of the small houses could be entered as well.
Last edited by pleym on 2013-02-06 15:55, edited 1 time in total.
PR:BF2 Mapper
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Vadso City Feedback
Good to hear about the updates.
BMP-2? I MUST KNOW! asoghdsagkyhmba5nu[R-DEV]pleym wrote:The assets have got an overhaul too for the next release of PR![]()
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pleym
- Retired PR Developer
- Posts: 661
- Joined: 2008-09-10 11:04
Re: Vadso City Feedback
Time will showStealthgato wrote:BMP-2? I MUST KNOW! asoghdsagkyhmba5nu
PR:BF2 Mapper
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KaB
- Retired PR Developer
- Posts: 1016
- Joined: 2011-12-12 12:38
Re: Vadso City Feedback
Good news ! I hope those changes wont make me rage quit as often as I did.
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risegold8929
- Posts: 340
- Joined: 2012-02-05 22:13
Re: Vadso City Feedback
Can I ask what was causing the gas station bug?This problem has been now been fixed but wont take effect before the next PR release (damn annoying bug btw)

CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
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pleym
- Retired PR Developer
- Posts: 661
- Joined: 2008-09-10 11:04
Re: Vadso City Feedback
In the files was it like this:risegold8929 wrote:Can I ask what was causing the gas station bug?
ObjectTemplate.setAllowSpawnCloseToVehicle 0
but have to be like this to work:
ObjectTemplate.setAllowSpawnCloseToVehicle 1
so it was one number that caused the bug
PR:BF2 Mapper
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Vadso City Feedback
Is there anyway to redownload this level? For some reason it is corrupt and I am not sure what part I need to redownload for this level.
AfSoccer "I just don't see the natural talent."

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pleym
- Retired PR Developer
- Posts: 661
- Joined: 2008-09-10 11:04
Re: Vadso City Feedback
Here is a link: https://www.dropbox.com/s/4n9qvy6lnt4ho ... iginal.rargx wrote:Is there anyway to redownload this level? For some reason it is corrupt and I am not sure what part I need to redownload for this level.
Will be up for some days..
an other option is to reinstall PR
PR:BF2 Mapper

