[Official] Map Feedback - Fools Road
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BloodyDeed
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[Official] Map Feedback - Fools Road
Please post any feedback of Fools Road in this thread.
Do not forget to post the layer your feedback is targeted at.
Do not forget to post the layer your feedback is targeted at.
Last edited by AncientMan on 2013-07-03 00:54, edited 1 time in total.

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Pvt.LHeureux
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re: [Official] Map Feedback - Fools Road
There is not enough flags on the night layer for 100 players, the hilltop becomes a cluster of nades and smoke, etc.. :/
The new fortress is awesome!
The new fortress is awesome!

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Holzy
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re: [Official] Map Feedback - Fools Road
Myself and a friend get an average of 30fps in the fort, just a couple bumps from statics I think.
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Anderson29
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Re: [Official] Map Feedback - Fools Road
Ya I agree night layer is hard to see and I don't really like it to be honest
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steam : Anderson2981
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Glimmerman
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Re: [Official] Map Feedback - Fools Road
Cant see much which really disappointed me. Quited out of frustration after 20 minutes, needs more light.
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AFsoccer
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Re: [Official] Map Feedback - Fools Road
I'll join in the next time I see the night version running and take a look. This kind of stuff is REALLY hard to test until you get players on the server and try it for real. But if it's too dark, it's an easy fix for the next update or for v1.0. 
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AFsoccer
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Re: [Official] Map Feedback - Fools Road
The issue is that on the beta we are playing layers that are meant for 64 players, like the night layer, with 100 players. If you play the LRG layer there are more jeeps and trucks to handle the additional players.Delfer wrote:Also there seems to be a trans issue. Many players were forced to walk from Brit main because there were no landies or trucks. I only noticed 4 or 5 vehicles where the majority of the team was so I assumed there weren't enough new vehicles spawning.
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Leut.dweed
- Posts: 104
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Re: [Official] Map Feedback - Fools Road
The darkness is good like it is since its hard to see the enemy for everyone. A Muttrah version like this would be epic 
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tANNERRRR
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Re: [Official] Map Feedback - Fools Road
I love the nighttime Fools Road. Using armor is awesome at night.
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viirusiiseli
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Re: [Official] Map Feedback - Fools Road
I can see just fine in the night layer... All you have to do is have your screen brightness on max, the proper display mode from your screen's settings and blinds closed 
The real problem is the extremely laggy Militia fortress. When you're inside the fort or look toward it there's massive FPS drops.
The real problem is the extremely laggy Militia fortress. When you're inside the fort or look toward it there's massive FPS drops.
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ryan d ale
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Re: [Official] Map Feedback - Fools Road
I hated and despised the night time layer. Can't see as INF and you know what I should be more advantaged than most....I'm using the graphic mod that can be switched in game.
So when I couldn't see with the graphic mod I switched to default graphics and when I couldn't see with default graphics I switched to the graphic mod.
Fools Road is one of my favourite day time maps.
So when I couldn't see with the graphic mod I switched to default graphics and when I couldn't see with default graphics I switched to the graphic mod.
Fools Road is one of my favourite day time maps.
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Indy Media
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AFsoccer
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Re: [Official] Map Feedback - Fools Road
Then play the daytime layers. You not liking the night layer isn't reason for us to get rid of it. It's an additional option for server admins if they want to run it. 
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matty1053
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Re: [Official] Map Feedback - Fools Road
Trees seem to be a lagger.
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AFsoccer
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Re: [Official] Map Feedback - Fools Road
We haven't changed the trees at all. Did you mean to post this in Saaremaa?
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gerth.homlud
- Posts: 93
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Re: [Official] Map Feedback - Fools Road
i guess you can't get out of the mg-stand lill north of the "helicopter..."-flag near the airporttower...
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PLODDITHANLEY
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Re: [Official] Map Feedback - Fools Road
One thing I really dislike on maps is very hard to assault flags, such as kozelsk tunnels, the underground tunnels in Yamalia, the cave caches in lashkar.
In fools last night we had heli base base with two entrances and a tower to watch them, then the middle flag hilltop estate with two ways in both of which are easily observed from high points. Finally the new militia fortress where we had guys in a underground tunnel with one ladder access which is impossible while the guy has ammo.
I find these kind of flags a bit of a game killer or at least a ticket eater, you could say use more teamwork but that just not always possible.
I actually prefer hill flag points but appreciate I am in the minority with this.
In fools last night we had heli base base with two entrances and a tower to watch them, then the middle flag hilltop estate with two ways in both of which are easily observed from high points. Finally the new militia fortress where we had guys in a underground tunnel with one ladder access which is impossible while the guy has ammo.
I find these kind of flags a bit of a game killer or at least a ticket eater, you could say use more teamwork but that just not always possible.
I actually prefer hill flag points but appreciate I am in the minority with this.
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Holzy
- Posts: 31
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Re: [Official] Map Feedback - Fools Road
Is there a skirmish night layer?[R-DEV]AFsoccer wrote:Then play the daytime layers. You not liking the night layer isn't reason for us to get rid of it. It's an additional option for server admins if they want to run it.![]()
I rather liked the night mission and hope to see it on a server every now and then.
EDIT: never mind, I just checked the level files
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AFsoccer
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Re: [Official] Map Feedback - Fools Road
The helicopter base and militia fortress are military facilities, so of course they are going to be hard to walk right into. I personally don't think the helicopter base is hard to attack and nothing has changed on it from past releases. As for the fort, it has an entrance on each side and the roof (using a grapple hook). That's FIVE entrances! During two of the rounds I played, I was defending the fort and in one the Brits did a great job using grenadiers to clear the big entrance on the north side, then followed with infantry. I also discovered that in another round the Brits used artillery and it has quite an effect on the militia inside. It destroyed our FOB, which was on the lowest level, and injured many of us due to the collateral damage. So, in summary, I think it's attackable enough.PLODDITHANLEY wrote:One thing I really dislike on maps is very hard to assault flags, such as kozelsk tunnels, the underground tunnels in Yamalia, the cave caches in lashkar.
In fools last night we had heli base base with two entrances and a tower to watch them, then the middle flag hilltop estate with two ways in both of which are easily observed from high points. Finally the new militia fortress where we had guys in a underground tunnel with one ladder access which is impossible while the guy has ammo.
Yes, skirmish ALT is night-time and just the fort basically. We didn't have skirmish layers on the map list for beta testing though because we wanted to see how the maps held up to 100p with assets and FOBs, etc.Holzy wrote:Is there a skirmish night layer?
I rather liked the night mission and hope to see it on a server every now and then.
EDIT: never mind, I just checked the level files![]()


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