Muttrah City

(SWE)HASSETHEONE
Posts: 33
Joined: 2013-06-03 18:55

Re: Muttrah City

Post by (SWE)HASSETHEONE »

Muttrah City in INS with the MEC team and regular old fashioned pr insurgents as the redfor would be pretty amazing. Maybe even the construction site removed and a sandbag caste like Korengal blufor main replaced instead?
Cushing63
Posts: 47
Joined: 2012-04-03 22:08

Re: Muttrah City

Post by Cushing63 »

I remember when someone was testing the 80-100man server last year, on Muttrah. It was non-stop action. No way to really sneak past anyone if defenses were spread out appropriately. Map just isnt' big enough.

It really allowed you to play as a team and for squads to work together because we were so close to eachother.

It was almost COD, MWR, BF3 pace of fighting with teamwork of PR.
FoxtrotFaulkner
Posts: 26
Joined: 2009-07-08 16:48

Re: Muttrah City

Post by FoxtrotFaulkner »

I love the addition of the Scorpion. That is a very powerful addition to the MEC.

I also was very happy to see the LAV's brought back out of retirement for the USMC.

The APC fights on the map have been great. With fewer HAT kits and rarer FOB emplacements (small crate's instead of big crates, Osprey being unreliable or basically un-usable on a majority of the map) the vehicles tend to last a bit longer and have a chance to skirmish one another as well as move troops/fight troops.

The added/split flags were a great addition, too. More options for attacking/defending, and different cap radius' to learn and use.

Not all was great though for Muttrah in 1.0, IMO. As you read in its specific thread, and somewhat above (in relation to supply amounts) I think the Osprey was forced into this map and is does not work here. It is usually a ticket bleed for the US and takes another pilot from a huey which would probably be put to better use. Its a great thing to fly and fits perfect roles in other maps, though, but I'm talking about it in relation to Muttrah City, it should be removed.

All in all, not perfect but a definite net positive for Muttrah City in PR 1.0.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Muttrah City

Post by dtacs »

East City needs to be attackable when the USMC has the north flags. The current flag layout is extremely imbalanced and difficuly for the US to defend two flags whilst the MEC have to focus on one.

The entire round our team struggled to take West City due to the amount of MEC players there, even when they had ample amounts of infantry attacking our flags.

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And the Osprey is self explanatory, its just not worth taking unfortunately. Should really be reserved for 4km maps, or maps where the only points of interest are urban.

My 2c.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Muttrah City

Post by Spook »

T.A.Sharps wrote:Hey Rhino, the map looks just like that picture, it was freaking me out for a second, I thought the pic you posted was a secretly updated Mattrah map for a second, then it slowly sunk in that it is a real picture. :thumbsup: The Muttrah map looks just like the real thing, awesome.

I don't care about dirt, I love the map personally.
Take a closer look here if you want ;)



Btw I cannot believe you removed the old loading track you monsters! ... new one is cool, but meh...
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DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Muttrah City

Post by DesmoLocke »

FoxtrotFaulkner wrote:The APC fights on the map have been great. With fewer HAT kits and rarer FOB emplacements (small crate's instead of big crates, Osprey being unreliable or basically un-usable on a majority of the map) the vehicles tend to last a bit longer and have a chance to skirmish one another as well as move troops/fight troops.
Does anyone remember the epic APC duels on Muttrah with the old BTR-90? Two LAV-25s vs two BTR-90s before the addition of TOW emplacements for FOBs made the APC squads rather important in winning a match. Not to say they aren't in the current version.

And and I agree with dtac's points above. Having the East City flag attackable by the USMC would ensure it would take greater coordination on MEC's part to effectively defend their city.

I would be interested in seeing what Rhino thinks about it.
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PR player since 0.5 (Feb 2007)

TheParadoX
Posts: 145
Joined: 2007-06-03 10:11

Re: Muttrah City

Post by TheParadoX »

First time Muttrah in 1.0 for me: It is too crowded ! Th map needs to be enlarged, it is too narrow for 100 players ! At some point in the middle, two walls of ennemies will face each other, camping with heavy machine guns, ironically rendering the game very static. My 2 cents :)
saamohod
Posts: 300
Joined: 2011-01-12 16:15

Re: Muttrah City

Post by saamohod »

TheParadoX wrote:First time Muttrah in 1.0 for me: It is too crowded ! Th map needs to be enlarged, it is too narrow for 100 players ! At some point in the middle, two walls of ennemies will face each other, camping with heavy machine guns, ironically rendering the game very static. My 2 cents :)
Сan't confirm. I played this map several times in 1.0 and it ran the usual way. Yes, one can feel the increased level of fighting, but it wasn't static in any way.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Muttrah City

Post by Rhino »

BTW guys one area I'm really looking for feedback on is the current APC/light tank balancing since the Mk19s on the AAVP7s (and normal ones) have been tweaked and have people been able to use the LAV-25 from the docks effectively etc? I'm a little worried that the current setup with the Scorpion for the MEC means that they are steam rolling the US's APCs quite a bit, especially with many squads opting out of even using the AAVP7 (at least before they where fixed up).
dtacs wrote:East City needs to be attackable when the USMC has the north flags. The current flag layout is extremely imbalanced and difficuly for the US to defend two flags whilst the MEC have to focus on one.

The entire round our team struggled to take West City due to the amount of MEC players there, even when they had ample amounts of infantry attacking our flags.

http://img853.imageshack.us/img853/7270/gxex.jpg
You mean linking the West and East City centre flags into one group? Humm, could work for the large layer, not sure why I didn't think of doing it before now you mention it :p
dtacs wrote:And the Osprey is self explanatory, its just not worth taking unfortunately. Should really be reserved for 4km maps, or maps where the only points of interest are urban.
I still feel the MV-22 plays a large role in the map, but I am thinking for my next update that I'll be making it no-respawnable as I've said a few times before in other topics as its main role is initial logistics into the docks, after that it isn't so important since you have the logi trucks spawning etc but still can be used effectively by a good pilot, which if he's a good pilot he should be able to keep it up for some time :)
TheParadoX wrote:First time Muttrah in 1.0 for me: It is too crowded ! Th map needs to be enlarged, it is too narrow for 100 players ! At some point in the middle, two walls of ennemies will face each other, camping with heavy machine guns, ironically rendering the game very static. My 2 cents :)
The map isn't getting any bigger.

For starters the city is already 1:1 scale to what it is in real life, so if I made it any bigger then it would be just to include more surrounding area, which I couldn't really include without changing how the map plays completely and I don't think it would work too well either: https://maps.google.co.uk/maps?q=Muttra ... k&t=h&z=16

Secondly, the city wouldn't work with scale 4 terrain, its hard enough doing things like the sea wall and other parts of the map off the grid in scale 2 where the terrain even creeps though some of the city walls but doing it in scale 4 would mean that not even the sea wall would work, as well as many other problems...

Thirdly I don't have the time to work on fixing up the map, although hopefully at some point in the future I'll work on giving it some more detail etc and doing the things I never got round to doing in the first place but before then I've got to finish off a lot of other work first so its unlikely I'll ever get round to fixing up Muttrah for "v2.5" but we will see.

But you can always play the map on smaller servers if you don't like 100 players on a map. But I've found it not to be a problem myself, in fact most people enjoy the more densely packed combat.
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Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: Muttrah City

Post by Predator.v2 »

I think there are too many apcs as well.

With the reduction in HAT kits (it "feels" much less than before, because now it is almost impossible to request an HAT kit when you would need one, as it is always in use), the nerfed cobra hellfires and the thickened apc front armor, i see MEC apcs roaming wild around the city. The SMAW might be a nice idea, but you would really need two of them to compete with one Eryx.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

Reduce Amount of Apc mec get then I love mootrah
DETROIT TIGERS
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Rhino
Retired PR Developer
Posts: 47909
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Re: Muttrah City

Post by Rhino »

matty1053 wrote:Reduce Amount of Apc mec get then I love mootrah
I'm sorry but can you be more specific? I'm not going to do anything on that feedback as I want to know what the problems are not what you think are the solutions as I can work them out for myself. If you've seen MEC APCs steam rolling the US team then I would like to know why you think that is happening, where it happened and what your team was doing, etc.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Muttrah City

Post by Rabbit »

I have to say new layers would be nice when this level gets updated and made into muttrah 3.0. I would really like to see a VW mode with tanks and I also think this is one of the few levels CNC would actually work out wonderfully.
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AfSoccer "I just don't see the natural talent."
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xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: Muttrah City

Post by xambone »

The ability to kill the MTLB/Scorpian and BTR's with the AAV offers little confidence. The Guns seem like, Well this will distract them for a while before they kill me.

Having said that, The 3 AAV's and LAV are perfect don't second guess yourself. The Scorp and beast rolling together are terrifying but with so many players we can still get around and challenge flags without to much losses. 3 BTR's is nice as well.

Probally the biggest change you could do for Muttrah would be to age the conflict since its been out for several years.

That would give you the same map but you could put two or three of the tall T buildings from Beirut into the Construction area. Make Construction a flag. Make Suburbs a flag. These are two areas that get action but only take players away from the "capping" zones. You could include these two flags as optional/random like so many maps include.

TWO logi's at repair are amazing but so many people dont know there are two. I have to get out of my AAV and move the first one so the 2nd can spawn. Just have it spawn nearby.

Lately I have thought about even having a 30player limit spawn at the Repair station. No vehicles just infantry landing.


If you did "age" the map and bring in new buildings you could also do the flaming cars/bTR/AAV foxholes scattered to change the movement of troops/ifv in the city. Can you imagine Diving into a foxhole that is fixed part of the map?

Night time? Just replace the Moons position where the Suns is ? no shadow changes? I dont know if it works like that. Nighttime Fires would be attractive.

Good luck
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Muttrah City

Post by Rhino »

cheers, just talking about gameplay here, I know what I want to do for "Muttrah v2.5" but the question is if I'll ever get round to it since I've got a lot of work to finish and lots more I still want to do. And yes part of my Muttrah v2.5 plans is to make a night layer, but if I did it I would do much more than "make it dark", more like what I did with the Falklands night.
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(although different coloured lights would be a bit of an issue since BF2 can only have one colour of "point light" but might be able to work around it)
Last edited by Rhino on 2013-09-03 03:56, edited 1 time in total.
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Wheres_my_chili
Posts: 240
Joined: 2011-07-31 23:35

Re: Muttrah City

Post by Wheres_my_chili »

That would be just awesome, rhino.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
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Re: Muttrah City

Post by rPoXoTauJIo »

'[R-DEV wrote:Rhino;1945206'](although different coloured lights would be a bit of an issue since BF2 can only have one colour of "point light" but might be able to work around it)
A bit odd that electrical power weren't cut off :D
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: Muttrah City

Post by 007.SirBond »

In my opinion, smaller flags would be better for this map, and more flags please. I noticed when North City was divided into 2 flags, the gameplay was a lot better, but for some strange reason, sometimes it reverts back to older flag settings.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Muttrah City

Post by matty1053 »

[R-DEV]Rhino wrote:I'm sorry but can you be more specific? I'm not going to do anything on that feedback as I want to know what the problems are not what you think are the solutions as I can work them out for myself. If you've seen MEC APCs steam rolling the US team then I would like to know why you think that is happening, where it happened and what your team was doing, etc.
Why give mec a MTLB?

They have a scorpian, which is more then powerful for that map.

The MTLB's constantly camp at docks while taking our choppers out. So, it's a bad idea for the MEC to have MTLB(s). I think that 3 BMP2's can replace the MEC's APC's. I mean seriously, the AAV can't take out **** with the arment on it.

It's like having a Cat vs a ANT, who will win? of course the cat.... unless it's a wussy.

Or:

Give the MEC 2 Anti Air vehicles. (Mobile ones, like on Kashan), and 1 Scorpian and 1 BMP2, that will solve the issues with the USMC having.


It's impossible to win the USMC unless you got all epic pilots and gunners for the cas.... it's a pain to find that now. But the main issue is, when the USMC reach Docks.... the MEc will be waiting at North City with APC's.

Plus it takes a while for the flippen AAV7p to get to the shore. unless you use sp33d h@x.


Also, let me add.... The HAT kits are a pain to own. 1 hat kid for one side that has to face I think 7-8 APC's? It's nearly impossible, unless you got a decent implacement of a TOW somewhere good placed. But you know how hard it is to actually win as the USMC casue of the APC's MEC recieves.
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