v1.2 Hades Peak - Feedback

Rudd
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Re: v1.2 Hades Peak - Feedback

Post by Rudd »

The first draft of the map was actually for NATO to defend a radar installation on the Russian border with lots of big AA, but it felt like copying other maps too much, I love radars as much as anyone but I thought it best to let other maps use that static.
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viirusiiseli
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Re: v1.2 Hades Peak - Feedback

Post by viirusiiseli »

[R-DEV]Rabbit wrote:Agree with the first, love that. Also view distance is 1025m and sky is 945, you sure its not just the fog settings between max screwing with you? It does seems shorter than it actually is.
I meant the terrain more than the viewdistance itself. The viewdistance is only usable to its full extent by jets and like 1 hill in the map. All of the other places are blocked out by the forest and hills really close to eachother. It doesn't give you any open spaces to look over but rather limits you to 1 or 2 good places you can go to with armor unless you want to drive in the forest and be blind. Basically means the fennek or boxxer turns out to be more powerful at what the leopard is supposed to do, due to their mobility in the forest. On the Russian side it doesn't turn out aswell because they have no other vehicles with thermal, making them really vulnerable to LATs hiding in the forest.
KingZulu
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Post by KingZulu »

[R-DEV]Rudd wrote:The first draft of the map was actually for NATO to defend a radar installation on the Russian border with lots of big AA, but it felt like copying other maps too much, I love radars as much as anyone but I thought it best to let other maps use that static.
Yea but the radar instalation on Vadso is AMAZING and rarely sees any combat especialy within the underground part.
mries
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Re: v1.2 Hades Peak - Feedback

Post by mries »

Because this map takes place in the near future(Russia vs NL, use of F-35), shouldn't the Leopards be removed because the Dutch forces don't have tanks anymore due to budgetcuts?
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AfterDune
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Re: v1.2 Hades Peak - Feedback

Post by AfterDune »

Well, there are/were also talks of the Dutch renting Leopards from the Germans, so... considering we had them and may get them again in the future, I deem it plausible.
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Glimmerman
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Re: v1.2 Hades Peak - Feedback

Post by Glimmerman »

There are still talks about leasing them from the Germans we still have 15 left of our own in storage who are not sold yet and tank crews are still being trained for Leopards to keep their certification.

Also the 1 GE/NL Army Corps that was founded and further integration of the Koninklijke Landmacht with the Bundeswehr would support this.

With the increased tension in the region (Ukraine / Baltics) there is a good chance they will remain and a lease contruction will be implemented.

Sources in Dutch:
Leger onderzoekt terugkeer Leopard - Nederland - TROUW

http://www.refdag.nl/nieuws/binnenland/ ... s_1_883308

http://www.telegraaf.nl/binnenland/2312 ... ort__.html

http://fd.nl/economie-politiek/1094675/ ... n-opbouwen
Last edited by Glimmerman on 2015-03-27 14:39, edited 1 time in total.
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Daniel
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Re: v1.2 Hades Peak - Feedback

Post by Daniel »

What about adding an Apache for NL and Havoc, Hind or Tunguska for RU, Glimmer? Would be an awesome layout, huh? (Without jets that layout then of course)
Glimmerman
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Re: v1.2 Hades Peak - Feedback

Post by Glimmerman »

Daniel wrote:What about adding an Apache for NL and Havoc, Hind or Tunguska for RU, Glimmer? Would be an awesome layout, huh? (Without jets that layout then of course)
Thats up to Rudd as he created the map
But i do agree that an extra layer including attack helicopters would be cool.
Jacksonez__
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Re: v1.2 Hades Peak - Feedback

Post by Jacksonez__ »

[R-DEV]Glimmerman wrote:Thats up to Rudd as he created the map
But i do agree that an extra layer including attack helicopters would be cool.
Hades Peak Alt has attack helicopter for NL.
viirusiiseli
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Re: v1.2 Hades Peak - Feedback

Post by viirusiiseli »

Jacksonez__ wrote:Hades Peak Alt has attack helicopter for NL.
And it is also like beating puppies since it is AH64&F16 vs 1 Gaskin
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Daniel
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Re: v1.2 Hades Peak - Feedback

Post by Daniel »

viirusiiseli wrote:And it is also like beating puppies since it is AH64&F16 vs 1 Gaskin
There is? :D Nice!!!

But no Havoc/Hind/Tunguska? :(
X-Alt
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Re: v1.2 Hades Peak - Feedback

Post by X-Alt »

Hades Alt is nice, but it's also a stompfest for anyone with a GTLD. I guess what could be done is instead of mobile AA, just put plenty of ZU-23 installations around the objective(s), it would be neat to see them in use, just a rain of 23mm rounds and because you don't have a big box to indicate where the CAS is around, stealth attacks would be enouraged.
fatalsushi83
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Re: v1.2 Hades Peak - Feedback

Post by fatalsushi83 »

Had a great round yesterday as Dutch infantry attacking the trenches. I love the design, which makes for intense CQB and offers enough protection from armor and jets. Definitely one of my favorite maps now.

The monastery and lumber mill seem a little bland in comparison to the trenches, though, and favor assets a little too much IMO. If the Dutch team has good asset squads and pushes redfor out of the trenches, it's really difficult to hold lumber mill with infantry, who just keep getting hammered by jets and armor. Maybe something could be added to make the area more playable for infantry (hill west of mill with a depression on top, a large structure, or maybe even some kind of underground complex).
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