reasons for removing maps and factions

General discussion of the Project Reality: BF2 modification.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

reasons for removing maps and factions

Post by DogACTUAL »

Why did the devs remove Shikotan island and Arctic lion?

Why did they remove the Dutch forces from HP?

It was nice having a big assetmap for theDutch with the F35, boxer and fennek, where the vehicles could unravel their full potential, especially the fennek which is pretty unique in that regard, being able to hide behind a hill or foliage and extend its periscope to spot and laze targets, using it like a true reconnaissance vehicle which is very impractible on dovre.

Also Shikotan island and Arctic lion where both beautiful maps, definitely two of my favorites with HP and i wasn't the only one who liked them.

I am sure the devs had good reasons for the removal, but i hope they will make a comeback eventually. :D
Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: reasons for removing maps and factions

Post by Gerfand »

well the question is why they did not removed Charlies Point, which is one sided as hell...
I was not able to play on 1.2 for a lot, but they were removed probably for bugs issues, or performances ones, as for dutch on Hades Point, its very strange, as it's a fully functional faction
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: reasons for removing maps and factions

Post by Heavy Death »

The real question is why havent they removed Quai river yet because if there is an outdated map, that is it.
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: reasons for removing maps and factions

Post by Scubbo »

Image
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: reasons for removing maps and factions

Post by Jacksonez__ »

1. Shikotan was bugged (or the terrain was etc.)
2. Artic was not finished properly
3. ???
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: reasons for removing maps and factions

Post by Frontliner »

3. After being removed from Burning Sand(Rhino said that, IIRC)Brit jets weren't featured at all for quite some time so the decision was made to have the Brits replace the Dutch on Hades.


And I think Shikotan's messy gameplay was one of the reasons why it was removed.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Post by FFG »

Rabbit stated himself he was unhappy with shikotan. The map has no dods etc. But removing something doesn't mean it won't be added back.

Sent from my MotoE2(4G-LTE) using Tapatalk
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: reasons for removing maps and factions

Post by Rudd »

Frontliner wrote:3. After being removed from Burning Sand(Rhino said that, IIRC)Brit jets weren't featured at all for quite some time so the decision was made to have the Brits replace the Dutch on Hades.


And I think Shikotan's messy gameplay was one of the reasons why it was removed.
actually it was primarily because the dutch lacked a medium APC, which was making it insanely hard to balance the map. In testing the British layout worked really well for both sides so I was keen to bring it back. Yes, the RAF jets deserve extra exposure too, but the above was the main reason.

Side point, teh USA very nearly took burning sands as a map, if someone made the stryker MGS, it would have happened.
Image
Madar_al_Fakar
Posts: 225
Joined: 2015-04-02 20:28

Re: reasons for removing maps and factions

Post by Madar_al_Fakar »

Hmmm now that this is mentioned... wasn't there a Fatah faction for a Hamas vs Fatah urban city map some long time ago? I think I saw it a lloooooooooooooooooooooooooooooong time ago on Mod DB.
theDaarkness
Posts: 63
Joined: 2011-05-14 19:23

Re: reasons for removing maps and factions

Post by theDaarkness »

I miss a lot of the old maps. Qinling was fun and that was removed too. I think a lot of the old small AAS maps like sunset city, seven gates, an ejod should just come back as Skirmish or something.
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: reasons for removing maps and factions

Post by LiamNL »

So what Rudd is saying, is that when the CV90 for the Dutch is finished, we would finally get some Dutch forces on maps again because that huge gap is now filled.
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: reasons for removing maps and factions

Post by Mineral »

Unlikely we'll re-add dutch to Hades. Brits works fine and was the original plan anyhow. Up to the team and community to work on dutch maps! :)
Image
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: reasons for removing maps and factions

Post by Vista »

I miss qinling so much ;/ That loading music gives me flashbacks to years ago
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: reasons for removing maps and factions

Post by LiamNL »

BTW weren't people planning on replacing the Dutch on some layouts of the updated artic lion with the Germans? Also would it be possible to include the Dutch as a alt layout on some maps (at least when the CV 90 is added)? (I believe it is possible if you still have the original files from what I recall)
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

No, you'll have issues with the voices unfortunately. Can only setup one voice per team :( .
Image
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: reasons for removing maps and factions

Post by X-Alt »

Vista wrote:I miss qinling so much ;/ That loading music gives me flashbacks to years ago
Rest in piece Qinling, devs hate teamwork and getting bombed.
theDaarkness wrote:I miss a lot of the old maps. Qinling was fun and that was removed too. I think a lot of the old small AAS maps like sunset city, seven gates, an ejod should just come back as Skirmish or something.
Seven gates wasn't that bad. The mod is already so big, why not throw it in for retro fun at the end of the day?

There's always no-play lists.






RIP Burning Sands INAAS.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: reasons for removing maps and factions

Post by viirusiiseli »

Frontliner wrote:3. After being removed from Burning Sand(Rhino said that, IIRC)Brit jets
Brits didn't have jets on burning sands. They had jets on Qinling.



Also, nice addition would be to have the old burning sands with 1x apache vs 2x gazelle. And a lot of tanks :evil: Map worked a lot better with more armor.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: reasons for removing maps and factions

Post by solidfire93 »

viirusiiseli wrote:Also, nice addition would be to have the old burning sands with 1x apache vs 2x gazelle. And a lot of tanks :evil: Map worked a lot better with more armor.
ya, what was the issue with these maps or should i say what went wrong and why some of these maps and layout got removed ?

how about bringing back some of those old maps and layout....

what happen to Dien Duong ? like nobody miss this ?
Image
LiamBai
Posts: 898
Joined: 2013-03-19 19:09

Re: reasons for removing maps and factions

Post by LiamBai »

You mean Fools Road Vietnam? Can't say I miss it.
[url='http://tournament.realitymod.com']Image[/url]
Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
Post Reply

Return to “PR:BF2 General Discussion”