Shahadah Map feedback thread

Post Reply
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Shahadah Map feedback thread

Post by Outlawz7 »

Please leave map related feedback for Shahadah here. FPS issues, gamemode layers etc.

Issues with Polish faction in general belong elsewhere.

Thanks :)
Image
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Shahadah feedback thread

Post by Rabbit »

City needs to be expanded.
Image

AfSoccer "I just don't see the natural talent."
Image
VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: Shahadah feedback thread

Post by VTRaptor »

Rabbit wrote:City needs to be expanded.
Image

Only issue with the map is muh FPS and light assets being better for PL, but if the Ain Jaria (Dzik) is going to be added to MEC, then i think balance will be fine.


@edit If there was that expanded version, there would be no need for this retarded western layout. But then again - muh FPS.
Last edited by VTRaptor on 2018-02-05 09:57, edited 1 time in total.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Shahadah Map feedback thread

Post by waldov »

Cool map, but AAS alt is too unfair for the simple reason that the Iraqi Insurgents are the worst armed faction in the game by a long shot and have limited versatility.
Want something as simple as AR's and LAT's in your squad? Better hope you've got a safe ride to or from main. your medics are essentially unarmed so scratch off another much need piece of what limited firepower your squad has. Need a scoped gun or grenadier to deal with that pesky lmg or sniper? well you don't even have the latter and the 3 scoped guns your team does have, are probably taken by some 1337 lonewolve's who aren't any use to your team.

The Iraqi Insurgents really just need an alternate load out for AAS maps, just to put them at-least nearly on par with other factions like Taliban, Hamas or Militia, it's a problem more tickets can't solve.

Beside's that its probably one of the better urban maps to grace PR in awhile, being well laid out and aesthetic, Haven't noticed the same FPS issues that people have said about Outpost as well so thats good.
Image
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Shahadah Map feedback thread

Post by Outlawz7 »

AAS Alt is removed for next release and replaced with an Insurgency layer.
Image
Wyrdstone
Posts: 16
Joined: 2013-03-29 20:29

Re: Shahadah Map feedback thread

Post by Wyrdstone »

I found myself inside a large rock very easily. Just walked into it from the south side by accident.

Some screenshots here as to exact location:
Last edited by Outlawz7 on 2018-04-04 20:50, edited 1 time in total.
[F|H]Dansolo on PR (just to make things confusing)
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Shahadah Map feedback thread

Post by Outlawz7 »

Already fixed for next patch.
Image
User avatar
Michael Z Freeman
Posts: 240
Joined: 2009-03-27 18:45

Re: Shahadah Map feedback thread

Post by Michael Z Freeman »

Hi. New COOP support is excellent but there are some issues ...

1. Polish side never use vehicles or helicopters at their main base.

2. If the bridge is destroyed then AI soldiers get stuck there and can never take/hold the southern most CP in the city.
Image
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Shahadah Map feedback thread

Post by Rabbit »

River should be shallow enough for vehicles, just needs meshed.
Image

AfSoccer "I just don't see the natural talent."
Image
Double_13
Posts: 45
Joined: 2016-10-16 21:29

Re: Shahadah Map feedback thread

Post by Double_13 »

Michael Z Freeman wrote:Hi. New COOP support is excellent but there are some issues ...

1. Polish side never use vehicles or helicopters at their main base.

2. If the bridge is destroyed then AI soldiers get stuck there and can never take/hold the southern most CP in the city.
As outlawz and I ported the map to coop.

1. The map is designed to be humans VS bots on a public server.
For this exact reason the polish forces do not have any bot assets as this would result in them been used by humans and the map been really easy.

2. I could add the metal plates under it like was done on khami.

@Rabbit: River should be meshed but the bridge does not have an AI template so the bots do not know it is destroyed. As the bridge is green mesh =faster road they will keep using that.

For bugs. The BMP3 is marked on the polish side while it shouldn’t. The public GPO shows it spawns on team1 and not on team2
Last edited by Double_13 on 2018-06-04 18:00, edited 2 times in total.
Post Reply

Return to “Maps”