Donbas

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dcm22
Posts: 25
Joined: 2025-03-17 09:02

Donbas

Post by dcm22 »

The map is mid. Could be better. Feels like it was originally designed to be a ww2 map. But repurposed for modern day. Modern assets are way too good here. Infantry combat is very reminiscent of kassel or brecourt but with scopes. Can we get a militia layer and usmc iron sight layer? And less heavy assets? Jeeps and light armor is fine. But no tanks or ifvs.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Donbas

Post by Tim270 »

dcm22 wrote: 2025-04-06 01:19 The map is mid. Could be better.
Thank you for your useful feedback.
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Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: Donbas

Post by Grump/Gump.45 »

Make an autumn, summer and snow version of this map. Just change the foliage. Currently it looks like winter without snow. Different skies please, like the Iron Ridge sunset, different variations of sunset and sunrise.

East and west sides of map, sun rises in the east, sunsets in the west. Not enough maps with pretty skies. Do different variations. Grey skies, blue skies, sunrises, sunsets, cloudy skies. Each for different layouts.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
dcm22
Posts: 25
Joined: 2025-03-17 09:02

Re: Donbas

Post by dcm22 »

Tim270 wrote: 2025-04-06 08:52
dcm22 wrote: 2025-04-06 01:19 The map is mid. Could be better.
Thank you for your useful feedback.
Your welcome.

Next time read the rest.
Bastiannn
Posts: 128
Joined: 2016-09-09 07:00

Re: Donbas

Post by Bastiannn »

Among the best 2km infantry maps right now. Really funny how bad infantry players complain about scopes and how the map is mid, when any good infantry player is taking the iron sight kit anyway and most of the flag areas are amazing to fight as infantry, not to mention that there are some new statics, or at least how some statics are used, to make the map feel fresh compared to yet another copy paste.

The assets can use a bit of a trim when you take into account the blufor-thermal assets that can be up to 5-6 thermal ones at a time, between the apcs-ifvs and tanks, or the arbalets-ifvs-tanks on redfor as far as thermals go.
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Donbas

Post by waldov »

G.O.A.T map. The attention to detail, unique buildings, trench systems and overall atmosphere really elevate this map above 90% of its modern setting peers.

Ignore the ungrateful, demanding and frankly rude start of this thread. I've thoroughly enjoyed this map and everyone I've played it with is in universal agreement on its quality. Its regular rotation on the servers during playing hours speaks for itself.

Layout is well balanced and offers multiple strategies to both sides. The faction/asset balance seems to work well on the variety of layers I've played so far. The no-respawn Assets on the LRG layer is really a unique take that actually plays very well and would love to see on other maps.

Certainly the closest the BF2 engine has ever come to Ukraine, even all these years later its fascinating to see PR/BF2 engine still has new peaks to reach.. 8)
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Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: Donbas

Post by Grump/Gump.45 »

Its also another great map for using the Last Flag strategy advantage on the layouts where the factions main bases are in North West corner, South East corner, and South West corner of the maps for a last flag defense from the START of the round with the whole team not wasting tickets in such brutal terrain where its hard to coordinate support in middle of map.

1 squad per super FOB, 1 super FOB hit per area attack spread, 3 super FOBs with 3 TOW/3 AA/6 HMG/2 mortars plus 2 tanks, 2 IFVs, 4 logi repair stations, jeeps, UAV, thermal RWS like CROWS or Arbalet DShK on jeeps.

All supporting the last flag defense from the start of the round. It trolls the enemy in firepower, plus you don't go to any of the flags. Its a joke until the view distance starts having rounds fly every direction they could be.

Using the many advantages of main base being close for supply, armor re-supply, UAV travel distance and so much more. To have time to build FOBs before enemy arrives for all armor and vehicle assets to extend to support the positions.

To control the view distance and any enemy behind cover, concealment. We suppress the neutral flag once all assets are ready, once enemy is beginning to cap it.

Terrain is mostly flat providing good trajectory for machine gun sweeps to clear the enemy by outnumbering their firepower or forces they can mass in one spot, just a few machine guns.

You create a bullet, tank shell and TOW missile storm with whole team defending. 1 man per FOB emplacement, 1 man per hole. HAT, LAT, TOW, AA, HMG, mortars gets their own crates

It can provide a fun experience and fire power showcase where everyone participates, good learning experience to use multiple skills and platforms together.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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