Ghost Train needs to be reworked!

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Ghost Train needs to be reworked!

Post by Farks »

Now when Muttrah is beeing remade for 0.7, I think OGT could use some changes as well. It was a great map back in 0.4, but since RPs was introduced in 0.5, the mod has outgrown the map.

Most of the fighting takes place around the bridge, and in the areas to the southeast and northeast of it. This is a small part of the map and with RPs it gets even smaller, since squads don't have to spawn back on the CP on "their" side of the river.


So I'm suggesting:

* Map expansion to the east.
* Map expansion around Temple and Trenches. You can only move in on Temple from the south and west, and Trenches from the north and west.
* Maybe increase the distances between the CPs?
* Change the helicopters; PLA should have the WZ11 (that needs more seats btw) and GB the AH7 Lynx.
Last edited by Farks on 2007-09-27 18:31, edited 1 time in total.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

The distances are fine for RPs to be set down, it's the part, where everything is focused around the bridge on one part of the map, is what bothers me.

What's really annoying, is the fact, that IFV can go over that ford on the west side of the map and all of a sudden come out behind South Bridge.
More rocks on that area, so only infantry can pass
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

If you ask me... the map might actually play a lot better simply without the North and South bunkers. It would be interesting to see how players move about the jungle between the Tunnel, Temple, Trenches and Train.

As for major changes... remove the choppers. They really don't do any good due to lack of visibility and clearings to land on. A road with an actual bridge could be useful. As traveling on the train tracks with jeeps and APCs is normally a hassle. Have it so that some of the flags are a bit easier to defend. Like a major complex for the temple flag, with surrounding walls and such. A few sandbag bunkers and trenches placed around the train and trenches flag. Make the recon post and village flags a bit larger etc.
{GD}Ghost
Posts: 210
Joined: 2005-09-22 06:08

Post by {GD}Ghost »

Terranova wrote:If you ask me... the map might actually play a lot better simply without the North and South bunkers. It would be interesting to see how players move about the jungle between the Tunnel, Temple, Trenches and Train.

As for major changes... remove the choppers. They really don't do any good due to lack of visibility and clearings to land on. A road with an actual bridge could be useful. As traveling on the train tracks with jeeps and APCs is normally a hassle. Have it so that some of the flags are a bit easier to defend. Like a major complex for the temple flag, with surrounding walls and such. A few sandbag bunkers and trenches placed around the train and trenches flag. Make the recon post and village flags a bit larger etc.
In thinking about this map, I think these suggested changes would do the trick. Most of the map does not get much use. There is so much that could make this map much more interesting.
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77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

would be cool to put the flag in the bridge , with a big camp radius , so a team need to hold both sides of the river to cap the flag .
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

i always thought having the two flags was something nice. have some defined battle lines and big fights between bridgeheads.

what get's me with this map is that after you take north, you have to take temple and then move alllll the way out of your way to take tunnel. It's such a hassle defending two totally different flags that are miles apart with say only a 16-20 man team when you're trying to get enough people to move in on farm as well. i think temple/tunnel need to be consolidated or looked at.
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

The western half og the map is basically abandoned in this map. My keyboard usually follows a ESC - QUIT - YES pattern every time.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

I love this map almost as much as Qwai.

Choppers should stay; if you use them just right they can do a lot of good.

APC's, to be honest I hardly EVER see these used! In the most current patch .63 or whatever, I actually see them being used. Before then, they get abandoned at like Train for PLA and sit around tunnel / main for GB. PLA is supposed to use their amphibious superiority to navigate the river!
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M4nicMin3r
Posts: 503
Joined: 2007-01-22 11:53

Post by M4nicMin3r »

Is it me or did the weather change on this map? no more ambient thunder? I remember the first time i heard a thunder clap on this map i was like WTF is that!!.

IMO there should be more ambient weather sounds on maps they make the feel of the map more intense. IE wind, rain ( and possibly rain effects if thats at all possible with the bf2 engine ) sounds of rain hitting leaves etc.
Ingame name frazzb0b : All round good guy and minge-itsu master.
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Quote from ArmA forums says it all.
"Arma 2 has a very lucky dev team, who have a very patient community, who will always stay loyal in the faith that one day arma 2 will be complete.
Flashpoint has a weeks worth of out the box gameplay, after that it's boring. "
Rhino
Retired PR Developer
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Post by Rhino »

im sorry to say but none of your suggestions you have put up have atall convinced me the map needs changing at all.

The fighting IS ment to be around the bridge. The battle is 100% over that bridge and the bridge is the focuses of the map. The other areas of the map like going down east of the river is areas to flank the bridge, with like you said sending the APC along the ford and going up behind the enemy. Also putting more rocks on the ford would only stop the warrior from crossing, the PLA apc can swim.

The only thing I can see that may be an idea is removing the choppers, they where mainly in there to show off the Merlin in .4 :p
But they for some people can be quite useful, so no need to really remove them if some people dont see any need for them, dont use them :p

Rally points on every map have the problem that its far too easy to flank with them, we know that and with any luck going to tweak them so this is not the case, but its not a OGT only problem, just the problem is more apparent cos of the river.

hehhe I was wondering if any one noticed the ambient thunder had gone :p
crappy BF2 editor deleted it out of the map on save and I forgot to fix it, with any luck should be fixed for next release. Also rain in BF2 just dose not work at all well IMO. There was going to be a rain effect in the map, with rain sounds etc etc but BF2's effect engine just cant put enough partials in the sky to make some good rain... Best rain I had was frogs falling from the sky, in 1 small area of the map. Thou when I tried to put more places in the map where the frogs fell down the frogs got less and less as there is a limit to how many particals you can have running. also get too much and the smoke from the gun etc dose not show :p

also 77SiCaRiO77, just think at what you are suggesting there. you must walk onto a death trap, and sit there for around 3mins waiting to cap a flag, in full view of every one and with no cover..... the best way to capture a bridge in real life is the same way I am wanting you guys to take it, is both ends at the same time.
Last edited by Rhino on 2007-09-28 08:57, edited 1 time in total.
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Desertfox
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Post by Desertfox »

How did EOD do it? They had some really nice rain effects.
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Rhino
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Post by Rhino »

[R-CON]Desertfox wrote:How did EOD do it? They had some really nice rain effects.
2d rain effect that fell down, if you looked directly up into the sky the rain would fall, side ways on to your head. They also had a very small view distance on there map, under 100m probaly around 50 if i can remember, and also they did not have to worrie about jeeps etc out running the rain effect.
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M4nicMin3r
Posts: 503
Joined: 2007-01-22 11:53

Post by M4nicMin3r »

'[R-DEV wrote:...

hehhe I was wondering if any one noticed the ambient thunder had gone :p
crappy BF2 editor deleted it out of the map on save and I forgot to fix it, with any luck should be fixed for next release. Also rain in BF2 just dose not work at all well IMO. There was going to be a rain effect in the map, with rain sounds etc etc but BF2's effect engine just cant put enough partials in the sky to make some good rain... Best rain I had was frogs falling from the sky, in 1 small area of the map. Thou when I tried to put more places in the map where the frogs fell down the frogs got less and less as there is a limit to how many particals you can have running. also get too much and the smoke from the gun etc dose not show :p
Damn no rain :( ah well, lol @ raining frogs. Btw shame about the rain effects tho just wondererd if some how the dust clouds like in desert storm could be modded to make like sheets of rain?. Actually thinking bout it, that would prolly look daft so scratch that lol.

/me mumbles something derogatory bout bf2 engine.

Good to hear the thunder is been put back in anyway :D im a massive fan of ambient weather sounds on a map, it seems to make or break the immersion. CoDUO had some amazing ambient weather effects/sounds as a result gave a really intense feeling to gameplay.
Last edited by M4nicMin3r on 2007-09-28 09:09, edited 1 time in total.
Ingame name frazzb0b : All round good guy and minge-itsu master.
Image

Quote from ArmA forums says it all.
"Arma 2 has a very lucky dev team, who have a very patient community, who will always stay loyal in the faith that one day arma 2 will be complete.
Flashpoint has a weeks worth of out the box gameplay, after that it's boring. "
*spacecadett*
Posts: 337
Joined: 2006-11-23 16:50

Post by *spacecadett* »

the problem i see with OGT in 0.6 is that there are to many spawn points (APCs, commander trucks, bunkers, firebases, RPs and SLs) with the current releas. solution either wait for 0.7 when the pruposed IFV spawns are removed or go SL on this map and don't do what the "mob" is doing, avoid the the areas where all the heavy fighting is going on.

this map is a great map for flanking manuvers ect. just use your head and it will be fine. this map still has alot to offer as it still emphyses on infantry combat!
Last edited by *spacecadett* on 2007-09-28 10:00, edited 1 time in total.
Reason: typ-o
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Post by LtSoucy »

hey guys why not let Rhnio do 1 map at a time for 0.7?
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OkitaMakoto
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Post by OkitaMakoto »

LtSoucy wrote:hey guys why not let Rhnio do 1 map at a time for 0.7?
Rhino...? Didnt IronTaxi make OGT though? (no offense intended Rhino :) )

I mean, yeah, Rhino's a mapping god, but that doesnt mean he makes EVERY map... or... does he?

I havent played OGT in a bit, but really, I think its fine. I would prefer fighting to not mainly consist of around the bridge just because to me it seems you are limited in how you go about that sort of fighting. most often it turns into cross bridge sniping... But anyway, do what you guys feel needs to be done. We will follow :)
Rhino
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Post by Rhino »

I made OGT.... :roll:

and also okita, there are 100s of other ways to go than just across the train bridge, theres the rope bridge, theres the ford, there is a quick swim and all mean you can flank the enemy. If you step onto that bridge with enemy around you are going to get shot.
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Reddish Red
Posts: 545
Joined: 2007-08-02 10:56

Post by Reddish Red »

[R-DEV]Rhino wrote:I made OGT.... :roll:

and also okita, there are 100s of other ways to go than just across the train bridge, theres the rope bridge, theres the ford, there is a quick swim and all mean you can flank the enemy. If you step onto that bridge with enemy around you are going to get shot.
Swimming makes you vunrable, but i suppose if you do the whole "One at a Time" thing
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