How to Save Hills of Hamyong
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Viper5
- Posts: 3240
- Joined: 2005-11-18 14:18
How to Save Hills of Hamyong
As we all know, Hamyong is a wee-bit unbalanced atm. That being said, it is, IMO, the most beautifully constructed map with its intricate terrain, bunkers, etc.
Here is how to make it a strong map:
1. Fix US ranged kits (Sniper, Marksman)
2. Remove PLA Sniper kit
3. Remove PLA LAT and HAT Kits
4. Remove PLA Grenadier Kits
5. On Hamyong only, bring down the power of the JDAM about 20% and put it on a 20 minute timer
Here is how to make it a strong map:
1. Fix US ranged kits (Sniper, Marksman)
2. Remove PLA Sniper kit
3. Remove PLA LAT and HAT Kits
4. Remove PLA Grenadier Kits
5. On Hamyong only, bring down the power of the JDAM about 20% and put it on a 20 minute timer
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Yeah, like that will work, Mr. ImaUSMCsn1p3rfan, nerf the PLA, so they don't stand a chance.
-Remove the Forest flag for more RP space (and the CP doesn't make sense anyway)
-Put Radio Dugout, Central Defense and South Flank on neutral with RP spawns, so PLA has to secure them first, then spawn commander assets
-Remove/minimize ticket bleed for USMC, when they capture one of the flags
-a smoke barrage artillery for USMC would be a nice addition
-Remove the Forest flag for more RP space (and the CP doesn't make sense anyway)
-Put Radio Dugout, Central Defense and South Flank on neutral with RP spawns, so PLA has to secure them first, then spawn commander assets
-Remove/minimize ticket bleed for USMC, when they capture one of the flags
-a smoke barrage artillery for USMC would be a nice addition

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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
I think it can play ok but the start of the map is just too much.
It suffers the same problem as any other assault map but its at the extremes because the ucb has rocket and rifle fire right from the start.
The map is built so usa gets spawn killed and in that respect it is uniquely frustrating.
Imagine if Jabal has MEC spawning on west beach with vodniks firing on the carrier, that'd suck
Its like that except even worse because the chinese have a height adavantage as well
Jabal is a good map when it gets going and the same is true of Hamyong potentially
My suggestions are simple, PLA own all their flags but they start the map at their own main base. They have to walk to defend those mountain tops, it was the chinese new year or whatever, they were off guard this time
USMC should have higher walls around the spawn points. Default loading sand bags or whatever is easiest
It suffers the same problem as any other assault map but its at the extremes because the ucb has rocket and rifle fire right from the start.
The map is built so usa gets spawn killed and in that respect it is uniquely frustrating.
Imagine if Jabal has MEC spawning on west beach with vodniks firing on the carrier, that'd suck
Its like that except even worse because the chinese have a height adavantage as well
Jabal is a good map when it gets going and the same is true of Hamyong potentially
My suggestions are simple, PLA own all their flags but they start the map at their own main base. They have to walk to defend those mountain tops, it was the chinese new year or whatever, they were off guard this time
USMC should have higher walls around the spawn points. Default loading sand bags or whatever is easiest
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Dunehunter
- Retired PR Developer
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Saobh
- Retired PR Developer
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- Joined: 2006-01-21 11:55
Bah the problem is mostly the map is too small for the 0.7 gameplay style.
If the same principles where kept (uphill battle for dominance position then assault of the fortified point) but on a bigger map, maybe at the Jabal scale for example, but narrower. This would be grounds to become a great and very unique map for PR. As, too well balanced maps (geography speaking) tend to quickly become a bore
If the same principles where kept (uphill battle for dominance position then assault of the fortified point) but on a bigger map, maybe at the Jabal scale for example, but narrower. This would be grounds to become a great and very unique map for PR. As, too well balanced maps (geography speaking) tend to quickly become a bore
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MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
I want to see extra statics on the map actually.
On the approach up the hill there needs to be more cover, to allow troops to use fire and manouvre and smoke tactics to gradually move up in fire teams.
We need someone with the map files to open them up, plant some rocks and small walls (stone walling?) and then getting some people on a private server (hamachi) testing out the cover to see if it works like I think.
At the moment, the lack of cover and the uniform colours are creating an imbalance where it is hard to hit things going upwards, too easy to fire down.
On the approach up the hill there needs to be more cover, to allow troops to use fire and manouvre and smoke tactics to gradually move up in fire teams.
We need someone with the map files to open them up, plant some rocks and small walls (stone walling?) and then getting some people on a private server (hamachi) testing out the cover to see if it works like I think.
At the moment, the lack of cover and the uniform colours are creating an imbalance where it is hard to hit things going upwards, too easy to fire down.

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DeePsix
- Posts: 2202
- Joined: 2007-07-29 19:22
I don't think gimping a certain faction just for the map is really a strong idea. I agree more with what MrD says, tweaks to the actual map need to be made.
I'd like it to be more of a "map" per say than a funnel
I'd like it to be more of a "map" per say than a funnel

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General Dragosh
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LtSoucy
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Ragni<RangersPL>
- Posts: 1319
- Joined: 2007-08-13 10:44
I've played couple rounds on that map and most of them were won by USMC... If you play as USMC you need to use a lot of smoke grenades and attack from the sides.
All I would like to change on this map is removing all weapon caches inside CP's on the hills (no more grenade spam) and make this map bigger a little bit (no more problems with setting rally points).
All I would like to change on this map is removing all weapon caches inside CP's on the hills (no more grenade spam) and make this map bigger a little bit (no more problems with setting rally points).
Last edited by Ragni<RangersPL> on 2008-01-21 14:30, edited 1 time in total.
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Do not post stupid suggestions just because you had a bad round in PR 
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
Viper5 wrote: 1. Fix US ranged kits (Sniper, Marksman)
Done. Thanks to testing from Falkun, Kenwayy and Kinote.
2. Remove PLA Sniper kit
No
3. Remove PLA LAT and HAT Kits
No
4. Remove PLA Grenadier Kits
No
5. On Hamyong only, bring down the power of the JDAM about 20% and put it on a 20 minute timer
Even simpler solution is to do what we should have in the first place. Not let fuzzhead audit the map and give the JDAM to the wrong team :d uh:
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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GruAncH
- Posts: 36
- Joined: 2007-04-23 11:02
Slightly thicker tree cover in the middle around the houses and maybe a few more rocks and trees on the north flank, and the south flank should get a few on the approach as it lets nades hit tree's and equals less spam death?
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http://GamingSA.com Providing the servers Australia play on
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DeePsix
- Posts: 2202
- Joined: 2007-07-29 19:22
Good deal Jaymz! Glad to hear my DMR kit is going to be back in action!

PR Testing Team: Serious Business.
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Wow...slick.Even simpler solution is to do what we should have in the first place. Not let fuzzhead audit the map and give the JDAM to the wrong team
Given, the marines do have a chance, especially if they are smart, but I agree that the map needs some physical changes.
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Eddiereyes909
- Posts: 3961
- Joined: 2007-06-18 07:17
agreed, i liked that map allotJonny wrote:Bring back compton instead!
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