Operation Archer

Suggestions from our community members for PR:BF2. Read the stickies before posting.
PARAMEDIC.CA
Retired PR Developer
Posts: 1106
Joined: 2006-04-13 02:48

Post by PARAMEDIC.CA »

[R-DEV]Spearhead wrote: the low amount of available RPGs and ground transportation for such a huge and spread-out map.
its actually not that big. I think Archer maximizes map space utilization through creative road & static placement around a complex terrain.
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00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

Any word on the crashing issues? I think a lot of servers are taking it out of rotation because of it?
"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

seams to be a problem, are the devs on bughunt? would be to sad if this map would disapere because of a bug
stalin
Posts: 12
Joined: 2008-03-02 06:28

Post by stalin »

so is it just me or is there no loading music to archer...kinda creepy to sit at the loading screen and not here anything, makes you think something is broken.
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

Although visually it looks very strange (not enough foliage and natural vegetation imo and the hills and skybox are weird) the map can play really really well, although it would not hurt to add some linearity to the cache layouts using the roads possibly so that the action is more focused in terms of numbers as it can be at the village to give the impression that neutralising the caches in a zone, effectively drives the insurgents out of that area (using a capture and control style gameplay without the flags, making firebases important for area domination as in current engagements in Afghanistan).
00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

$kelet0r wrote:Although visually it looks very strange (not enough foliage and natural vegetation imo and the hills and skybox are weird) the map can play really really well, although it would not hurt to add some linearity to the cache layouts using the roads possibly so that the action is more focused in terms of numbers as it can be at the village to give the impression that neutralising the caches in a zone, effectively drives the insurgents out of that area (using a capture and control style gameplay without the flags, making firebases important for area domination as in current engagements in Afghanistan).
There is not that much vegetation in the desert parts of Afganistan...
"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
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