Map Concealment (56K Warning)

Suggestions from our community members for PR:BF2. Read the stickies before posting.
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Map Concealment (56K Warning)

Post by [T]Terranova7 »

One of the things that really doesn't fit is BF2's map designs and PR's gameplay. After playing for about 45 minutes to an hour on Gloryhoundz, its almost impossible for the assaulting team to even make a push. Sometimes its downright frustrating.

So I was thinking, the first thing we should do here is reduce the amount of flags dramtically. Battles should be held over two to three flags as the most, even on 64 player maps. Also, increase the flag radius on control points. Once you get a bunch of guys on a flag, it usually takes some concentrated fire and some grenades to obliterate them.

Now besides control points, theres this serious lack of cover. How about adding some static objects such as destroyed vehicles. I mean, are we battling in ghost towns or what? There should be like 3 to 5 broken down vehicles littered around the streets. This would no doubt help when "crossing the street". Also how about more concealment postions that soldiers can take bases of fire from. Most objects already in vanilla BF2 can't be seen over while crouched, so sandbags, objects against the walls, peek holes, sand dunes... stuff like that helps. As shown the pictures below.

Image
Image

Here we see a nice little sleeper hole of sorts. Could be placed around main base camps and what not on certain maps.


Image
Image

Sandbags on roofs. Its very easy to see players firing from rooftops in these games.

Image
Image

Image

This is what I mean by having these "dunes" of sorts (don't know what you would actually call em). Basically on more open-ended maps, these can extend across key battle points.


Image
Image

This is the "peek hole" style of concealment. Basically Its just your rifle and your head sticking out.

Image
Image

Having object that allow you to shoot over walls while revealing as little of yourself as possible would be nice.

Image
Image
Also, how about some sort of tunnel network for the MEC faction.

I've covered alot of concealment type options that I can think of. It would make battles alot more intersting with stuff like this.
Siberian
Posts: 23
Joined: 2005-06-14 02:48

Post by Siberian »

About the control points, doesn't the AAS mode solve this in a way? Only one flag to go for at a time...love that. Creates a cool "front-line" effect I think.
You can't hide, for Siberian is everywhere!
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

It doesn't really work IMO. Once the assaulting team caps the first flag, its impossible to maintain a defence and assault with only 32 or less players. Recently I was playing on the Sharqi Penisula. I was playing with the MEC team.

We kept on capturing the city entrance, but once we moved to take over the surveillance post, USMC took back the city entrace despite the fact that we had the surveillance post neutrailzed. Not to mention the defending team has a load of flags that they can spawn on. I would prefer if the option to take flags in random order was brought back. With a smaller amount of flags you can alsmot "concentrate" firefights but not force players to go after one flag. Either that or create seperate game modes.
AznLB
Posts: 475
Joined: 2006-02-13 21:01

Post by AznLB »

Image
Well, those look more like graves.
Ghostrider
Retired PR Developer
Posts: 2585
Joined: 2006-01-04 02:56

Post by Ghostrider »

This option is still available at the desicion of server admins. Conquest mode is still available..

On the other hand, if you dont think you'll get a front-line effect with AAS, conquest will not help you at all...and having less flags will still be like AAS...but only with less flags. The games will end quicker because of the longer respawn times, and can make it sort of unbalanced imo.

If you want less flags, there're always 16/32 player maps where you can cap the max number of players to 40, 50 or more.

-Ghostrider
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

i liek the idea of tunnels. sorta like the viet cong had
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

I'm not saying there isn't a front line effect with AAS. I'm just trying to address the fact that half the flags on the maps are useless. I've yet to see the MEC gather more than the first flag on Strike at Karkand 2. The maps I actually see being equally balanced are usually those where most of the flags start out as neutral.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Map adjustments will come in 030 to help with this.

egg
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

A tunnel network is not possibal in BF2 unless the whole tunnle network is a modle with the ground also modled above it. Somthing thats very hard to do well and would take alot of time doing.

As for the rest of you see it in BF2 for most. Some you dont.
Image
Pence
Posts: 2248
Joined: 2006-02-04 06:10

Post by Pence »

Terranova wrote: Image
The Warrior you see below the British sniper has a guy with an L85A2 in front of it i have the picture, i am getting a scanner in april ill get the picture on then.

Speeking of scanners i can put some pics of South Africa, Britian and America up (including if my dad takes me i can get a few pictures of Baggington Airport and the massive Vulcan bomber that they have on display!)
"I am not bald, i shave my head"
Image
"How could you falter when you're the rock of Gibraltar"
Happy
Retired PR Developer
Posts: 1807
Joined: 2005-11-07 02:43

Post by Happy »

Well if you go through the statics of BF2 there are serval tunnel entrances in work.
Proud Killer of 38 Spambots.
Image
Image
After much intense calculation, it has been decided that your thread is already in the forum that you wish to move it to. Deep Thought should be jealous. - Moderator Control Panel
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-DEV wrote:Happy']Well if you go through the statics of BF2 there are serval tunnel entrances in work.
but untextured and if you put them in, you cant put terrain ontop of them....
Image
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

AznLB wrote:Image
Well, those look more like graves.
That's why they call 'em ranger graves
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
Szarko
Posts: 627
Joined: 2005-11-07 03:37

Post by Szarko »

'[R-DEV wrote:Happy']Well if you go through the statics of BF2 there are serval tunnel entrances in work.
There are alot of cool unskinned things, like control towers, that didnt get finished... maybe some one could skin them. ]\

The sandbags on roof tops is a cool idea, but is realy up to the map makers. I think Rhino's map has sandbags on some roof tops...
Image
Deuce Four
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

=PL=POLSKA wrote:There are alot of cool unskinned things, like control towers, that didnt get finished... maybe some one could skin them. ]\

The sandbags on roof tops is a cool idea, but is realy up to the map makers. I think Rhino's map has sandbags on some roof tops...
1 roof top that had a invisibal wall right where the sandbags are. So i put the sandbags there to cover up this invisbal object so that if you do plan going up there and then aim at a guy and then shoto and you just see a bulliet whole in front of you and think "WTF" it dont look so crappy. Thou there are bits of this invisbal wall (its acturly a sing) sticking out of the top of these sand bags. But not very much.

Also ty you have reminded me about anouther bug i forgot to list on my map :)
Image
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

=PL=POLSKA wrote:The sandbags on roof tops is a cool idea, but is realy up to the map makers. I think Rhino's map has sandbags on some roof tops...
Copycat, copycat!
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

Image
acadiancrusader
Posts: 140
Joined: 2005-06-14 00:30

Post by acadiancrusader »

'[R-CON wrote:Rhino']A tunnel network is not possibal in BF2 unless the whole tunnle network is a modle with the ground also modled above it. Somthing thats very hard to do well and would take alot of time doing.

As for the rest of you see it in BF2 for most. Some you dont.
i remember reading a possible workaround to this. have your tunnel entrance warp you to another location, away from the battlezone. in this area, you would have your tunnels just floating there. at each exit of the tunnel, have the players warp back to the playing field.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

acadiancrusader wrote:i remember reading a possible workaround to this. have your tunnel entrance warp you to another location, away from the battlezone. in this area, you would have your tunnels just floating there. at each exit of the tunnel, have the players warp back to the playing field.
That sounds like BFv, and this is not the same engine.
Image
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

I'd love to see more concealment in this game, especially on urban maps. The game Full Spectrum Warriow had lots of concealment.

Image

Image
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
acadiancrusader
Posts: 140
Joined: 2005-06-14 00:30

Post by acadiancrusader »

'[R-CON wrote:Rhino']That sounds like BFv, and this is not the same engine.
what difference does that make? if it's potentially possible, why not explore it further? i'm pretty sure i read it in the BF2 editor forums.

i seriously doubt it was BFv as i hated the game and never played it for more then 2 hours (therefore i cannot see myself reading forums dedicated to the game).
Post Reply

Return to “PR:BF2 Suggestions”