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Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 02:04
by Scared_420
Marlin : Absolutely loved it. Great map, awesome story immersion in loading screen, fantastic. Canada is overpowered though and needs to be toned down.
Vadso City : Beautiful map, great detail. Harbor flag I dont agree with, too hard to defend and too easy to attack. Feels like muttrah city getting rushed at docks but being flanked from all sides. Also russia needs a tank or another BMP-3. British armor dominates. Such great detail would love to fight in other areas of the map, will have to wait for new attack routes.
Black Gold : Again, awesome map with good detail. Inf layer is silly, 4 km only transport trucks and helicopters and 550 tickets! 3 hours to finish with infantry only not my cup of tea.
OGT/Mestia/Tad : Great infantry maps, lots of fun and was a blast playing them once again. Also enjoyed the night layer but the stars and moon look like ****.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 03:13
by ShockUnitBlack
I definitely believe the 1k maps should remain. They're going to be good for seeding and are better than most of the existing skirmish maps at the moment. I think everybody should view them as maps that are there to cover a niche role within the game; the bulk of your PR experience should still be found in your 4kers.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 11:11
by Von_Gnome
I have only played Marlin (AAS) so far, and I think the map is really well done. Though we (Canada) steamrolled MEC. But that may not be related to the map.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 16:31
by doggreen
Vadso City:
Rather than their 2 other flags in the city might think and there is only one area of capture is greater than at present that would increase the combat between infantry. The team with the best teamwork will control the city and the docks.
Another point I want to emphasize is that the bridge near the main Russian base on several occasions the British were on the other side of the bridge with Light & HAT destroying the Russian assets invalidating any movement of trucks of supplies or even allowing the output of the APC and troops .
Maybe a repositioning of the main Russian base or change the location of the bridge even increase in area improves defection to the Russians for the English arriving by boat very easily in that position. Every time I played I have never seen Russians can win on this map, because of what has already been mentioned above.
Another already mentioned is the time she is carrying the JDAM every 5 minutes to be corrected.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 17:40
by Stealthgato
Marlin AAS is awesome, but the INS layout is just incredibad. Very unbalanced, it's the new Karbala as it is atm.
-INS don't get any special kits in main (srsly wtf?);
-Canadians have WAY too much armor;
-Any cache that isn't in the city is pretty much pointless to defend as it's super easy for canadians to get them.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 20:04
by billoute
Stealthgato wrote:Marlin AAS is awesome, but the INS layout is just incredibad. Very unbalanced, it's the new Karbala as it is atm.
-INS don't get any special kits in main (srsly wtf?);
-Canadians have WAY too much armor;
-Any cache that isn't in the city is pretty much pointless to defend as it's super easy for canadians to get them.
Thanks for these reports very major.
The Insurgency layer will be reconsidered to make it more balanced for the final release

Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 21:06
by WeeD-KilleR
[R-CON]billoute wrote:Thanks for these reports very major.
The Insurgency layer will be reconsidered to make it more balanced for the final release
Also, most caches are placed so bad it doesn't make fun to play it. They are on roof, in backyards, in fields... Most of them can be raped by the apc from the surounding. They shouldn't be visible from far away or from a hill. That's just ridiculous.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 21:24
by 40mmrain
pavlosk bay: why no close air support assets? A CAS huey, harrier, or cobra would make the original assault on the beach far more doable. Every amphibious assault map (beirut, vadso, muttrah, barracuda) all include CAS of some sort, so should pavlosk.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-27 21:33
by Rudd
hi 40mmrain, I am really sorry, but I made a mistake when I was setting up the 32, 64 and 128 layers. This has been corrected for after the beta.
(if I recall correctly)
32 - delayed spawn hydra huey (no AAV on Russia)
64 - delayed spawn cobra, immediate spawn hydra huey (AAV on russia)
128- delayed spawn cobra, immediate spawn hydra huey and cobra (2x AAV on Russia)
The harrier may also feature if it gets sorted out, I was playing with it when Jafar was working on it and it was making great progress, so maybe it'll be there.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-28 00:06
by Jafar Ironclad
Rudd: Rhino has signaled negative on the harrier for the map pack release, so I'd plan for Cobra/RocketHuey.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-28 00:54
by Rudd
yeah sorry I meant for the next core release
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-28 01:00
by Jafar Ironclad
FOR THAT I will do my part to ensure it is release ready.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-28 01:42
by DNA9881
Vadso and Black Gold are perfect. Play well enough to be implemented tomorrow xD
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-28 02:22
by ComradeHX
Tad Sae...
Night map = had to distinguish a teammate using enemy kits from an enemy(digital camouflage vs. a more brown digital camouflage...). This is the first map in which I got more than one teamkill in a round.
The POW camp defense is fun with mumble(talk about weather, Farenheit > Celcius...etc. with people from other places in the world while setting up MG and AP mine in the two entrances).
--------------------
Also, need a Russian aircraft carrier model.
Vadsco City's island point is a bit weird...
Yesterday, I played on it with some people on this forum and we took a BRDM + 5 people to occupy the island and held it for what seemed like forever, until British commander started spamming artillery(way to often); then we took a bunch of transport choppers and retook it a few more times. I do not think there should be a point on Island because it is too far away(cannot see anything strategically useful in view distance, so FOB/MG/TOW are pretty much useless there unless there is a capture point to defend).
Also, Vadso is beautiful. I like to take a nice stroll on the beach...if there were no weak-tea-drinking british people trying to kill me...
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-28 13:37
by saXoni
Black Gold VW:
If one of the teams has a proper defense on their last flag, the round will go on forever, as you don't lose any tickets by losing flags or vehicles.
The map is called "Vadso City" and it's Norwegian, not Finnish, Nugiman.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-28 22:15
by LITOralis.nMd
[Operation Marlin]
I do not take lightly the man hours that were dedicated to making this map, the map is a wonderful AAS layer. I am aware what I am proposing is an imposition upon someone and possibly insulting to the creative people who made this map. Not trying to cause insults, when I first saw this map on the AAS layer, my and my squad mates first thought was, this will make a great INS layer. However, the INS layer is still very much a WIP. So much so that to make it successful might require reconfiguring the map,, which can be seen as a PITA at this late stage of development.
NUmber one and most important, the INsurgents require greater urban density, they have no refuge from peripheral firepower inside the very narrow fishbowl inside the urban areas.
My opinion on the INS layer:
needs a smaller area on the periphery for armor to move around. Partially by blocking all southern access to the east side of map, force the armor to fight their way across the bridges. or the north land crossing then south of the highway.
needs urban areas that have a core that is at least 4 city blocks deep. The insurgents have no strategic depth and no way to draw BluFor infantry out of the armor umbrella and into small arms ambushes.
needs the insurgent main moved.
needs the canal to have more shallow water covering that you can walk through, some static objects inside of it for cover (rock formations, junked cars, downed trees, etc), and it needs canal walls to extend to the south edge of the map so vehicles can not cross it.
Red area= OOB
Yellow area = more urbanized areas
Pink area = new Insurgent main
Orange line = New canal walls, could use some of the retaining wall staircases too.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-29 00:03
by billoute
Thank's for your feedback .
Your point of view is very interesting , I've not many experiences to INS game and your idea could help me to make a better INS layer .
The only point that it will be difficult is to expand the city on the yellow zones ,because the map will to heavy on ressources ( more objects = more Lighmap = more Megabyte ) ,and currently Operation Marlin is enough heavy !
Also ,find a new INS layer is my priority and your proposition is wellcome

Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-29 01:47
by 40mmrain
I dislike insurgency on marlin quite a lot. Firstly, are the bad caches, theyre all too frequent. many caches are exposed, out in the open and not reasonable to defend. Secondly, is the decentralized city. In urban insurgency maps, the insurgents OWN the city. Think about how often an armour piece or large amounts of light transport drive around the city parts of maps such as karbala, dragon fly, ramiel, or even maps with very small cities like al basrah. The answer is almost never, and when they do, they die. With linear, logical roads mine fields that are doable, ied ambushes being doable, and bomb cars to scare away armour from the city it creates a lot of balance. The lack of bombcars, very peculiar road layout, the main of blufor being right at the city, entrances to the city, and the huge amount of open space and hills is far too favourable for blufor.
Marlin is a brilliant assault and secure map, and great on skirmish. I dont think it's any good on insurgency.
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-29 04:44
by Rhino
Re: 0.973 Map Pack BETA Feedback
Posted: 2011-11-30 00:07
by drs79
The few rounds I got to play were awesome! As others said the detail of the older maps/revamping of textures, light and detail were superb and are old computer friendly!! I was especially impressed with Pavlovsk, I thought for sure I'd crash but, I didn't.
Operation Marlin - will it eventually be a IDF vs Hamas Map? - Loading up screen makes you think it is.
I heard there is a AAS version? If so the Insurgent main works, but for insurgency the INS main needs some possible changes:
1. Shield from Blufor fire - much like the one in place for Jabal
2. Larger Dome of Death
^ I can see players/certain servers which allow main bases to be attacked exploiting this.
Blufor Main - Dome of death as well might need an expansion - with only a few exits if mined/camped Blufor has no means of vehicle transport exit. - Or new placement of the Main base.
- Blufor Helipad - crates can't be rearmed *I think this was mentioned already.
Pavlovsk - suggestion - Once first flag is captured by Blufor the repair station area should be a spawn point. If that flag is taken by opfor it dissapears and if Blufor recaptures it the spawn point should not come back.
Possible bug - Birds fly constantly in the hills. While on the TG server I was doing recon and found myself taking a nice hike in the woods. The detail is great but I found that every 15-25 seconds as I walked birds were flying at least 50 meters in front of me - I understand if you are sprinting then yes birds should fly or if you are sprinting with a group of 4 or larger, but one man walking through the dense forest shouldn't provoke that many bird movements. - I even noticed a few times when I went from the prone to crouched position or made a sudden movement that birds flew.
Fog/View Distance - View Distance is very limited, suggest raising the fog ceiling/view distance.
AAS Flag placement is Key and a great first flag for the Blufor should be the western beach fortification. Hopefully the random AAS flag placements will take advantage of this. - I can see this map also being a great CnC map.
Black Gold Vehicle Warfare -
Suggestion -
1. Repair trucks only equipped with repair stations or the other options left as empty slots (I.e. The crate option is still there but doesn't drop a crate) - Too many players using logi trucks drop them in Main Bases/can possibly cause server crashes.
2. Up armor Chinese Tanks - Russian ATGM are very powerful against the thinner armored Chinese Tanks/Remove ATGM on both sides.
OGT - Chinese Repair station does not allow selecting of kits.
*Unfortunately I was only able to play the above maps once a piece and can not give reviews regarding the other factions. I do hope this is helpful and I cannot wait to see the maps released for either another round of beta testing/full map release.
As a ATI video card user I encountered no problems of CTD whatsoever with the above maps.
Thank you again for allowing us to partake in the beta test event and I hope that the servers which were allowed to use the maps are currently still allowed to use them in their map rotation.