Posted: 2007-12-27 04:19
Oh, i remember this map. It had a great feeling sometimes, indeed.
I imagine that map got removed because no matter how sneaky you were, crawling through the grass - You were as clear as day from the top of the hills due to the grass not appearing beyond like 100m!jwgarris wrote:The Claymores from (what was it .5??) were perfect... and underused. Oh man I had some good times on that Jungle Map, USMC vs PLC... the one that got removed for being "too arcadey" jerks. That was my favorite map. The most realistic Jungle Warfare Map that trumped, EOD, and BF:V. I remember just sitting in the thick waiting for someone unlucky enough to cross the trail where my claymores were.
I vote to Bring Back the .5 Claymores.
I like Heskey's opinion.Heskey wrote:I like Claymores.
I like Claymores being proximity based.
I DON'T like being killed by claymores at the tops of ladders.
I DON'T like the majority of my deaths being the results of claymores.
I like claymores; but I do not want them in PR![]()
Actually the map was well designed and that was not a problem at all. Even on my machine and my machine does not even meet minimum requirements ;PHeskey wrote:I imagine that map got removed because no matter how sneaky you were, crawling through the grass - You were as clear as day from the top of the hills due to the grass not appearing beyond like 100m!
you know , not every map should ahve the same kit layout .BloodBane611 wrote:Claymores would be good addition, but they would just be too overbalanced. A squad setting up a defensive perimeter around a flag would be realistic, but 7 gates at the citadel would be frickin nuts. So in the interests of balance, please no claymores.
I would love to pull ambushes and set up perimeters with claymores, but just the few instances, like citadel as wall as mine on Qwai, make it overkill. Those are unfortunately two of the maps where they would be most useful.
You what mate?jwgarris wrote:Actually the map was well designed and that was not a problem at all. Even on my machine and my machine does not even meet minimum requirements ;P
Like I said this map was well designed, and there were no open spaces for 100m. The Map was designed around Valleys and Hilltops. Hilltops could not really look down on the valley due to the Trees, In the valleys you could not see for 100ms because of the winding trails, trees, altering elevations. The map was designed around the Crappy BF2 engine and worked well. If you haven't played the map then you cannot imagine how beautiful the map was.Heskey wrote:You what mate?
If you're hiding in a corn-field in ANY map, the enemy can see you plain as day because the grass disappears beyond like 100m - Same went for Hills of Hamyong; if you were on the hills and looked down at all the little squads trying to hide in the grass, you didn't see the grass - You just saw lots of men, all blobbed together within your iron-sight, prone on the floor.
I did play the map, a lot - How the hell would I be talking about a map I'd never played?jwgarris wrote:Getting offtopic now. Guess you just had to play the map to know what I am talking about.
I'd probably chuck detonator-triggered claymores in with... I don't actually know.jwgarris wrote:Back to Claymores. I think there were some good ideas about the limited Kits. But which one do you put them in?
THAT'S THE ONE.Nickbond592 wrote:Mao valley ?
You would think that... but if History has a way of repeating itself... and it usually does. They will be underused like in version .5 Someone said it before, most people don't have the patience to wait in the ambush position.Spec_Operator wrote:Thats why he said "instead"
But still, if every engineer would get them, it would be spam again - for a limited class it would be fine.