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Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-24 20:24
by IronTaxi
Ok well... I'll chime in here I guess...since I made the map.

The map is an experiment, much as 7 gates was. Which is funny that people group them together so quickly. hehe.

Its not meant to be qwai, fools road, dragonfly or an epic map like that. (ps. I made all those too!) It is by design a very tight fighting space.
As soon as a map begins the server becomes empty.
It's meant to be adapted to and create some kind of new dynamic. I took a chance
that it might be a server emptier on purpose, hence the lack of detail around the perimeter of the map.
Now it's just mostly British sitting at the docks area and Militia trying to come in.
It's meant be played in a scenario type approach
they wouldnt spread themselves out from outside of the compound. Makes it a challenge for the Militia to get to them *and ive still seen Militia win*
how true.. but yet falls on deaf ears.. its the way the map is played not the map itself.
To be honest, I don't even know why the mapper wasted his time on the train lines and little villages and whatnot if you don't even go near them. Even as Militia you bypass them alot.
there is only one village. its meant as a holding point for militia if they so choose.
its meant to be bypassed of course.. the target is the port..hehe..
The train lines are decoration for the most part. and it didnt really take that much time once the map was layed out.
I don't get the point of this map? Why make this beautiful 2x2 km map with all the terrain details and statics it has, when Brit team cannot even leave the factory/docks and all the fighting happens in 500x500 m area? Currently 80% of the map is practically useless. What a waste.
psst...thats the whole point..you answered your own question..hehe...

ps. The rest of the map is pretty much ****...have a closer look.. ;)
10% of the map in use is just silly, and its so badly designed (the docks) that its still no fun there either.
See now thats a load of horse shit right there. If you think those docks are badly designed you got your thumb up your *** son. :roll:


my final comment is that this map is meant to be a fast messy round of combat..let you shoot alot of stuff very quickly..

I'm not too sad to hear its not loved by everyone.. hehe...but for those of you that have had some fun on it.. your welcome and ill always build this stuff for you guys.

Cheerio folks!

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 03:37
by NyteMyre
Seeing the WIP thread of this map, I hate to say it sucks.....gameplay wise. But the truth is, it does.

If the Militia spawn was in the village and the surrounding terrain unavailable, it could have been a vanilla map.
I got a feeling that the militia spawn is in the 8th row just for PR's sake.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 04:56
by IronTaxi
NyteMyre wrote:Seeing the WIP thread of this map, I hate to say it sucks.....gameplay wise. But the truth is, it does.

If the Militia spawn was in the village and the surrounding terrain unavailable, it could have been a vanilla map.
I got a feeling that the militia spawn is in the 8th row just for PR's sake.
Gameplay I won't debate. maybe defence simply cant be done. fair enough

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 05:16
by dtacs
We appreciate your efforts IronTaxi however this is a failed experiment, to be truthful.

However nice work on Qwai, tis a staple map of PR now.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 05:40
by IronTaxi
experiments cant fail...by their very nature...

its not a yes or no situation..

I think you suffer from a certainty found typically amongst the young and inexperienced..hehe..

ps.. kill your television.. :P

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 06:03
by Z-trooper
Hmm.

I'd just like to say that it is one of the maps that I really love in the new build. I have had more intense moments and excitement on that map than the rest of the time I have played 0.9 - but together.

Just my opinion though. We all have different play styles - for instance some just loooove Kashan, and others hate it. Some looooove insurgency game mode, others hate it.

Can't win them all taxi, keep up the great experiments. Without experiments we are stuck with the same old factory stuff.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 08:44
by dtacs
[R-DEV]IronTaxi wrote:experiments cant fail...by their very nature...

its not a yes or no situation..
You're right actually. I guess this experiment didn't yield the results you were looking for if you will.

The scenario ideal would work in an organized match, but in pubs its just a go kill this and whatnot session. Players, like water, follow the path of least resistance or avoid challenges, regardless of whether it will result in a good game or not. Thats why Gaza is such a huge success, because its a TDM session while people can still say they are a playing in a realistic setting.
I think you suffer from a certainty found typically amongst the young and inexperienced..hehe..

ps.. kill your television.. :P
You're kidding right?

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 09:44
by PLODDITHANLEY
I don't agree.

I like a slower more careful teamwork and tactical game play.
The building of a defensive ring by the brits, a floating squad or two to reinforce when they are attacked its what i dreamed of.
Yes ofc militia need mega teamwork and co ordination to succeed.

I think the problem is not the map, but many people do not want to play like that, I am happy to defend to wait to patrol checking on friendly squads.

I feel the same for the militia, it represents a tactical challenge to get on the docks, needing a distraction and alot of covering fire from a FOB, TOW spam accepted.

I think at the moment it is very very hard to get a whole server working together, even the known mumble teamwork servers (RT & TG) seems to have far less TW than in 0.87.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 10:25
by Z-trooper
The last two times I played militia won. At first they were throwing themselves at us and getting slaughtered but then marksmen and lmgs started picking off a few of us and keeping our heads down - making room for a portion to advance in - and when they first are in the british start getting paranoid and is no longer focuing a lot on the milita folks at range.

Works very well when people are working together.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 10:49
by Cheditor
Well for me (a person who doesnt just go scope scope scope) this map is fun, i get the chance to run around with a Galil doing my favourite part of PR, CQB. I'm probaly one of the few who smile when i see this as the next map.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 12:43
by Kain888
It's not that this maps is bad. It was actually quite fun to play it for few first times.

The problem with it is that it's very repetitive and lacks variety. That what makes it dull and not enjoyable after a while. Small area and invisible borders for British make it not PR quality IMO. We throw out many maps because they weren't matching PR quality, but in 0.9 we received map with similar standards (or even smaller when it comes to size) but less diverse.

INMO this docks could be really well incorporated as one of the objective but not the only one.

Don't get me wrong IronTaxi, I think that all people here appreciate your hard work and great mapping skills but we just want to be constructive. :)

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 13:16
by ANDROMEDA
Kain888 wrote:It's not that this maps is bad. It was actually quite fun to play it for few first times.
I agree with that.
After a few games, the card will be the template. Militia will put FOBs in the same places, attack with the same directions, the British sit in the same positions ... Stereotyped tactics eventually end up killing interest in the map entirely. Is this correct? We have Skirmish game mode for tense CQB fighting.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 13:18
by Outlawz7
ANDROMEDA wrote:I agree with that.
After a few games, the card will be the template. Militia will put FOBs in the same places, attack with the same directions, the British sit in the same positions ... Stereotyped tactics eventually end up killing interest in the map entirely.
That can be said for all maps in PR.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 13:46
by Kain888
[R-CON]Outlawz wrote:That can be said for all maps in PR.
Not really, maybe to some degree but for my most rounds experiences are different. There is a lot of variety of tactics, variety of objectives (random obj ftw!). There are some spots that people like to overuse - right, but it's not so obvious like on SaO.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 14:54
by LudacrisKill
This map is the worst in PR. I actually have something that I enjoy less than al basrah now.

Wth is the point of a 2k map where you can only use 500m^2 of it...

Any map that has a non killable spawn point on a flag is just stupid.

Seriously. What was the mapper thinking?

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 15:01
by Rissien
He was thinking about having a defensive match which is actually a nice change from the normal both sides attacking.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 15:21
by ANDROMEDA
'= wrote:H[=ElvishKnight;1278684'] normal both sides attacking.
Maybe it can sounds strange, but me have been playing PR for the sake of the normal both sides attacking.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-02-25 15:33
by Kain888
'= wrote:H[=ElvishKnight;1278684']He was thinking about having a defensive match which is actually a nice change from the normal both sides attacking.
TBH all rounds Siege at Ochamchira i played involved British stalking forest (to the very DoD limit) to kill Milita before they reach docks.

Re: Siege at Ochamchira - what's the point?

Posted: 2010-03-02 09:06
by Nebsif
Imo, chechens need heavier or just more assets on this map, moar BRDMs, maybe 1 non respawnable T-62 or some techy's idk, bcuz u wont assault such a position with a few trucks, 1 flippy BRDM and 2 boats..

BTW, is any1 else getting huge FPS lag near the chechen main area, mostly on/near the railroad, my fps drops to something like 10 there.
...Gforce 9600GTM
3 gigz ram
dual core processor...

Re: Siege at Ochamchira - what's the point?

Posted: 2010-03-02 10:38
by dunem666
its a new map.... they all have problems with vegitation mappinng hence the problem with fps drops.

i htinmk there should be at least 5 boats on this map, and the flags should be spread out...

why was the rest of the woodland even made?