new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Stoic Sentinel »

Tim270 wrote:Gaza is a fun map if the IDF manage to get a foothold. Now Asad on the other hand... horrific..
Word. Mansion, in most games I've played it ridiculously hard to cap, due to the ENTIRE Hamas team taking defensive firing positions in the mansion before the IDF have a chance to organize.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Snazz »

Scared_420 wrote:Beirut, doesn't even work.

I'm only giving you my opinions on the maps which is what the forum is for I thought.
Only saying "this map doesn't work" isn't helpful feedback or particularly opinionated.

BTW there's a forum for map feedback: v0.9 Maps - Project Reality Forums
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Scared_420 »

Snazz wrote:Only saying "this map doesn't work" isn't helpful feedback or particularly opinionated.

BTW there's a forum for map feedback: v0.9 Maps - Project Reality Forums
No actually it doesn't work, there is a ladder on the map (not saying where) that as soon as someone climbs it crashes the whole server.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Rudd »

Scared, just keep in mind that this is a 0.X0 release, which typically are buggy, bugs will get corrected so have faith.

so avoid bug discussions and keep to discussing aspects of the new maps that aren't going to be fixed as a bug...
Silent eagle is brilliant in the vehicle layout except wtf is the deal with USA rushing and destroying all the Russian BTR's at the start of the round every single time i play it. It seems almost unstoppable. I'm just not a fan of the map I'm sorry guys.
the Russians do have a rather annoying asset layout at the start I would agree, e.g. what is the point of making pilots get truck rides to the airfield before air trans is up? delayed spawn would have worked just as well imo. However I think the general asymmetric layout at the start is to ensure teh USA aren't capped out super quick, as they have to cap Airfield first.
Secondly, the seige map is not my cup of tea either. I don't really understand the concept behind it, British will always win if they just guard the water and the bridge to the east. And the British can go pretty much wherever they want in the map except right in the middle across the river, makes no sense to me sorry.
I agree, seven gates syndrome again - needs a miltia tank and it'll be sorted imo.
Beirut, doesn't even work. Iron ridge, who's idea was it to put that as an insurgency map, it takes forever and the battle ends up being a stalemate with the Russians to scared to attack or not deploying as a group and drags on the time even longer.
thats unfair re iron ridge, after a few times I've gotten super efficient at searching those buildings, its great imo with lots of CQB and ranged combat. its also picturesque
Last but not least, Dragon Fly, am I the only one who enjoys this map? I thinks it's awesome but that's just my opinion and I would like to see it played more often. Please no negative comments I'm only giving you my opinions on the maps which is what the forum is for I thought.
I enjoy it as well, however I don't see much point in the 16 layer when Militia still get AT guns.

I think several maps need tweaks, though I enjoy all of them

when Beirut is working I think I enjoy that more than alot of other maps, I like to think of it as 'Dirty Muttrah'
read in to that what you will...
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by rushn »

so much complaining!
Trex
Posts: 23
Joined: 2007-03-26 23:06

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Trex »

Yamalia is brilliant! The other new maps are very high quality as well, good work!
- Trex
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Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Stoic Sentinel »

Trex wrote:Yamalia is brilliant!
You just saying that because it's a Canadian map? :D Jk, I love Yamalia as well. (Optics ftw!)
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myles
Posts: 1614
Joined: 2008-11-09 14:34

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by myles »

Stoic Sentinel wrote:You just saying that because it's a Canadian map? :D Jk, I love Yamalia as well. (Optics ftw!)
Yamilia feels so biag as it is so empty when your six man squad is on its own
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Redamare »

i cant even load dragonfly -_- my game CTDS EVERY TIME lolol ... its weird .. but yea its not bad ..
Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Stoic Sentinel »

myles wrote:Yamilia feels so biag as it is so empty when your six man squad is on its own
There's still plenty of action and fighting, if that's what you're saying...
Redamare wrote:i cant even load dragonfly -_- my game CTDS EVERY TIME lolol ... its weird .. but yea its not bad ..
Is it that memory error? I got that every time loading Beirut, reinstall worked for me :thumbsup:
Last edited by Stoic Sentinel on 2010-03-27 14:45, edited 1 time in total.
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by dunem666 »

replace Seige at Oc with Mestia.

The map sucks with 4 flags in 1 place surrouned by water :(
gaurd502
Posts: 366
Joined: 2008-03-22 14:59

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by gaurd502 »

Stoic Sentinel wrote:+1,
R.I.P. Operation Ghost Train.

I miss it too, especially because of how well done it was.

Right now I can;t really decide yet, it. Most maps are too laggy for me. Once I upgrade my CP ill re play them. But its either lag or no one seems to work together when I play. Tomorrow I will get on TG or something and try them again.


Right now the layout seems fine for me.
Sergeant First Class Guardian
Assistent Squad Leader
1st Squad, 1st Plt, A Company, 1st Bat
508th Parachute Infantry Regiment
US Army
1-1PLT/A/1B/508
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Snazz »

Scared_420 wrote:No actually it doesn't work, there is a ladder on the map (not saying where) that as soon as someone climbs it crashes the whole server.
That's more constructive, but the map still technically 'works'.
ViktorMk
Posts: 68
Joined: 2009-09-01 19:06

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by ViktorMk »

Beirut crashes so much, i've heard it was because of a ladder glitch?
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by myles »

Redamare wrote:i cant even load dragonfly -_- my game CTDS EVERY TIME lolol ... its weird .. but yea its not bad ..
same here
and the israleis finnaly wona match in Gaza beach.
http://screenshot.xfire.com/s/94606160-4.jpg

A thing about silent eagle i was waiting for about 20 mins for my A10 to spawn it did and when i got in all i could here was *beep beep* and it blew up from a jet locking on. Then when the f-15 (sorry if i got the num wrong) taxied to the runway it just blew up from russian jet in the air so annyoed
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Trex
Posts: 23
Joined: 2007-03-26 23:06

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Trex »

Stoic Sentinel wrote:You just saying that because it's a Canadian map? :D Jk, I love Yamalia as well. (Optics ftw!)
Yeah, I guess I'm a bit biased :p
- Trex
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SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by SocketMan »

myles wrote:same here
and the israleis finnaly wona match in Gaza beach.
http://screenshot.xfire.com/s/94606160-4.jpg

A thing about silent eagle i was waiting for about 20 mins for my A10 to spawn it did and when i got in all i could here was *beep beep* and it blew up from a jet locking on. Then when the f-15 (sorry if i got the num wrong) taxied to the runway it just blew up from russian jet in the air so annyoed




Might not be a bad idea to take down the enemy jets (from the ground) rather then waiting for the plane to spawn.Just a thought ;)
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by dtacs »

gazzthompson wrote:considering the IDF APCs are basically tin cans they need heavy transport.
Which brings the Bucket into question. Why have such an ineffective asset if its going to be so useless? Its more useful for running over infantry than trying to use the 50 cal.

Methinks tha Achzarit would be a better choice, an IDF APC based off the T54/55 chassis, with a rear door added and the turret removed.

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OR something MUCH more effective....

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its like that in real life, so its like it in game.
See that dudes post above.
Th3Exiled wrote:Russians would have to be pretty **** not to get to the first flag before the tank does, you know, seeing as how it's on a delayed spawn. True, but if they get pushed back to their last flag, the tanks spawn, and as what happens most rounds, the Russians THEN decide to get their armor assets they stand little chance. I know that an IDF HAT sitting below the TV Station is an excellent way to stop their armor moving on docks.

Just because you have a tow doesn't mean that all tanks on the map should instantly blow up, I don't see how the tank staying away from your tow is a problem. If he is away from the tow he can't shoot the infantry there.

A tank staying away from your TOW is a HUGE problem, it means that the anti-armor comes down to a vehicle that tips on completely flat ground and an unguided, unscoped, large-dip HAT kit. One cannot rely on the HAT's and TOW BRDM to kill the Merkavas, its too big of an ask.


Up against any half-decent Russian army, any competent tank crew will realize it is suicide to head an attack. The infantry lead the way and clear out the area, the tank try's to provide supportive fire. Once the fighting reaches inside the city it is quite difficult for the tank; it's very easy to ambush it, you can approach from any direction and get up close, and it has limited fields of view due to all those building obstructing it's view making it very easy for the infantry to move past it.

You're right, it is hell for a tank, however Beirut has so much open areas that the tanks can lock down a large area, roughly 3 or 4 grids, but I'll assume you already know that. Why would it go into the city? Thats the infantries job to clear it, SHOULD there be a flag there.

I've kept the tank up the whole round before myself, along with Diabolos. At the end of the round we had 32 kills between us, a good lot of them were from choppers trying to get to shore late game when we had all the flags.
The possibility of tows kept us from advancing ahead of our forces for the most part. Rearming was a pain due to 2 of the 3 bridges being blown while the third was mined; so we had to wait for an engineer to remove them. There were also soldiers with hat kits positioned around our route back and from main that were trying to ambush us.

That was Bentley's work with the mines, which seemed to be a pretty good tactic. During that round my squad had to land at the TV Station in a chopper to avoid getting raped when moving onto docks, unfortunately we had 2 firebases up within the city in the south-east area but the Russian team was pretty dropkick so we didn't stand much of a chance.

Things like tanks and attack aircraft shouldn't be something that are easily destroyed, they are meant to be threatening, they should scare the infantry.

Thats true, however all forces should have the ability to destroy the enemy assets. The Russian army has a guided missile IRL that the infantry can carry in a little backpack, in similar behavior to an Eryx. I saw a youtube vid awhile ago but I can't find it now, I'm surprised it wasn't introduced instead of the Tandem RPG. It looks really similar to the MEC placeable TOW (MILAN).

At the moment the Russian's anti armor ability on Beirut isn't big enough, it feels to me like the Merkava's mentality of rolling around in the open without a care for getting killed is a bit silly.

If the tank is giving you problems it is doing it's job. If it's such a big problem:

1. fall back to the city.

That would be moving forward, considering the flags for the next caps after the Russian's first/second are place inside the city, or to the south of it.


2. get a FB with a tow set up (and have it manned obviously).
We did. And it got raped as we had 2 infantry squads moving in on us to destroy it without any support from the rest of the team, annother failure of assymetrical balance which natually assumes that the team without the bigger assets are working like a well-oiled machine. You and I both know that doesn't happen alot when 39th_bn are manning our Spandrel's and BTR-80s.

3. get creative, stick some wire down blocking paths, get an engineer kit and place mines, or get a hat kit and have him watch another sector. Don't forget you still have the spandrels that spawn in, 1 of them driving around in the city while the tank is there can be hell for him. (pfft, yeah, until it tips on a corner or 10cm bump)

Now this part makes me believe that you just made this strategy up on the spot and that you've never actually put it into practice. Wire is one of the stupidest things you can place down. It designates that there is an enemy firebase there, and if there is dirt going up in the air, that there are enemies actually building it. It creates more problems than it solves.

If you are in the city, the tank's job just became incredibly hard. Of course it may be hard to set up defences if their infantry is on the ball and managed to move up immediately on your position, however, chances are that the tank will hold off moving into the city.
But it doesn't NEED to move into the city. The tank is at its best when its OUT of it, and in those hilly bluff areas south of the docks.

In short: If the tank is used properly than sure, it can be hell for the Russians (and it should be), conversely, the Russians can make it hell for the tank if they are smart enough.
Wrong. The tank doesn't need to have a good crew to be effective. Easy mode for whoever is crewing it, if you will.

Exiled.
Last edited by dtacs on 2010-03-29 02:06, edited 2 times in total.
Ascy
Posts: 5
Joined: 2009-11-21 19:45

Re: new maps [Silent eagle, seige map, Iron ridge, Dragon Fly]

Post by Ascy »

Okay, here's my 0.02$ on the new maps:

Beirut
I really like this map, IDF is probably my favourite faction (i love the TAR-21),
and i love urban/house combat (10-story-t-building? hell yeah!).
Unfortunately this map is rather rarely played, i heard it's not the most stable one, never had any problems myself though.

Dragon Fly
I think this might be an awesome Map.
The city looks really nice (again, urban combat yay!), BUT:
I rarely if ever see anything of the map after the second flag (speaking from an UK point of view)
I don't know if it's the team's fault, or the map is balanced in favour of the militia, but it seems to me really hard to advance/win as UK,
and that took the most part of the fun out of this map for me.
(Maybe a bit less armor for the militia, they have the advantage of the defending position after all)


Gaza Beach
Again, urban combat, yay!
Rarely played as IDF, but the battles can become quite intense in the city.
Really like the layout of the Map and the two factions.

Iron Ridge
Unfortunately never played in insurgency mode, i think it might be quite interesting.
In AAS, i like the map, except 1 thing. EVERY BUILDING in the City can be entered and is multiple stories high.
Though i really really like house combat, the sheer amount of houses makes it
extremely hard to clear the area around the flag from enemies.

Lashkar Valley
Not much to say, I really like this map (one of the best INS maps, IMHO),
especially the mansion building in the south. With a big UK assault incoming, defending a cache there becomes really intense.

Siege at Ochamachira
Sorry, hate the Map. The flag layout isn't that good, and it feels more deathmatch-y, like the new version of Asad Khal (don't like that one either)
The idea behind those defender-attacker-maps is really good i think,
but maybe there has to be a different approach to it.
The map itself looks quite nice, though, and the firefights are good, but something doesn't feel right yet. (Maybe the factory complex is too small)

Silent Eagle
I really didn't like the map at first.
Mostly being an infantry guy, it felt too big, but after a few rounds i came to like the map more and more.
Battles in the village are great (maybe a litte less bushes around the houses), and every map with an A-10 is a good map (man, i love that plane!).
It feels very balanced, and with all the big assets (tanks, etc.) it's great to watch.
One thing that i really don't like about the paratrooper-maps in general - the lack of incendiary grenades because of the parachute.
It is REALLY annoying to storm an enemy FOB and then be unable to destroy all the buildings.

Yamalia
The first new map i played, and i hated it. Too open, really long driving distances, and mostly fighting over some trees, not landmarks or something.
But as with Silent Eagle i really learned to like this map, and the possibilities and freedom it offers.
Though, same problem with the incendiary grenades for the Canadians.
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