Iron Eagle and other rare maps

General discussion of the Project Reality: BF2 modification.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Iron Eagle and other rare maps

Post by Arnoldio »

The map itself its one of the best looking in PR. It has detail all over it, its hilly its twisted its diagonal, slanted, everything. Flag layout needs to be AASv4'd and changed.

I really dont know why maps are unpopular. I'd literally punch people who leave some good map, to go play on other server, in the face, several times. I dislike Qwai for instance, i always go QQ, but i dont quit. I get the most fun out of it, even if map doesnt look good to me. But when server rotates to a really good map, everybody quits and i quit also, to start a plan on how to kill people.
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Orgies beat masturbation hands down. - Staker
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Iron Eagle and other rare maps

Post by dtacs »

[R-DEV]Rhino wrote: I also think dtacs and Farks have a point where too many maps over the last few releases have been released before they are really ready to be released and as such, even if improved in the future players don't really want to spend a few hrs seeing if anything has changed... We need to get back into developing and testing maps more before there first release :)
Exactly my point. Gameplay testing is more important than bug testing, otherwise the initial point of the map is lost. Not asskissing but Muttrah is a great example. You ask for feedback, people give it, and the map is edited accordingly. Utilize the community, its one of the most untouched assets the developers have.
[R-DEV]Rudd wrote: "I don't like Burning Sands because there's not enough flags going in the city, more flags in the city would be better" was some feedback I've received, and I've completed the work required for next version for this to be corrected.

"I don't like X, so do Y"

thats the feedback we want, and we want LOTS of it on a map by map basis; the community can really help us here to keep everything cool and up to standard by simply writing down their thoughts in a constructive manner.
I've given concise, detailed feedback on maps. However, not a single thing changed even though many of the points raised were agreed by different parties, developers and community alike.

Its depressing and off-putting coming up with solutions to map and tactics problems yet not having any counter-feedback. Don't take this as me complaining that I'm not getting my way, its just that alot of comments were based solely on common sense or in the pursuit of realism.

Believe me I'd make a thread about Ochamchira, but you said it yourself, IronTaxi has invaluable lightmap files so any addition or modification of statics can't be done, which is a catalyst for why I justified removal of the map.

OFT:I'd like to see more baseful retorts to everyone's points and less needless bickering. If you don't have any valuable content, please don't post.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Iron Eagle and other rare maps

Post by Rhino »

dtacs wrote:Exactly my point. Gameplay testing is more important than bug testing, otherwise the initial point of the map is lost. Not asskissing but Muttrah is a great example. You ask for feedback, people give it, and the map is edited accordingly. Utilize the community, its one of the most untouched assets the developers have.
Well I think the biggest difference between how Muttrah's final polish was added and many of the newer maps is Muttrah was "stress tested", where none of the newer maps since haven't been. Although I had a good idea of the layout etc before stress testing Muttrah, I didn't get it right first time and got it pretty much right after seeing how the map played in stress testing, and then have been making small adjustments to the map ever since based on player feedback, my own experiences and new weapons/vehicles that have come in.
Without the stress testing, the map wouldn't have been anywhere near balanced in its first release and would have taken at least one entire release cycle to get it balanced, if not more.

Stress Testing is something I've been trying to get back into the release program of PR again as I believe its very important at not only fine tuning maps before release, but getting rid of many of the critical bugs which are normally missed before release, like the German AT weapons CTDing etc :p

But the good news is it looks like the will be Stress Testing again for v1.0 ;)
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Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: Iron Eagle and other rare maps

Post by Jolly »

Cassius wrote:What jolly said. On large maps make sure you take some transport along. You cant always rely on 1 transport helicopter, it might get shot down. Shoot, supplies and transport. Get the last 2 done and you will get to do more of the first.

I have seen momentum on those maps stop because

1. People got stuck on a flag

and

2. people did not set additional fobs to attack the last flags.


Sometimes you can treat your teammates as "BOTs" that go around and get killed, then respawn, get killed again and again.


Once i flew f-16 and took down all of MIGs, waited for half an hour for laser target.
Finally, We lost, because of MECs massive ground forces.......




Iron Eagle, Chinese ppl are not ready to play.

Any questions, ask Bot for detail.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Iron Eagle and other rare maps

Post by PLODDITHANLEY »

Found myself on Qinlin tonight and it like Iron Eagle and Wanda Shan needs/needed alot of teamwork to make it fun.

If trans are down and APC's aren't transporting it can change into an alt f4 quick, on the other hand if you're lucky enough to find that gameplay they're great, pretty allowing lots of space to manoeuvre.

I've often thought on these maps almost a glut of transport would make them easier but leave the diehards grumbleing.
PricelineNegotiator
Posts: 1382
Joined: 2009-08-30 04:32

Re: Iron Eagle and other rare maps

Post by PricelineNegotiator »

PLODDITHANLEY wrote:Found myself on Qinlin tonight and it like Iron Eagle and Wanda Shan needs/needed alot of teamwork to make it fun.

If trans are down and APC's aren't transporting it can change into an alt f4 quick, on the other hand if you're lucky enough to find that gameplay they're great, pretty allowing lots of space to manoeuvre.

I've often thought on these maps almost a glut of transport would make them easier but leave the diehards grumbleing.
There are just some maps that strike me as buzzkills and Qinling is definitely one of them. I can't think of any rounds I've started and finished with a full server with the map as Qinling. I was there tonight. We had 26v26 at the beginning and it dropped down to like 13v20 then the mods ended the round and switched to Lashkar. I like the map, just something about it kills servers.
crot
Posts: 1786
Joined: 2010-09-07 19:05

Re: Iron Eagle and other rare maps

Post by crot »

Iron Eagle is one of my favorite maps. I dont know why people rip on it. It has a great atmosphere and looks like a realistic scenario, kinda like Golan Heights. If there are competent Trans squads, this map wins.
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Iron Eagle and other rare maps

Post by Ts4EVER »

The question should not be "Why are these maps never played" but "What elements make the popular maps so fun that they are playyed all the time" Then use these lessons when making new maps.
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TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: Iron Eagle and other rare maps

Post by TheComedian »

Ts4EVER wrote:The question should not be "Why are these maps never played" but "What elements make the popular maps so fun that they are playyed all the time" Then use these lessons when making new maps.
Some maps are playable when the teams aren't balanced.
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Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: Iron Eagle and other rare maps

Post by Airsoft »

Wish people would play Quinling more, brings back good/bad memories back in PR .75
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Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Iron Eagle and other rare maps

Post by Ts4EVER »

TheComedian wrote:Some maps are playable when the teams aren't balanced.
You mean they are playable with unorganised teams?
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Iron Eagle and other rare maps

Post by Pvt.LHeureux »

Never played Shija Valley since I reinstalled PR :(

Also...where the fuck is Kozelsk?! Nobody likes this map? : :(
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Iron Eagle and other rare maps

Post by PLODDITHANLEY »

Just got off a round of Koselsk.... Mechinf FTW.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Iron Eagle and other rare maps

Post by Pvt.LHeureux »

Yeah just played Kozelsk for 10 mins on *NwA*...at least I played it! Maybe for the last time :(
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Iron Eagle and other rare maps

Post by Ts4EVER »

Now I may be talking out of my *** here, but I think the problem might be that new PR maps are often designed so that they require teamwork, which is something that rarely occurs in PR. The strength of PR is squadwork, not teamwork. So the maps need to be designed around that. Take Muttrah as an example: After the original assault, this is pretty much an infantry map. Sure, there still are assets zapping around and doing what they do, but infantry squads can get into the action pretty fast even without dedicated transport. The map is set up in a way that allows squads to set cool landmarks like the mosque as their target (as opposed to the randomly generated generic "Hill 234" of many new aas maps) and work towards that goal. Frontlines in the city are very clearly defined, almost like an FH2 push or BF3 rush map if you strip it down to the core. Compared to other PR maps, the playable area is pretty small, due to the ocean and the comparatively useless mountains.
Now I don't say every PR map should be like this, but it is something to consider.
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WakeUp[LTU]
Posts: 2
Joined: 2011-11-09 19:27

Re: Iron Eagle and other rare maps

Post by WakeUp[LTU] »

i don't see battle for quinling anymore, i remember it was really fun playing in infantry squad with transport helicopters and CAS...
PFunk
Posts: 1072
Joined: 2008-03-31 00:09

Re: Iron Eagle and other rare maps

Post by PFunk »

PLODDITHANLEY wrote: It has issues with IDF BH getting damage on rough landing and blleding to death
Just means the pilot isn't up to flying that bird. The core of learning to fly a BH is learning to land it. Its actually a pretty damned easy bird to fly. Its very forgiving in every instance except landing.

Best way to avoid hard landings is to learn to hover just at the right height to pickup/dropoff without touching down. However, once you've learned to do this you should be able to land this sucker properly anyway.

I've flown the BH in a live server before. Aside from one bad crash where I just took a really dumb turn and ended up in the dirt I kept it up for an entire round and thats being a novice pilot with maybe... 6 hours on the BH and fewer hours than that doing Helo Trans all time in PR.

Problem I think is that a lot of people rely on bad habits picked up from taming the Huey. The Huey is a ridiculously forgiving chopper in the landing. You can literally just bottom it at any speed, totally vertical max negative thrust and it'll take basically no damage. Its a lot of people's favourite bird.

Most of what flying is is landing. Being in the air is easy.

Teaching someone to land a BH should be done like teaching a pitcher to hold the ball.

"Its an egg. Hold it like one." -Crash Davis
[PR]NATO|P*Funk
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Iron Eagle and other rare maps

Post by 40mmrain »

Typical map list for populated server: kokan, karbala, fallujah, kashan, kokan, muttrah, kokan

typical map list for TG: qwai, iron eagle, karbala, silent eagle, kozelsk, fools road, burning sands, jabal al burj, gaza
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Iron Eagle and other rare maps

Post by BroCop »

40mmrain wrote:Typical map list for populated server: kokan, karbala, fallujah, kashan, kokan, muttrah, kokan

typical map list for TG: qwai, iron eagle, karbala, silent eagle, kozelsk, fools road, burning sands, jabal al burj, gaza
to me it looks more like:

populated server: Muttrah, Basrah, Burning Sands, Basrah, Burning Sands, Basrah, Burning Sands

TG: Qwai, Muttrah
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