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Re: Saaremaa - beta event map feedback
Posted: 2012-01-30 18:06
by K4on
offtopic:
ChallengerCC wrote:
Thats my personal opinion i like hardcore teamwork, tactics and i hate
to mutch action.

For this reason i choosed Project Reality to be my favourit game.
sounds like arma2 is the way to go for you. i like bf2

r exspecially for the unrealistic arcade style mixed with some reality aspects. thats why pr is such a great game.
ontopic
Myru wrote:Agreed, adding a distinctive sound of cracking branches while moving when being inside of one of those bushes would make sense concerning both reality and gameplay.
But with this exception of bush ninjas everything else is great in my opinion.
yeah, agreed. stop removing those bushes since they are simulating real landscape aspects. ofc there are not such bushes in saaremaa forest, but there are a lot of places to hide irl. e g:
add cracking sounds while players are moving through bushes - it will help to get those ninjas more easily.
Re: Saaremaa - beta event map feedback
Posted: 2012-01-30 18:49
by ChallengerCC
K4on wrote:offtopic:
sounds like arma2 is the way to go for you. i like bf2

r exspecially for the unrealistic arcade style mixed with some reality aspects. thats why pr is such a great game.
For me too! Only this with the respawn on FOB?s is in my opinion to many action, since the moving speed has bin increased.
ArmA2 is the engine totaly shit (ok Bf2 also

) and there are no realy good PvP Gamemodes.
Also its to mutch roleplay, simulation and to complicated with ACE.
And for my opinion PR ArmA2 is the totaly wrong way. PR in ArmA2 comparing to ACE its more an Project Unrealistic.
They should say to the ACE guys hey wasssup.

You do the stuff Tanks etc. we do the gamemode.
Re: Saaremaa - beta event map feedback
Posted: 2012-01-30 21:47
by blackfish_
Thumbs up for the unique concept with 2 factions attacking and each one of them with their carrier at hand.
Sounds promising at first but reality isn't that great. This map is in spite of all these trees leafless like a desert. No, i'm just kidding - i mean it doesn't matter where you are, it feels like the same place, there is no great and distinguishing difference either in the vegetation, the relief (e.g. the coastal regions) nor in the statics used. To sum it up, this map lacks asymmetry, you could call it characteristics as well.
Here are some changes i would like to see on this map:
- asymetric layout: different coastal reliefs - for example on one side a russian (submarine) harbor and on the other side a cleft coast with cliffs and bays
- russian stronghold, isn't it? But how come that there are no troops stationed? -> suggesting a spawn for a limited amount of players at different locations/CPs OR limited spawns for the whole russian team -> they took notice of the upcoming assault by the americans and called for reinforcements, the closest carrier! -> carrier get's spawnable later on
- missile silos around the center of the map with undeground facilities -> their might be nuklear warheads stationed or a missile defence system? -> there should be a reason for the american assault, a thread outgoing from it for them or allied nations. could be of srategic value as well?
- stronghold, hidden nuklear facility or submarine base, definitely there should be some aa-measures in place to counter air assaults.
- asymetric vehicle fleet: russian army => jeeps, trucks (not located at the coast but at the bases/CPs - wherever troops might be stationed) and later on helicopters and APCs -> no cas 'cause of the aa-measures they possess.
team america => starting with boats and the objective to secure the coastal region close by for safe infantry and supply drops by helos -> need to take out enemy aa-measures hidden inside the forests close to the coast -> once this CP is taken their trans- and cas-hueys spawn.
- lesser trees (like on Iron Ridge for example) to allow for undergrowth. greater differences with regard to the vegetation, not just huge trees but small ones and different kinds as well.
- a superior hill with a radar station on top of it and a narrow path downwards - to spot imminent danger early on.
- barracks for the stationed troops. more and wider areas of connected trenches. undeground passageways with hidden exits/entrances in the forests as escape routes from underground bunkers.
- a small lake with a huge satellite dish hidden in it, like in this great movie golden eye. No, i'm just kidding, that's it for the suggestions...thx for reading. But a lake would be nice.^^
Hope there is sth useful listed above...took me quite some time.
Re: Saaremaa - beta event map feedback
Posted: 2012-01-30 23:17
by K4on
i think a lot of people pointed out, that the map and its gameplay doesn't exist twice so far in pr - thats why it is so unique and fun to play. it provides an awesome new concept of warfare in pr.
- the dense forest doesn't exist on any other map in pr.
- also it is the only map with both factions starting on a carrier.
- the vehicle layout worked out extremely well, even if it was the first beta test ever.
why would you change this unique, fun, well balanced and at the same time asymetrical gameplay at all?
adding more details like e.g. a small tarn to the map is fine, but in gerneral i would prefer to keep the mainconcept of the actual landscape as it is.
Re: Saaremaa - beta event map feedback
Posted: 2012-01-31 12:08
by Kain888
Agreed with K4on so far maps worked perfectly well, few minor changes may be needed (the sound of moving inside the bush Mats suggested would be awesome), but other than that it's very, very fine. ;]
Re: Saaremaa - beta event map feedback
Posted: 2012-01-31 14:27
by Outlawz7
blackfish_ wrote:
- russian stronghold, isn't it? But how come that there are no troops stationed? -> suggesting a spawn for a limited amount of players at different locations/CPs OR limited spawns for the whole russian team -> they took notice of the upcoming assault by the americans and called for reinforcements, the closest carrier! -> carrier get's spawnable later on
- missile silos around the center of the map with undeground facilities -> their might be nuklear warheads stationed or a missile defence system? -> there should be a reason for the american assault, a thread outgoing from it for them or allied nations. could be of srategic value as well?
- stronghold, hidden nuklear facility or submarine base, definitely there should be some aa-measures in place to counter air assaults.
It's not a Russian stronghold and the barracks, airbase and runway are the strategic points, if you need a background story. Both sides are just trying to capture them at the same time.
I'll decrease the density of the bushes and work on the overgrowth along with more points of interest to fight over on the map, this was just a test to see what the reaction will be before I spend my time on another "Wanda Shan".
Re: Saaremaa - beta event map feedback
Posted: 2012-01-31 17:12
by Zrix
K4on wrote:adding more details like e.g. a small tarn to the map is fine, but in gerneral i would prefer to keep the mainconcept of the actual landscape as it is.
I agree. From what I could tell the map played well, and has some unique aspects. So I would be careful changing anything that isn't clearly broken.
Re: Saaremaa - beta event map feedback
Posted: 2012-02-02 14:12
by Daniel
Niiiice textures for LAV and AAV guys...
Re: Saaremaa - beta event map feedback
Posted: 2012-02-26 14:20
by Stemplus
is this map going to be released ? or was it just for the event and now its going to the trashcan?
Re: Saaremaa - beta event map feedback
Posted: 2012-02-26 14:34
by LITOralis.nMd
I had the chance to play towards the end of the beta test,
I really like the gameplay and the new flavor the map brings to PR, especially the new assets spawn point arrangement,
I have to agree with above posters, there needs to be some differences in the vegetation across the island. Silent Eagle makes good use of downed trees, dead trees, etc.
The real island is 2670km^2 and has 7 distinct biotopes. The island supports over 120 bird species... think about how many different habitats those birdies all require.
Biotopes are microhabitats btw.
THe PR map has 3 biotopes,
littoral zone (The beach),
evergreen forest and
forest edge clearings.
You have the option to include a broadleaf forest, and meadows similar to project normandy map, and still be an honest interpretation of the actual location.
I also suggest using more broken/felled trees, and dead trees, (such as around the German airport and around the lake in Silent Eagle)
on Saaremaa, especially on the tallest hills, the salt water condensation updraft causes stunted tree growth, and the largest trees are constantly killed by the salinity, leaving a stunted forest with very low canopy.
Saaremaa also has a thick fern ground cover in the broadleaf forest similar to Tad Sae or anywhere in SE Asia.
Re: Saaremaa - beta event map feedback
Posted: 2012-02-26 15:31
by ChallengerCC
[R-DEV]Outlawz7 wrote: before I spend my time on another "Wanda Shan".
What do you mean with this?
Wanda Shan is an epic map and i hope it comes back soon !!!
A lot of people dont understand why it was taken out.
This map has an gameplay that is not present on any other map. It was great !