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Re: Wanda Shan 0.95 Feedback
Posted: 2010-11-08 05:46
by Imchicken1
I get the start up lag from the server up until the moment i leave the main. SOOO...
I'm Chucken Noris
Only problem I have with this is when there's no team player APC's. It means all the infantry has no transport, and makes them (inf) useless. I have a feeling that the map designer was hoping for APC transport to be a big thing, but unfortunatly with most PR players, that wont happen.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-11-08 14:19
by quaazi
I may be a bit of useless, seeing as I haven't PLAYED the map yet what with no servers playing it, but in terms of the idea behind it, I think Wanda Shan is the best 4km map out there. Judging from the pictures and the awesome backstory (manchurian warfare between Russia and China is the only non-insurgent map that has a real-life parallel... to some degree, at least) it'd probably be my favorite big map if it was fixed.
What I am saying is that it's definetly a rough diamond at worst.

Re: Wanda Shan 0.95 Feedback
Posted: 2010-11-08 14:29
by Kain888
Played it from, the beginning to the end. And i must say it's good. Needs some tweaks though. Like limiting heavy assets (except APCs) to get more infantry.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-11-12 02:11
by drs79
DL and installed .95 today
Tried loading Wanda Shan twice CTD both times.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-11-12 04:22
by dtacs
After playing a 2 hour game today I think Wanda Shan is slowly becoming a decent map. The lag seems to be ironed out, and players are adjusting well to the playstyle needed (heavy mechanized inf).
The flag layouts can be frustrating at times as can the logistics trucks struggling to climb the smallest hills, but overall the map is a bit more enjoyable than Kashan or Qinling, mechanized infantry is always fun and the WZ511 is an epic APC, pretty sure its the fastest land vehicle in the game as it goes faster than a logistics truck, plus it has firing ports and a decent cannon.
Looking forward to play it some more (hopefully not for longer than 2 hours though...)
Re: Wanda Shan 0.95 Feedback
Posted: 2010-11-27 20:20
by PLODDITHANLEY
I was on the PRTA server running this map, and after some very long logistic truck runs I was left with the opinion that the addition of one or two transport choppers on each side would make the map more popular.
It is a pretty, well designed map it is nice to play, but to find guys willing to carefully drive for ten minutes is hard.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-03 00:47
by NyteMyre
CTD on every layer
ahhh, im only 1 of the 7%
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-08 09:45
by kstep
We had Wanda Shan (skirmish) at our pub-server only once. I played that day, and felt no client-side lags. Then our admin removed it from maplist, cause it throws lag and hangs whole server, while loading. We found the same problem with Korengal Valley (also skirmish).
And little suggestion about skirmish gameplay, map is unplayble when MGs are creeping around forest outskirts -> riflemen cant run at village walls? game stops and becomes a MG firefight.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-09 12:44
by zloyrash
kstep wrote:
And little suggestion about skirmish gameplay, map is unplayble when MGs are creeping around forest outskirts -> riflemen cant run at village walls? game stops and becomes a MG firefight.
agree with that
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-09 13:04
by fuzzhead
Had a great round on this map the other day, man outlawz you did a tremendously awesome job on this map, it was the first time I really got to play on the map!
We were a mechanized infantry squad (me, jaymz, atlantafalcons, sillysavage, couple others) and we did patrols and ambushes and planned attacks, was all really sweet and we only got a few deaths in our squad before I had to go.
Really love it, its proof that 4km forest maps are possible and extremely fun!!
performance wise i noticed the server having some hiccups, nothing extraordinary but it was chugging a bit.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-09 13:04
by pfhatoa
Only played it briefly on multiplayer. It was a nice mechanized combat. Transport over the vast areas in APC then six man squad out slowly 200m from objective. APC drives away and come back from another angle while the infantry squad advances towards the village. APC opens fire against every house and cover while we continue and take out the infantry left. Sadly it was at the end of the round and we lost...
Anyway, I've been checking it out on LAN and it seems like there is some kind of server lag. According to fraps I'm playing at 60 FPS (With all high except AA) but every 20 seconds or so there is a small stutter, but fraps don't react to it.
Anyway, it is a beautiful map
oh, and I voted wrong. It is clearly playable, but with some server lag. Also, I'm always Chuck.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-09 13:55
by Outlawz7
Hmm, for Skirmish, I can either add RP spawns at the village, so it starts there and you don't have to run to it, or use another area of the map that is more balanced, like one of the forests?
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-09 14:12
by dtacs
[R-DEV]Outlawz wrote:Hmm, for Skirmish, I can either add RP spawns at the village, so it starts there and you don't have to run to it, or use another area of the map that is more balanced, like one of the forests?
Don't. Keep the village, the problem is that the valley is used at an angle which encourages snipers to sit at the main spawns and target the large expanses of grass leading into the flags. Qinling Skirmish has the same problems.
The most ideal change would be to simply switch the spawns on the left/right hand sides of the village, so the snipers and whatnot would be forced to move up to the left/right hand sides near the treelines, whilst being exposed to fire from the village.
Ideally though, HATs/Snipers would be completely disabled from skirmish layers.
Screenshots outline what I'm saying.
The current situation, this screenshot is taken right outside the PLA spawnpoint, which encourages AR's and long-range kits to rack up kills on Russians coming from their spawns, and vice versa.
Russian spawnpoint, of course it could be closer or further away, with some tree cover to protect the area around the crate.
Proposed Chinese spawn, here we see an open area in the rice patties but there is enough terrain around the sides to protect from enemies up on the sides of the forests.
Although the spawns are pretty open, putting out of bounds areas up to the sides of the village to funnel everybody into fighting in the village could be really interesting, in the same way some PoE2 maps did in Orel and Lutsk.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-09 14:27
by zloyrash
I think you can use current area, but change the attack directions from S <-> N to W <-> E
Or really try to find another area of map that is more balanced! It would be great to see some forest parts and some village\building parts at skirmish version of map. Smth like old Assault of Mestia skirmish mb )
PS: also need to add more flagzones.
Thank you!
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-09 21:36
by Outlawz7
Well the West-East layout will have the same issues as the current North-South one, so a random forest layout is in order.
Any suggestions on how many flags should there be, how big should the combat zone be etc.?
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-10 03:33
by dtacs
How will it have the same issues? The current only issue I can draw is the shooting from main spawns across the way, and that won't happen with an E-W layout since the village is in the way.
Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-10 04:22
by Psyrus
dtacs wrote:How will it have the same issues? The current only issue I can draw is the shooting from main spawns across the way, and that won't happen with an E-W layout since the village is in the way.
I agree with Dtacs; E-W layout would be the first thing I'd try, because running down hills towards the central area was just frustrating and made me think the map designer wanted to hurt me

Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-10 06:54
by zloyrash
(spawn)-(flag)--(flag)--(flag)-(spawn) like at Qwai River, Al Basrah or
(spawn)-(flag)--(flag)--(flag)--(flag)-(spawn) like at most of maps: Beirut, Fallujah, Gaza
Kokan:
(spawn)-(close to spawn flag)--(flag)--(flag)--(flag)--(close to spawn flag)-(spawn) and this is pretty good skirmish.
Korengal scheme is close to Kokan:
(spawn)-(flag)--(flag)--(flag)--(flag)--(flag)-(spawn)
Main thing is not to do
(spawn+flag) cause it very hard to capture.
So, i prefer 3 or more flags on the map.

Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-10 09:38
by kstep
zloyrash wrote:Main thing is not to do (spawn+flag) cause it very hard to capture.
Agree, spawn+flag+spawn sys is not very successful, honestly.
The version of Wanda Shan we have now reminds Road to Kuon...'Ni (i forgot but everyone understood i think)
About flags, sys like we have at Qwai proved itself successful in village assault (3 flags/open hills/Village divided by road/couple of houses stay far)
Combat zone depends on village structure (walls, fences, opened/closed buildings with flat/triangular roof). Terrain features like river/lake or forest outskirts stay close to houses? its great

Re: Wanda Shan 0.95 Feedback
Posted: 2010-12-10 12:17
by Outlawz7
dtacs wrote:How will it have the same issues? The current only issue I can draw is the shooting from main spawns across the way, and that won't happen with an E-W layout since the village is in the way.
You can see
over the village and there aren't any trees for cover on W-E, unless you meant putting the spawns so close together to Village that you can't see the other side.