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Re: Map you want revived most?
Posted: 2010-03-29 16:37
by Wolfguard
Reinstate: Inishail Forrest
Scale:
Expand it into a 4x4 km map.
Vegetation:
Stick with the same level of forestation/vegetation, although a slight increase in the percentage of trees wouldn't hurt.
Surface:
Keep the ground surface as flat as possible; not as flat as Yamalia and not as hilly as Fools Road - at least refrain from making it even more hilly than the original map.
Transportation:
It's important that the map has decent transportation capabilities, which I think is roughly already the case in the map. Expand the good asphalted roads as well as the non-asphalted and make the lake, in the middle of the map, have some kind of brook/river going trough, so it's possible to get from each end of the map in boats.
Vehicles:
Make a lot of jeeps, boats, transport- and supply trucks available for each faction. Small surveillance choppers, like the little bird and the Chinese version, could be an option as well as a transport chopper or two perhaps. Light APCs could be implemented in a limited amount. No heavy APCs/tanks/attack choppers should be featured.
Gamemode:
*** is already the default gamemode, so make sure the extended map suits the gamemode.
AAS:
Factions: China vs. Canada (or Australia in the future)
Story: Could be some trading or similar business gone wrong; a number of Canadian officials have been abducted by some Chinese militant muslims and the Chinese government refuses to go in and rescue the officials. So the Canadians take matters in their own hands: entering the location with a small amount of special troops, unauthorized by the Chinese government, which ends in a larger armed conflict between those two nations.
Also, I think Insurgency could be implemented, having the weapon caches in the small villages, in abandoned settlements/huts in the forests, caves, underground tunnels etc.
Insurgency:
Factions: China vs. Chinese militant muslims
Story: A Chinese muslim militia originated from the Chinese Hui people once again initiates clashes against the Chinese Han people, which leads to the Chinese government intervening. Given their history of islamic revolts in China, I think it would be perfectly reasonable.
Heck, if I had any experience with the BF2 Editor, I would start creating it today myself. I do have some experience with the Hammer Editor, though (from the Source SDK). Does anybody know whether the BF2 Editor is as easy to getting started with as the Hammer Editor?
Remove: Kashan Desert
Get rid of this map, please. Now, I'm very much an infantry guy, and this map is very hostile towards foot soldiers. A barren desert with no cover and a very high risk of out of nowhere getting a hellfire missile jammed tightly up the dark spot where the sun never shines. Or getting the entire squad obliterated by a tank suddenly rising up from a hill in the distance. Infiltrating the bunkers quickly became somewhat tedious after the fifth time I played this map. Tanks, jets and attack choppers aren't exactly my expertise nor do they catch my interest very much.
For me this map is all about a mix of fireballs, shockwaves, shrapnel, smoke and a lot of soldiers suddenly turned into cinders.
Re: Map you want revived most?
Posted: 2010-03-29 18:24
by Jigsaw
dtacs wrote:To be honest its the beta tester's fault for not properly taking things on the map into consideration such as the time it takes for the APC's to make landfall and the overeffectiveness of the Merkava's if you ask me.
Ahem, just wanna clear that misinformed point up for you buddy.
I don't think you quite understand what a beta tester does, we test for bugs in the build, make sure new assets/changes work as intended and everything in the build is running fairly smoothly.
As far as maps are concerned we look for graphical glitches, areas of excessively poor performance and misplaced statics things like that. At no time do we have any input (other than making suggestions here and there) on gameplay/asset layouts on any of the maps, those considerations are the mapper/asset manager's decisions alone.
The Merkava is not overeffective either (it is as effective against APCs as it would be in RL), and the Russians can counter it easily, but thats not what this thread is about.
Wolfguard wrote:Tanks, jets and attack choppers aren't exactly my expertise nor do they catch my interest very much.
For me this map is all about a mix of fireballs, shockwaves, shrapnel, smoke and a lot of soldiers suddenly turned into cinders.
Might not catch your interest my friend, but remember you do not speak for the entire community. It certainly does catch many peoples interest. I would also mention that I am also very much an infantry fella, yet have had some of my most intense rounds on Kashan.
Not much that I find more intense than dodging through the desert with tank rounds zipping over my head

Re: Map you want revived most?
Posted: 2010-03-29 19:17
by Rudd
dtacs wrote:
To be honest its the beta tester's fault for not properly taking things on the map into consideration such as the time it takes for the APC's to make landfall and the overeffectiveness of the Merkava's if you ask me.
that is a little bit unfair mate, the beta testing team is there to find bugs, balancing is an artform that is done using data and feedback from many games of public players.
this is why God invented patches, even the divine EA/DICE had to release patches to balance things
Re: Map you want revived most?
Posted: 2010-03-29 20:14
by chimpyang
Maybe time for a PR community balance team...?
Re: Map you want revived most?
Posted: 2010-03-29 22:18
by DEADLY_sniper
hello I didnt want to create new topic for this, but as I recently found out (ye I found it out really soon

, didnt have much time for PR), you removed all maps for medium amount of players except asal khad, which is now overplayed I think.
before 0-16 players played skirmish
17-40 played asal or some of the removed maps
41 -64 played the big maps
It seems you are supporting the bigger servers only, however its hard to fill servers which are populated in the evenings only. People dont like playing skirmish but the bigger maps are for at least 40 players, so many times servers get stućked on 25-30 people because no one joins skirmish map or people keep leaving because tired of skirmish. Only medium map is asal khad, before we had ejod desert, al kufrah (personally two of my favourite maps) or sunset city.. But now its hard to get from the skirmish amount of players to big map one. I think DEVs should really put some of these maps back as soon as possible...
Re: Map you want revived most?
Posted: 2010-03-29 23:07
by HunterMed
Mao Valley just bigger obviously, but not too big! I can't stand walking the whole time because the teams are not building FBs.
EJODwas cool too. Although the city could be a bit bigger. not too much though.
Re: Map you want revived most?
Posted: 2010-03-29 23:14
by Scared_420
crAck_sh0t wrote:in - helmand
out - yamalia.
agree 100%
helmand was epic i was sad to see it go, now i am sad ejod is gone too, very good city battles on that map
Re: Map you want revived most?
Posted: 2010-03-29 23:14
by Scared_420
can someone start a poll ?
Re: Map you want revived most?
Posted: 2010-03-30 11:24
by dtacs
Jigsaw wrote:Ahem, just wanna clear that misinformed point up for you buddy.
I don't think you quite understand what a beta tester does, we test for bugs in the build, make sure new assets/changes work as intended and everything in the build is running fairly smoothly.
As far as maps are concerned we look for graphical glitches, areas of excessively poor performance and misplaced statics things like that. At no time do we have any input (other than making suggestions here and there) on gameplay/asset layouts on any of the maps, those considerations are the mapper/asset manager's decisions alone.
The Merkava is not overeffective either (it is as effective against APCs as it would be in RL), and the Russians can counter it easily, but thats not what this thread is about.
[R-CON]Rudd wrote:that is a little bit unfair mate, the beta testing team is there to find bugs, balancing is an artform that is done using data and feedback from many games of public players.
this is why God invented patches, even the divine EA/DICE had to release patches to balance things
Pardon me I did have the wrong idea about that stuff. But why isn't there a team that does playtest the version to test for balance issues
before releasing the mod? Why would a mapmaker want to release a map or asset with balance issues, even if it was 'what they wanted it to be'?
Not trying to cause a huge shitfest here, just thinking about alternate options for play-testing maps.
Re: Map you want revived most?
Posted: 2010-03-30 12:02
by Truism
OGT
Zatar
Street
Make room by removing:
Quinling
Generic Insurgency Map X2
Come to it, I don't think I've ever played a good round on Quinling.
Re: Map you want revived most?
Posted: 2010-03-30 12:10
by Rhino
Truism wrote:Come to it, I don't think I've ever played a good round on Quinling.
The map only truly shines when you get an organised event battle on the map. I remember I think not long after the 0.7 release of PR after Qinling first came out, TG organised an event on the map and that was truly awesome, is still one of the best games I've had on PR
But for general public play and with the random flag setup it doesn't work very well.
Re: Map you want revived most?
Posted: 2010-03-30 12:16
by Donatello
Zatar, EJOD, Mestia.
and Falluja Region. i remember those ultra-firefights in that canyon.
Re: Map you want revived most?
Posted: 2010-03-30 12:41
by Scot
dtacs wrote:Pardon me I did have the wrong idea about that stuff. But why isn't there a team that does playtest the version to test for balance issues before releasing the mod? Why would a mapmaker want to release a map or asset with balance issues, even if it was 'what they wanted it to be'?
Not trying to cause a huge shitfest here, just thinking about alternate options for play-testing maps.
Often there is a stress test team, which aims to get a full server to stress the server at running a full server, I think they also can comment on balance issues. However, for whatever reason, a Stress test team wasn't used for 0.9.
The Beta Testing team is 32 people right now, so even with everyone in game, we couldn't effectively test balance, we just squish bugs

Re: Map you want revived most?
Posted: 2010-03-30 12:45
by Rudd
dtacs wrote:Pardon me I did have the wrong idea about that stuff. But why isn't there a team that does playtest the version to test for balance issues before releasing the mod? Why would a mapmaker want to release a map or asset with balance issues, even if it was 'what they wanted it to be'?
Not trying to cause a huge shitfest here, just thinking about alternate options for play-testing maps.
the only way to get enough data, and to have a full server to get the data would be a stress test or open beta, otherwise mappers have to guess or encourage certain tactics.
each map has so many variations of flags and tactics, its not feasible to get the beta test team to get it done, each map can last 3 hours, you'd need to play each map several times assuming no bugs that cause CTDs or server crashes are found, you easily get over a day's worth of gaming just go get some balancing data which might not apply in the real world since the beta test team isn't represntative of the skill level or tactics used by public players.
Thus, a balancing and fixing patch system is used instead.
Re: Map you want revived most?
Posted: 2010-03-30 18:27
by Grasli
Please for Gods sake put Operation Ghost Train (OGT) back in. No other map has that jungle-feeling. You have to be very sneaky and such when walking around. And the environment sounds in the map makes it even better. Its a special feeling walking around in OGT.. oh I miss it.. :/
In: OGT. Its clear that most of us here want it back.

Out: Battle for Qinling. Doesn't fit public play unless its the 16p COOP infantry version..
Re: Map you want revived most?
Posted: 2010-03-30 20:52
by Truism
[R-DEV]Rhino wrote:The map only truly shines when you get an organised event battle on the map.
But for general public play and with the random flag setup it doesn't work very well.
I had a hunch this was the case. It's just such an awkward map in pub play though. It's Kashan without any bottlenecks to force structure into combat.
If it has a place in the mod, leave it. Make it 3x Insurgency maps removed then

Re: Map you want revived most?
Posted: 2010-03-30 21:05
by Rudd
[R-DEV]Rhino wrote:The map only truly shines when you get an organised event battle on the map. I remember I think not long after the 0.7 release of PR after Qinling first came out, TG organised an event on the map and that was truly awesome, is still one of the best games I've had on PR
But for general public play and with the random flag setup it doesn't work very well.
qinling is my favourite map to armour in
can't wait to try qinling vehicle warfare
Re: Map you want revived most?
Posted: 2010-03-30 21:11
by mat552
Drunkenup wrote:If were going to get anywhere in insurgency, we need to start making 4x4km maps, with air support layers.
Ten thousand times this.
Insurgency in PR currently represents the sliver of time between initial contact and airsupport arriving as far as I know, unless the taliban have Su-37s and advanced pilots hanging around.
Re: Map you want revived most?
Posted: 2010-03-30 21:19
by Rudd
we need to start making 4x4km maps, with air support layers.
Modding Tutorials - Project Reality Forums
please take a look at insurgency maps, see how detailed they are, then think how long they took to make, then double or quadruple the time to make them to get an idea of the commitment needed to do a 4k insurgency map
Re: Map you want revived most?
Posted: 2010-03-30 21:25
by Startrekern
Rofl, huge 'OGT' response..
..
*reinstalls editor* (Thanks, btw, Rudd)