White Dragon - Map Test
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Curry
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rPoXoTauJIo
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Re: White Dragon - Map Test



assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
- Mineral
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Geronimo
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Re: White Dragon - Map Test

...although shooting TOWs at max range was pretty epic.
Last edited by Geronimo on 2015-02-15 10:48, edited 1 time in total.
- Mats391
- PR:BF2 Lead Developer
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Re: White Dragon - Map Test
Too many flags active at once for my liking.
The assets spawning on harbor should all have a spawn delay, so you have some time to secure the area. Currently they easily can become a ticket drain.
It is also really hard to get out of the harbor. The tanks are no real help there as you can easily camp the tunnels with TOW/HAT. I would like to see 1 CAS Z9 instead of some tanks.
The assets spawning on harbor should all have a spawn delay, so you have some time to secure the area. Currently they easily can become a ticket drain.
It is also really hard to get out of the harbor. The tanks are no real help there as you can easily camp the tunnels with TOW/HAT. I would like to see 1 CAS Z9 instead of some tanks.
- Senshi
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Re: White Dragon - Map Test
Viewdistance is too high. Monastery to village is incredibly long range, but still easily doable for all heavy guns (tank, TOW...).
Monastery has clear view on harbour "safezone", which kind of sucks.
Area attack wouldn't hurt, I think.
Love that there's no CAS! CAS would totally ruin the unique and gritty gameplay.
Map design in general is awesome, very detailed and varied.
Speedboats at the Chinese transport ship are placed a bit too close to each other. When you enter the wrong boat, it's hard to get out and swim/enter the correct boat.
Monastery has clear view on harbour "safezone", which kind of sucks.
Area attack wouldn't hurt, I think.
Love that there's no CAS! CAS would totally ruin the unique and gritty gameplay.
Map design in general is awesome, very detailed and varied.
Speedboats at the Chinese transport ship are placed a bit too close to each other. When you enter the wrong boat, it's hard to get out and swim/enter the correct boat.
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Plankton555
- Posts: 5
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Re: White Dragon - Map Test
It is possible to (pretty easily, from the northwest side) glitch into the rocks at delta-10 kp1. Just FYI 
- Mineral
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Rabbit
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Re: White Dragon - Map Test
Main is actually the mountain, but vehicles can't spawn there.[R-DEV]Mineral wrote:couldn't spawn in main anymore as militia on the darker layer.
AfSoccer "I just don't see the natural talent."

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Stealthgato
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Re: White Dragon - Map Test
Whatever you do, don't add CAS to the map, it would ruin it tbh. Chinese need more stuff in Miltia layout, though.
The 2 SA-13s on the Russian side in large layout are a bit worthless, should replace them with a single Tunguska so at least it can serve as anti-infantry too.
The 2 SA-13s on the Russian side in large layout are a bit worthless, should replace them with a single Tunguska so at least it can serve as anti-infantry too.
Last edited by Stealthgato on 2015-02-15 00:39, edited 1 time in total.
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UTurista
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Re: White Dragon - Map Test
I think that White Dragon shares a common problem with Shikotan and that is incompatibility between flags/main and the base-rape rule.
Right in the beginning the Russian team needs to go cap a flag that is their vehicle spawn and we even spawn close to it like its intended to defend it from the begging, so should we mine it? Kill the vehicles when they spawn, camp and kill the crewman?
Regarding the terrain, very tank-friendly, we even earn the round-badge of the "goat-tank"
Right in the beginning the Russian team needs to go cap a flag that is their vehicle spawn and we even spawn close to it like its intended to defend it from the begging, so should we mine it? Kill the vehicles when they spawn, camp and kill the crewman?
Regarding the terrain, very tank-friendly, we even earn the round-badge of the "goat-tank"

Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Steeps
- Posts: 1994
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White Dragon - Map Test
Chinese helipads! There was not a single chopper re-supply for China on the map! Large layer at least. Only layer I played. (At least it gave me an excuse to purposefully crash choppers in the ocean.) 
Also is it supposed to be so difficult to get helicopters to Airfield for China? The enemies always seemed to be able to lock or shoot at me any time I went around the left side of the map.
The high view distance made me easy bait for tanks I must say.
Sent from my iPad using Tapatalk
Also is it supposed to be so difficult to get helicopters to Airfield for China? The enemies always seemed to be able to lock or shoot at me any time I went around the left side of the map.
The high view distance made me easy bait for tanks I must say.
Sent from my iPad using Tapatalk

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Rabbit
- Posts: 7818
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Re: White Dragon - Map Test
[quote=""'[R-DEV"]Mats391;2056340']Too many flags active at once for my liking.
The assets spawning on harbor should all have a spawn delay, so you have some time to secure the area. Currently they easily can become a ticket drain.
It is also really hard to get out of the harbor. The tanks are no real help there as you can easily camp the tunnels with TOW/HAT. I would like to see 1 CAS Z9 instead of some tanks.[/quote]
That was Large, STD has the quarry and airfield removed from the flags. Vehicle delay is do able, I just dont want all armor whores sitting back doing nothing for 15-20 minutes.
Could add some boat spawns the the harbor, but they already have the advantage in air mobility which can pick them up and place them somewhere hard to get to on foot. Also different paths out of the harbor, shouldn't be THAT hard.
[quote="Senshi""]Viewdistance is too high. Monastery to village is incredibly long range, but still easily doable for all heavy guns (tank, TOW...).
Monastery has clear view on harbour "safezone", which kind of sucks.
Area attack wouldn't hurt, I think.
Love that there's no CAS! CAS would totally ruin the unique and gritty gameplay.
Map design in general is awesome, very detailed and varied.
Speedboats at the Chinese transport ship are placed a bit too close to each other. When you enter the wrong boat, it's hard to get out and swim/enter the correct boat.[/quote]
VD is to high? first time I think I have seen that ever said when it wasn't related to an fps problem.
Area attack would probably be nice for the PLA on Large, not sure about standard, didn't get a round in on that layer.
The assets spawning on harbor should all have a spawn delay, so you have some time to secure the area. Currently they easily can become a ticket drain.
It is also really hard to get out of the harbor. The tanks are no real help there as you can easily camp the tunnels with TOW/HAT. I would like to see 1 CAS Z9 instead of some tanks.[/quote]
That was Large, STD has the quarry and airfield removed from the flags. Vehicle delay is do able, I just dont want all armor whores sitting back doing nothing for 15-20 minutes.
Could add some boat spawns the the harbor, but they already have the advantage in air mobility which can pick them up and place them somewhere hard to get to on foot. Also different paths out of the harbor, shouldn't be THAT hard.
[quote="Senshi""]Viewdistance is too high. Monastery to village is incredibly long range, but still easily doable for all heavy guns (tank, TOW...).
Monastery has clear view on harbour "safezone", which kind of sucks.
Area attack wouldn't hurt, I think.
Love that there's no CAS! CAS would totally ruin the unique and gritty gameplay.
Map design in general is awesome, very detailed and varied.
Speedboats at the Chinese transport ship are placed a bit too close to each other. When you enter the wrong boat, it's hard to get out and swim/enter the correct boat.[/quote]
VD is to high? first time I think I have seen that ever said when it wasn't related to an fps problem.
Area attack would probably be nice for the PLA on Large, not sure about standard, didn't get a round in on that layer.
AfSoccer "I just don't see the natural talent."

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sweedensniiperr
- Posts: 2784
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Re: White Dragon - Map Test
I CTD the ALT layer of this map, and the alt layer only. No error message, yes I tried in windowed. I run everything on high. It was the same on local as on the server.
I then tried setting the textures to medium and this is the messsage i got this at 89%: Imgur
The same happend with textures on low: Imgur
I tried was what said and closed the error message window and then alt-tabbing back, but it just CTD with no error
And to the feedback then. Mapwise it's pretty good, but I think the flags are a bit weird. On the first round russians spawn in harbour and have to cap the 2 middle flags first, and then airfield i guess. It felt a like a not so logical AAS route. Also maybe too many flags? Other than that I don't see any problems, good map!
I then tried setting the textures to medium and this is the messsage i got this at 89%: Imgur
The same happend with textures on low: Imgur
I tried was what said and closed the error message window and then alt-tabbing back, but it just CTD with no error
Spoiler for \"specs\":
- Mineral
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Rabbit
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Re: White Dragon - Map Test
Yep, its already set to 0/0/0, well it was but its still to bright, not sure what else to do.[R-DEV]Mineral wrote:Water on the dark layer looks too bright.
AfSoccer "I just don't see the natural talent."

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Nate.
- Forum Moderator
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Re: White Dragon - Map Test
- Typo on Alt Layer "Mountain" flag. Says Mountian, should be Mountain.
- Dark layout too dark imo, will lead to people playing around with gamma settings, getting unfair advantage
- Mountain spawn tunnel system is damn complex, hard to find the way out. In one of the systems (taliban-cave-style) that are part of mountain tunnel system, there is a cave that you can fall into and not get out of again (unless you have a rope)
- Main-base protection issues (Harbor Flag for PLA on STD/LRG, Airfield Flag for Militia on ALT)
I love the VD settings, didn't seem to be problemativ with performance? I agree that CAS is really not needed for teamplay here. Maybe reduce amount of heavy vehicles to compensate for vehicle advantage (less 30mm/120mm with thermals, more BTR-80/60, BRDM-3 and VN-3)
Balance seemed fine too, although it takes China long time to get out of the mountaineous terrain on LRG layout due to many chokepoints.
Map looks absolutely stunning, definitely great potential, also gameplay-wise. really love that it's China vs. Russia
- Dark layout too dark imo, will lead to people playing around with gamma settings, getting unfair advantage
- Mountain spawn tunnel system is damn complex, hard to find the way out. In one of the systems (taliban-cave-style) that are part of mountain tunnel system, there is a cave that you can fall into and not get out of again (unless you have a rope)
- Main-base protection issues (Harbor Flag for PLA on STD/LRG, Airfield Flag for Militia on ALT)
I love the VD settings, didn't seem to be problemativ with performance? I agree that CAS is really not needed for teamplay here. Maybe reduce amount of heavy vehicles to compensate for vehicle advantage (less 30mm/120mm with thermals, more BTR-80/60, BRDM-3 and VN-3)
Balance seemed fine too, although it takes China long time to get out of the mountaineous terrain on LRG layout due to many chokepoints.
Map looks absolutely stunning, definitely great potential, also gameplay-wise. really love that it's China vs. Russia

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Navo
- Posts: 1389
- Joined: 2011-05-22 14:34
Re: White Dragon - Map Test
Militia heavy assets need a delayed spawn. The Chinese couldn't even get a foothold. Love the concept of that layer though.
I think that the militia layer could use a Z9 with guns, to go with the airborne assault theme. They need to have an edge over the militia somewhere.
I think that the militia layer could use a Z9 with guns, to go with the airborne assault theme. They need to have an edge over the militia somewhere.
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Mattytoosack
- Posts: 10
- Joined: 2015-07-11 19:51
Re: White Dragon - Map Test
Possible bug while loading the map, every time me and a few others would CTD after we played the first round of the event. Tried to load back in about 5 times ctd'd everytime same with my buddies.
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KSVM_UA_
- Ukrainian Forces Faction Lead
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Re: White Dragon - Map Test
Made after a couple of hours of walking arounf map and 2 PvP games at inf and lrg layout.
Bad:
1)Terrain isnt smoothed properly.
2)Misplaced statics, like bunker somewhere near D-E 12 or this:

3)On Inf layout, light settings are broken:




Soldiers are glowing like candles, this shouldnt be like this.
4)Way too much tickets.
5)Balance. You saw how people leaved after LRG round. CH are too timedependant, and russians have free assetspawncamp positions(if CH misses their time window) . Also, i dont know how are CH supposed to take last flag (Eastern defence). There's an big open field with little to no cover. Plus an enemy mainbase nearby. My suggestion will be to increase time RU need to get to Monastery\Quarry.
6)Stability is an issue. One of us couldnt join, CTD'ed 2 out of 2 times.
Good:
1)Lovely made textures\forests.
2)That quarry made me jealous.
3)Setting is very underused.
Bad:
1)Terrain isnt smoothed properly.
2)Misplaced statics, like bunker somewhere near D-E 12 or this:

3)On Inf layout, light settings are broken:




Soldiers are glowing like candles, this shouldnt be like this.
4)Way too much tickets.
5)Balance. You saw how people leaved after LRG round. CH are too timedependant, and russians have free assetspawncamp positions(if CH misses their time window) . Also, i dont know how are CH supposed to take last flag (Eastern defence). There's an big open field with little to no cover. Plus an enemy mainbase nearby. My suggestion will be to increase time RU need to get to Monastery\Quarry.
6)Stability is an issue. One of us couldnt join, CTD'ed 2 out of 2 times.
Good:
1)Lovely made textures\forests.
2)That quarry made me jealous.
3)Setting is very underused.
Last edited by KSVM_UA_ on 2015-07-12 06:08, edited 4 times in total.
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