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Road to Perdition (Map Test)

Posted: 2015-05-06 18:44
by Amok@ndy
hey guys,

please report issues, bugs and feedback here.

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cheers

@ndy

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 18:16
by Elektro
Russia automatically gets the all the flags capped at start but can't really make it to them faster than the German team, so it's a loss of 30-60 tickets for Russian team.

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 18:58
by MasterX
The German main has a road from the south going into a bridge. APCs take this route when they RTB from the south/east, but they have to cross the bridge first for no reason.

Maybe change the road a bit or add a 'AUSFAHRT' sign with related road so you can get to the repair station directly

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 20:06
by Friado
Adding some toughts here:

-400 tickets is not enough
-too many apcs
-not enough cover for infantry
-80% of kills come with apcs
-maybe add transport choppers?

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 20:14
by DonDOOM
What I noticed so far: Too many APCs and not enough cover for inf.
Also what has been pointed out, having a map where one team has full cap of all the flags but can't make it in time to properly defend it isn't a good idea.

Apart from that I really like the 'European' feel of the map.

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 20:18
by Amok@ndy
we had low tickets to keep the rounds short so we can play as many different layouts as possible.

the map is intended to be a Mechanized Infantry map, if you Squad does not take an APC to cover the Infantry you indeed will be short of cover.

indeed the apcs made a lot of kills, in the 2nd round i was driving apc on the russian side and we raped the german infantry because the german apcs failed to advance and camped a lot.

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 20:20
by Amok@ndy
DonDOOM wrote:Also what has been pointed out, having a map where one team has full cap of all the flags but can't make it in time to properly defend it isn't a good idea.

Apart from that I really like the 'European' feel of the map.
yeah im gonna change that so all start with neutral flags

and yeah thanks im still trying to get it even more european replacing the last US/MEC statics

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 20:37
by Nate.
I really like the feel of the map, terrain is really nice imo, has a wargame / ArmA feel to it that's quite cool. Also nice signs all over the place, and nice Bavarian Flag :D


Adding to what others said:

- Main highway rail needs more gaps or be breachable, it leads to weird maneuvering trying to get over such an (in real life) easy obstacle

- Buildings are too bright (I guess that's known ;) )
Mechanized Infantry map
In my opinion, MechInf works best, if both APC and Infantry have to rely on each other and have higher chances of success when working closely together - because the terrain requires them to do so. What we have seen tonight though is that the APCs are very well-off themselves in the open terrain and the infantry just remains to be cannonfodder.

APC number/type should definitely be lowered. 8 APCs for Russians are too much imo. On both rounds I played, German Pumas got obliterated quite alot. It could be a very very great map for Infantry combat, but the APC domination takes away from that and makes playing infantry not as fun as it could be. As neither Germans nor Russians get wire-guided HAT-kits, it makes the situation even harder.

I'd like to see it with Boxers (when they come) and BTR-80s instead of the 30mm Autocannons. Reduced numbers of transport can be compensated with a COW / NH90. This map also seems really cool for tanks, so you might want to think about having a layer with 1 tank / team.

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 21:00
by FiSeN[SwE]
I like the terrain a lot, reminds me of Highway of hell from Wargame :) We have to few forest 4k maps in PR so I'm glad to see this one. Like most of the other said, APCs are a big problem. Switching the 30mm apcs to the small ones would be a good solution. Looking forward to the Fuchs :)

Other then that, I though grass scaling was a bit odd. The grass was rendering really close but that might just be a problem with a forest 4k map.

Ps I love the football.

Re: Road to Perdition (Map Test)

Posted: 2015-05-07 21:34
by Ranzpirat
Refreshing to see so much new statics! Fell/theme was beautifull imho. I agree on lowering the number on initial apc's though. At one point, I was engaged by more APC's than infantry. Ticket count and initial cap status have already been addressed on which I aggree.

Re: Road to Perdition (Map Test)

Posted: 2015-05-08 13:41
by Frontliner
Though I only got to play very little yesterday, I agree that the map seems like a genuine hell for Infantry on it's own trying to accomplish anything on their own. Despite what you wanted to accomplish, APCs reign surpreme on their own, and the Infantry section of your MechInf squad ends up contributing only a bit, if anything. Just like Nate said it, that's not what MechInf is about.

So, all in all, I would suggest:
-Adding some more towns and villages would force the otherwise untouchable (by infantry, anyways) APCs to rely on the Infantry section to go in and report contacts for the APC to shoot at, or clear out those buildings themselves.
-Giving more detail to the Autobahn as well as the Bundesstra?e(referring to the one road going North/South direction) by adding noise control elements like L?rmschutzw?nde and dug up walls that provide cover and serve as a boundry against APCs. Or some ditches with bushes and trees that are next to the road side(you have done that in the Northern town, Tiefenbach, for example). These small things can help to improve the chances that the Infantry has against Armour.
-Additionally, I would try and look to keep most fighting distances around flags to around 200-300 meters.
-Both sides could use some more Transport Choppers and Logis I feel, in order to dig up some much needed TOWs.


That aside, I do believe the map to look quite good.

Re: Road to Perdition (Map Test)

Posted: 2015-05-08 15:06
by salutcestbooby
Hi!
here is my little feedback:
First I would like to say that the map is very nice looking and fun
I noticed that some buildings were very (too much?) white and/or bright like on these two pics and also on some other parts of the map
ImageImage

Then during the round I went to a little house and on the first floor I was stuck into the ground, I had to lie down to escape and to directly fall to the floor below (the position of the house is on the screen below)
Image
Image
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I also noticed a small minimap bug. When you are in the squad selection menu, at the lowest zoom level, you can't see totally the map. If you look at this screen you can't see the "300 m" indicator at the bottom right side
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But when you zoom in, the "300 m" indicator is back
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Thanks for reading this, and understand it, I hope: sorry for my poor english

Re: Road to Perdition (Map Test)

Posted: 2015-05-08 15:13
by Abchaz
Some gameplay.

Re: Road to Perdition (Map Test)

Posted: 2015-05-08 16:47
by disnoxxio
Biggest point of feedback imo

- Need for proper transport (helicopters) Map is to big for normal supplying or doing anything against those APC that rush quite a bit

- Get some more cover on the flags for infantry, I think the map looks gorgeous but it should be infantry balanced as well

- More tickets

- Make the towns a bit more attractive to fight in (by getting more flags in it) or add some buildings in general.

Overall it looks nice and like you said quite European which is a refreshing thing.

Re: Road to Perdition (Map Test)

Posted: 2015-05-08 18:20
by sweedensniiperr
- Don't think APCs need to go, just changed that's all. Bmp2s rek those apcs any day. I like the idea of an mechinf-styled map. However, not sure what you've planned for the other layouts. WW and maybe tank layer - maybe 2 tanks per team and nothing else?

- I like the look of the map except for one big issue. The undergrowth looks super weird. I cannot exactly pinpoint it but I think it's a combination of a lot of things. For starters it seems like in a lot of places the UG doesn't match up with the terrain. This means that once you get close to something it gets brighter once the UG kicks in. It really takes the immersion out of you.

Second, you've put UG pretty much everywhere. Use it where it has the most effect. If there's not UG on hilltops it can actually enchance the experience since it gives it that windy, bare feeling. And in the forested areas it obviously enhances the feeling of a forested area. Many times I think just a better terrain texture is the solution.

I was actually curious and went and checked Shijia and Silent Eagle. Shijia uses "light" UG next to roads and before any UG area. It also does something else but don't know what since I'm not a mapper. So maybe "light" UG before a forest and then in it "heavy" UG would make a ton of difference. Silent eagle has the UG the exact same color as the terrain which means you don't notice 50 or 100m drawdistance on the UG as easily.

- I love the civilian vehicles both teams can drive. I want more of them, A LOT more of them. However, I don't want to see them on the map.

- I only played 2 rounds but I really feel like this can be a great addition.

- Gameplay wise it was pretty cool apart from the rekening from the russians.