Siege at Ochamchira

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Ferdinand_Amadeus
Posts: 33
Joined: 2014-04-13 14:05

Siege at Ochamchira

Post by Ferdinand_Amadeus »

Hey guys i've remembered great map ochamchira, can we get it back?
And if no - what's stopping it from being brought back? Performance issues? Gameplay? What can i do to fix it in those cases?
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QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Siege at Ochamchira

Post by QuickLoad »

ooh it kind of reminds me of...
op. barracuda and dragon fly kind of squished.
im curious to see why it's no longer in
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Siege at Ochamchira

Post by Frontliner »

I do believe it was removed primarily because of it being prone to crashing the server.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Siege at Ochamchira

Post by Outlawz7 »

Design issues IIRC, seemed like the idea was to have CQB fights over the 5 flags but either Militia never got close to it or British defense was so poor all five were lost.

edit: I looked it up in internal forums, reason for removal was too many bugs, map needed fixing.
Last edited by Outlawz7 on 2017-07-13 11:39, edited 1 time in total.
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Ferdinand_Amadeus
Posts: 33
Joined: 2014-04-13 14:05

Re: Siege at Ochamchira

Post by Ferdinand_Amadeus »

[R-DEV]Outlawz7 wrote:Design issues IIRC, seemed like the idea was to have CQB fights over the 5 flags but either Militia never got close to it or British defense was so poor all five were lost.

edit: I looked it up in internal forums, reason for removal was too many bugs, map needed fixing.
Well yes, I agree with you that this layout is not the best. I more like this one:
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But what I want to say, since the project "CSLA" I froze, because of the lack of an animator.
I have more time and I have desire, I can try to re-work this map, fix some bugs and so on, like some guy trying to re-work Arctic Lion.
What do you think?
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Siege at Ochamchira

Post by X-Alt »

[R-DEV]Outlawz7 wrote:Design issues IIRC, seemed like the idea was to have CQB fights over the 5 flags but either Militia never got close to it or British defense was so poor all five were lost.

edit: I looked it up in internal forums, reason for removal was too many bugs, map needed fixing.
It always had its haters, probably 2x more than Kashan or Qinling at the time.


Still, I had some pretty good memories and it wasn't fundamentally flawed like Fools Road Vietnam.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Siege at Ochamchira

Post by Outlawz7 »

That layout was just as bad, British would attack Village cos it was easier to defend and it forced Militia to defend rather than put everyone into attack.

If you have the time and will, go for it. I searched for backups but seems we don't have this map anywhere I know, so you might need to download PR 0.9 to get files
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Ferdinand_Amadeus
Posts: 33
Joined: 2014-04-13 14:05

Re: Siege at Ochamchira

Post by Ferdinand_Amadeus »

[R-DEV]Outlawz7 wrote:That layout was just as bad, British would attack Village cos it was easier to defend and it forced Militia to defend rather than put everyone into attack.

If you have the time and will, go for it. I searched for backups but seems we don't have this map anywhere I know, so you might need to download PR 0.9 to get files
Good, I will find 0.9 and dowload, do you have some list of bugs or gameplay issues on this map to solve ? That I would know where to start.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Siege at Ochamchira

Post by Outlawz7 »

Ferdinand_Amadeus wrote:do you have some list of bugs or gameplay issues
No, all screenshots&videos of reported bugs are dead.
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projectmundus
Posts: 16
Joined: 2017-07-03 08:05

Re: Siege at Ochamchira

Post by projectmundus »

I think it's because of performance issues that it's not being brought back.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Siege at Ochamchira

Post by X-Alt »

projectmundus wrote:I think it's because of performance issues that it's not being brought back.
had almost nothing to do with that
nardz123
Posts: 17
Joined: 2013-03-31 23:01

Re: Siege at Ochamchira

Post by nardz123 »

Performance issues? No, I don't think so. I remember none even on a moderate set-up at the time. This map played just fine. I can't recall any glaringly bad bug either, but no doubt every map has a few quirks.

Outlawz is correct though in that the best British move was usually to try to attack the village flag rather than defend the docks area exclusively -- though that village flag could be an absolute meat grinder, and it was easy enough for the Militia to neutralize one of the flags along the way even with just one competent squad.

That said, even with that going on it was some epic CQB-mid range combat. Very fun map.

This should definitely get added back in to the retro pack and base install.


SUGGESTION - If the Militia flag is really that big of a deal, just remove it as a cap point and put a bleed in after 10 min or so. Put the incentive in there to cap a flag, just like seems to be done on the newer maps like Bamyan etc. Problem solved, right?
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