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Siege at Ochamchira

Posted: 2017-07-12 23:25
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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Re: Siege at Ochamchira

Posted: 2017-07-13 09:55
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

Re: Siege at Ochamchira

Posted: 2017-07-13 10:05
by Frontliner
I do believe it was removed primarily because of it being prone to crashing the server.

Re: Siege at Ochamchira

Posted: 2017-07-13 10:59
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.

Re: Siege at Ochamchira

Posted: 2017-07-13 14:10
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:
Image

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?

Re: Siege at Ochamchira

Posted: 2017-07-13 14:18
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.

Re: Siege at Ochamchira

Posted: 2017-07-13 14:19
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

Re: Siege at Ochamchira

Posted: 2017-07-13 14:25
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.

Re: Siege at Ochamchira

Posted: 2017-07-13 15:02
by Outlawz7
Ferdinand_Amadeus wrote:do you have some list of bugs or gameplay issues
No, all screenshots&videos of reported bugs are dead.

Re: Siege at Ochamchira

Posted: 2017-07-24 07:55
by projectmundus
I think it's because of performance issues that it's not being brought back.

Re: Siege at Ochamchira

Posted: 2017-07-25 14:55
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

Re: Siege at Ochamchira

Posted: 2017-08-17 20:42
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?