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Large troop count, small flag distances, more terrain.

Posted: 2005-12-26 07:43
by Artnez
Just finished playing that new Codename Eage release -- yes it has absolutely nothing to do with project reality of course, but there was something that I really like in that mod.

Take a 16 player map and remove all of the boundaries. What you end up having is very intense frontline warfare with the possibility of outflanking your enemy, at the risk of getting flanked yourself.

One of the reasons I had a big problem with BF2 (as opposed to DC and BF1942... complete classics imho) is that the warfare never seems "massive". Even on a 64 player server, you rarely ever see prolonged stalemates.

The reason I emphasize prolonged stalemates here is because that is where the true fun really is. If you ever played the map Stalingrad for BF1942 or Oil Rigs in DC.. or even 73 Eastings in DC, you'll know exactly what I mean.

Stalingrad (BF1942)
The map had only 3 or 4 possible directions you could go. An additional possibility was trying to wade through some barbed wires, but that rarely succeeded once you were spotted. Both teams simply swarmed the flags and it truly felt as if you were in stalingrad, fighting it out. A stalemate usually occured down the center. As soon as you took a flag, the enemy spawn was closer to it so it was much easier for them to swarm you again and take the flag back.

Most of the people that played this map in a full 64 player server -- I'm sure can agree that the last thing they were thinking about was score. Your primary goal was either a) Get the flag! or b) Locate bunched up groups of enemy and try to cut them down.

Snipers really stood out here as well because they kept their distance but timed their shots. Usually people didn't have a second to spare to pay attention to a lone sniper so they just kept running. Although if a large portion of your team went sniping you would get crushed.

This map was successfull because it limited the players options for movement and forced everyone to concentrate on one area. Mix that type of map with BF2's graphics and you have an extremely immersive map that keeps you on edge the whole way through.

Oil Rig (Desert Combat)
Now this map was something. It really felt like an Operation. Totall immersive map. It was a fairly large map but had no landmass whatsoever. There was an oil rig in the center that you could run from end to end in about 10 seconds. The Rig had 4 levels (including topside). You could get into the rig from below, which took some extra effort because of the long ladder climb. There were a large variety of pipes and openings that only a good Littlebird pilot like myself could have sneaked into and make great drop points (heh, i practiced alot).

Whenever the map started, there was always a silence for about 20 seconds. That silence was the littlebird pilots loading up troops and flying their way towards the Oil Rig.

It was very hard to take all of the flags on this map because of the sheer amount of ways you could go. And even though there were so many pathways, the combat was always concentrated. People loved the idea of moving together to make it feel like a real life military op.

This map was successful because it created an environment that inspires teamwork. When you join a map that feels like a run-and-gun environment (ie: every single map in BF2, especially karkand).. that is exactly how you're going to play. It's all about the atmosphere you create around the player in my opinion. Just the fact that you only have 2 ways to get to the objective (boat or chopper) -- both of which require a group of people working together, it subliminaly (sp?) forces you to act as a team and the feeling kind of sticks.

73 Eastings (Desert Combat)
This map was pretty much nothing but desert. There were 2 main bases on each end of the map with 4 or 5 APCs, and 4 or 5 tanks. US also had a couple of MLRS units and the Iraqis had the SCUD and their version of the MLRS (forgot what it was called) -- not to mention the usual assortment of HMMV's, buggies and trucks. In plain words, this map was ALL vehicle with plenty of manned artillery and plenty of tanks to form a powerful column.

The thing about this map was, although there was so much room for movement, the flags forced you to stay on target. There was no reason to create stupid chokepoints like they did in BF2 (making the map seem extremely artificial, as opposed to the immersion i was talking about before). So basically, as long as you were going to the same place (only 2 to choose from), a group of tanks always seemed like a tank column.

The wide open desert + the fog really made it feel like you were in a huge desert, with alot of room for maneuvering.

This map was one of the most popular ones for Desert Combat. It was successful because it immersed you into the battle. There are a few set objectives and the only way to get them was to move together. If you don't move together.. well.. you can't not move together. If you don't move with everyone else, you'll be in the corner of the map picking your nose :)

Yes, things like that sort of exist in BF2, but they dumbed it down because they want the average joe (read: stoned 12 year old with ADD) to enjoy the game. One of the more interesting things they came up with was creating large craters for tanks and APCs to take cover in. You would drive your tank or mobile artillery cannon into this crater and you only be able to see the "head" of the vehicle. At that point, your camo comes into play and it was fairly difficult to ID an entrenched target at a distance. This I hear is a real tactic in desert warfare when entrenching a defensive line.

By the way, my fav. moment in the map was grabbing the Scout kit and sneaking behind a lone rock overlooking the middle base (the one that was fought over the most, with the most entrenched enemies usually). I would spot the target and an MLRS would roll up. It would take him a couple rockets to zero in the target.. but once he did... HELL was rained down! It was an amazing site. Much better than the corny artillery in BF2, because you know that it was you spotting that target and watching it through dirty binoculars made it all that more rewarding for some reason.

Why the hell did you type all of this?
Just to give an idea of how much I LOVED playing desert combat and BF1942. It little to do with the theater of war for me. Futuristic, modern day, world war 2, world war 1 (Battlefield 1918 was just as an amazing mod in my eye)... I'm a fan of them all. Each theater of war has something great about it that's fun playing. Only thing that needs to be done is giving it a shot and playing.

The reason BF2 dissapointed me was all of the pure BS they've added. They tried too hard to "revolutionize" things and mucked up in so many departments it's hard to begin.

And the end of the day, what matters is the amount of fun people get from playing the game. Realistic or not, it has to be fun. For example, am I all that excited about the stamina meter in BF2? No.. not really. It's half assed. It's a limitation, not a feature. If you want that kind of detail, Americas Army pulled it off very well. BF2 can't pull it off with engine limitations, but if it could... that would be awesome. But if not, why even bother?

It's things like this that really get to me in BF2. There are countless little details that were added into the game (through movement, maps, vehicles, etc) that just make things more annoying than they do fun.

Desert Combat and BF1942 succeeded because they were still fresh ideas. They didn't beat that horse to death yet, so they didn't have time to re-analyze a million little things. They made the game and everyone loved it.. it was that simple.

Ok, what does that have to do with maps?
Everything.

As yourselves a question and answer honestly... do you really pay attention to detail in BF2? Do you notice all the cuts and corners in the city maps.. or the realistic variation of plants in the jungle maps?

So here is my request to the mappers:

When you are mapping, you are the architect. You are literally building a "world" that people will get to know and remember. Clans will plan their strategies and analyze your map for weak points. Your maps are 70% of the game.

With that in mind, instead of trying to think professionally and concentrating on logic (chokepoint here, chokepoint there, gun here with field of view of that, etc) -- try to think of it as a real city -- or real jungle. -- or real military operation. Here are some examples:

1. Convoy is pinned down in an urban city. You can either spawn in on the convoy that is surrounded by enemy spawn points or you can spawn at a fairly distant spawn that will act as the "reinforcements".

2. Airborne operations? POE pulled this off very well in BFV, with airborne spawns at different ends of the maps.

3. If you can't do objective based, maybe have flags representing a location? Maybe an embassy or radio complex.

4. Completely demolished urban city. Make the city feel truly big. Buildings need to be taller -- larger. Karkand seems like a midget town for some reason. The city could be divided on 2 ends with a "No Mans Land" in the center (the concept is rarely used, but always ends up working). Anyone that steps into No Mans Land on their own is sure to get a beating. At the very tip of No Mans Land is a control point.. think of it as a Beachhead of sorts. Taking that CP should be fast once you get across.

When I say destroyed/demolished city.. I mean this:

Berlin '45
Grozny '96
Kosovo '99

Posted: 2005-12-26 09:26
by Rhino
lol, u like the blimp in CE:L, that thing was just so funny :lol:

anyways gd post, me being a mapper i can tell what you mean and most of my work is really trial and error to see if the concept works (thou i normal don't get manny errors i find..). Ill be looking back to theses tips now and again i think.

And also I know what u mean about "maned Arty" as the sense of teamwork is really nice and fun. I can rembert playing with some of my clan on POE a long back, and at our main base was 1 of my guys in that "howitzer" i think its called, and me and a scout was sitting on a hill next to the enemy base watching movemtns. We asked this guy to fire a shell somwhere in the direction of the enemy base. We saw it come down pretty far overshoot of the base, so we corrected his arty barrge abit more, and next shell was fired. This time it was just a little bit left of the base. Any you get the idea we kept n correcting his arty barrge via Comms. Evenetly we got it right onto this heli pad and every time this guy jumped in the choper, we would tell the other guy to shoot and yet anouther kill and 1 less chopper in the skies, as this guy didnt catch on this happend arround 6times in a row ecleast. And manny others died after him to :mrgreen:

Teamwork is allways more fun than going out on your own and killing afew ppl, or even better not killing any 1 and getting mown down by a team cos they are working as a team forcing that lone wolf to ither 1, fight as a team or 2, not play the game and have no headlsess chickens running about :wink:

Posted: 2005-12-26 09:33
by Evilhomer
Is it just me, but in 1942 were the maps and control points placed in a certain style than that of BF2? Looking at the 1942 levels they have a uniform layout, wheras in BF2 the spawn points are placed all over the map, in areas of key interest....

Posted: 2005-12-26 09:38
by Wolfmaster
Yeah, good post. We really need something better than the ordinary BF2 map. As you said, EA/DICE were focusing on the wrong things.

Posted: 2005-12-26 09:44
by Rhino
'[R-PUB wrote:Wolfmaster']Yeah, good post. We really need something better than the ordinary BF2 map. As you said, EA/DICE were focusing on the wrong things.
they where focusting on getting as much "$$$/£££" as possibal and not on game play just like noraml. But that would be EA's bit not DiCE, just DiCE have to do what EA say now..... :roll:

Posted: 2005-12-26 09:56
by Artnez
Rhino wrote:lol, u like the blimp in CE:L, that thing was just so funny
I ADORE the blimp. My first round played with this mod and I spawn in with this huge blimp high up in the air and tons upon tons of tracer fire all around it. Then I look up and there are a stream of large bombs slowly flying down in my direction.. eek!

Posted: 2005-12-26 10:22
by Artnez
Rhino wrote:they where focusting on getting as much "$$$/£££" as possibal and not on game play just like noraml. But that would be EA's bit not DiCE, just DiCE have to do what EA say now..... :roll:
Well it's always about money man. Some facts:

BF1942 was released in 2002. It sold 3 million copies by 2004.

BFV sold 700,000 in its first 2 weeks! It went on the top 5 sales for ALL pc software in april. This is a big deal because tax apps (like TaxCut) dominate that season. It ended up selling around 3 million copies as well.

BF2 was released in June and sold over a million copies within 2 months. Safe to assume they hit 1.5 mil mark by now.

BF1942 sold 3 million copies over 2 years because it grew in popularity. The series was new, so it takes longer to sell many copies if it's in the baby stages. Also, alot of people bought BF1942 simply for DC.. as it was literally a whole different game.

BFV did so remarkably in the first 2 weeks because of the popularity of BF1942... simple as that.

Unfortunately, BFV sucked. Many people lost interest and moved on. This is why BF2 didn't do as well. In fact, at the rate they are going, Battlefield 2 will barely reach the amount of sales that BF1942 had in 2 years. This will rate will also drop exponentially as time passes (most sales happen when the game is released unless it is new title series).

So the fact of the matter is, they aren't doing better in sales for Battlefield 2 than they could be. They aren't doing that much worse, but they aren't doing better, that's for sure.

But quite honestly, all of the mistakes they make are easily squashed if they give us a good, moddable, game engine. Which they have. Forgotten Hope, Point of Existence and, of course, Project Reality are going to breathe new life into the franchise and maybe convince EA & Dice to get started on a new title that will give us a better engine with more features that we can mod the hell out of :D

Posted: 2005-12-26 10:25
by waffenbaum
I used to have (old CE) someone drive a tank into the blimp hold and take off. The damn thing would try valiantly to eject itself or crash inside the blimp, but it was all a matter of flying over the enemy base and strave the earth. That way the guy inside the tank/motorcycle could dash out of the blimp hold and make a proper hollywood entrance guns blazing. Also had a fair few knife fights inside that blimp.

Anyhow, I would -love- some new maps that were first and foremost modeled around how a city would actually look, and afterwards the placements of bases and such.

In most wars, forward bases would be created in civillian buildings, right? And with no arty support unless it was delivered by planes. I'd like to see some real block wars from rows of apartment complexes. Lets not forget, both the middle east and the far east use heavy clusters of scyscrapers as both living apartments and financial buildings.

How does a prolonged firefight in a suburban middle eastern enviroment sound? I mean, fighting from house to house in several small civillian homes, the enemy having a clear advantage both in spawns and in being on home ground. Could even have a lot of tunnels for the enemy, as there were under Tikrit and other big cities. Truth be told, the MEC would use slightly more backhanded guerillia tactics, viet cong style, as most do when attacked in their home terrain. Popping from one house to another once the house they were in evacuated under barrages.

I wouldn't think it uncommun for Americans to assault a villa house, only to have all the insurgents inside drop down some ladder and run across the street underground to another chokepoint.
Could even have some nice dank sublevel fighting in the sewers. Most big cities have complex sewer systems, always a favorite to hide and move troops by in wars. Stalingrad for example. A large majority of all foot soldiers could be moved in the sewers for added protection. Now that would be a nice map. Fighting Above and underground at the same time, never knowing where the enemy might pop up, and a reluctancy to crawl into the dark dimly lit sewers to retrive them.

Posted: 2005-12-26 11:26
by Rhino
'[R-PUB wrote:Artnez.com']Well it's always about money man. Some facts:

BF1942 was released in 2002. It sold 3 million copies by 2004.

BFV sold 700,000 in its first 2 weeks! It went on the top 5 sales for ALL pc software in april. This is a big deal because tax apps (like TaxCut) dominate that season. It ended up selling around 3 million copies as well.

BF2 was released in June and sold over a million copies within 2 months. Safe to assume they hit 1.5 mil mark by now.

BF1942 sold 3 million copies over 2 years because it grew in popularity. The series was new, so it takes longer to sell many copies if it's in the baby stages. Also, alot of people bought BF1942 simply for DC.. as it was literally a whole different game.

BFV did so remarkably in the first 2 weeks because of the popularity of BF1942... simple as that.

Unfortunately, BFV sucked. Many people lost interest and moved on. This is why BF2 didn't do as well. In fact, at the rate they are going, Battlefield 2 will barely reach the amount of sales that BF1942 had in 2 years. This will rate will also drop exponentially as time passes (most sales happen when the game is released unless it is new title series).

So the fact of the matter is, they aren't doing better in sales for Battlefield 2 than they could be. They aren't doing that much worse, but they aren't doing better, that's for sure.

But quite honestly, all of the mistakes they make are easily squashed if they give us a good, moddable, game engine. Which they have. Forgotten Hope, Point of Existence and, of course, Project Reality are going to breathe new life into the franchise and maybe convince EA & Dice to get started on a new title that will give us a better engine with more features that we can mod the hell out of :D
yes but EA are allways trying to squeez as much money out of us as possibal, hence the rubbish xpack that lags for praticly every 1 and these booster packs... Did u see that survay they did, "would u be willing to pay more money for a new map?"... We have custom maps dont we? but EA wont let us put them on ranked servers and as no 1 plays on non ranked servers it sort of well, sucks.

Posted: 2005-12-26 12:07
by dawdler
'[R-DEV wrote:Evilhomer']Is it just me, but in 1942 were the maps and control points placed in a certain style than that of BF2? Looking at the 1942 levels they have a uniform layout, wheras in BF2 the spawn points are placed all over the map, in areas of key interest....
It was because of the (in comparison) incredibly simple layout. Compare Dalian Plant to Market Garden and you'll think that MG is some weak attempt by a 8 year old to map for BF on his 6 year old HP box (ie almost something I could do!!!).

In BF2 they are logical and placed all over the map because they are (interestingly enough) more realistic in the layout than anything in BF1942.

We do need more maps though :)

Posted: 2005-12-26 20:34
by Artnez
dawdler wrote:It was because of the (in comparison) incredibly simple layout. Compare Dalian Plant to Market Garden and you'll think that MG is some weak attempt by a 8 year old to map for BF on his 6 year old HP box (ie almost something I could do!!!).

In BF2 they are logical and placed all over the map because they are (interestingly enough) more realistic in the layout than anything in BF1942.

We do need more maps though :)
Market Garden by an 8 year old? Are you serious? That map was amazing and pulled off action extremely well. I don't know what you're smoking. You are probably making the mistake of comparing graphical quality (trees, bushes, textures) -- which is not the smartest thing since BF1942 was released years ago.

The control points in BF1942 were more effective because they were based on their realistic counterparts. For example, the D-Day invasion. Although the map wasn't an accurate rendition of the landings of D-Day (obviously, it can't be accurate.. not enough room) -- the basis was still the same.

Don't say they are logical and more realistic and not describe how. BF2's flags are nowhere near as realistic as the ones in BF1942 or even DC.

Market Garden, for example, had a field as an Airborne spawn which was hella-fun to land in and multiple routes of attack. Although that wasn't my favorite map of BF1942, it was still better executed than freakin Dalian Plant.

http://media.gameparty.net/show/bf1942/ ... n_zoom.gif

Posted: 2005-12-26 21:29
by dawdler
'[R-PUB wrote:Artnez.com']Market Garden by an 8 year old? Are you serious? That map was amazing and pulled off action extremely well. I don't know what you're smoking. You are probably making the mistake of comparing graphical quality (trees, bushes, textures) -- which is not the smartest thing since BF1942 was released years ago.

The control points in BF1942 were more effective because they were based on their realistic counterparts. For example, the D-Day invasion. Although the map wasn't an accurate rendition of the landings of D-Day (obviously, it can't be accurate.. not enough room) -- the basis was still the same.

Don't say they are logical and more realistic and not describe how. BF2's flags are nowhere near as realistic as the ones in BF1942 or even DC.

Market Garden, for example, had a field as an Airborne spawn which was hella-fun to land in and multiple routes of attack. Although that wasn't my favorite map of BF1942, it was still better executed than freakin Dalian Plant.

http://media.gameparty.net/show/bf1942/ ... n_zoom.gif
I didnt mean it that way. Good or bad (Market Garden was my all time favorite map in BF1942 btw, which is why I compared with it), the BF1942 where *ALOT* more simplistic than anything in BF2. Most BF1942 maps where based on a rather rough heightmap and a couple of buildings with little attention to fine detail. Yes I'm comparing graphics but it also show in gameplay layout. Strip away the graphics of the maps and this is clearly visible.

On the BF2 maps, this is very hard to see simply because of detail. There is so much that doesnt really have to be there. In Dalian Plant, half the damn map is useless (even when considering the 64p version). The flags are evenly scattered with a great deal of distance in between, with lots of obstructions.

Basicly what I'm trying to say is that in BF1942, the map gameplay and flags seems to be designed before the actual map. In BF2, the flags appear to have been added after the map was designed... Hence the reason I would define them as "realistic" by design. They are so detailed you cant even see what the map is all about (do you actually feel like you're fighting over a powerplant in DP??? I know I dont. The towers are just there for show!).

Posted: 2005-12-26 22:04
by Artnez
Ah, then we were basically saying the same thing.. because I agree with that completely.

I think the BF1942 way is definitely better.. design the concept and the gameplay style before the map. That way gameplay prevails and visuals are only icing on the cake.

There's always too much going on in BF2 maps. It is impossible to accurately portray land/air/sea warfare on a single map with 64 players. Instead, each map has to have it's own flavor. Example:

- Light Infantry map. Map is all infantry, no vehicles whatsoever.
- Mechanized Infantry map. Map is infantry, APCs (around 4 APCs.. not just a lone APC sitting around).
- Armored map. Map is all MBT/APC/Mobile Artillery

There are also numerous ways to create a mixture between the two. BF2 does this horribly because it doesn't give objectives for each seperate unit. For example:

A huge map of a beach assault (largest map possible). The water seperating the aircraft carrier and the landmass is large... it would take about 2 minutes to get there by boat.

The carrier (maybe more than one carrier?) should start with 6 fighter jets and 3 bombers. 1 Blackhawk and 2 littlebirds as well. This makes for 30 people with somewhere to go already. Then you pack the side of the carrier with landing craft for the rest of the people to jump into.

The defensive beachhead should be heavily fortified, particularly with gun emplacements. It would be the job of the bombers to bomb the hell out of those areas.

There would be plent of AA guns (not the heat seekers) around the map, but they would get more dense as you get more inland. This will make it so that the bombers don't dominate the entire map -- only the beach assault. You could also throw in a couple of fighters for defense, but that would enourage the defense to go around the main attack and hit the troops going by water from behind.

Just a thought off the top of my head.. something like this would be great for teamwork and everyone would be happy (plenty of vehicles)

Posted: 2005-12-26 22:38
by dawdler
Problem is, that's not really realistic, a modern army would just stomp the beachhead with smart bombs and then roll over the defenses ;)

But yeah, I want some clearcut scenarios for a change. In your beachhead scenario, we instantly see where Cleansweep went wrong on the design level: There is no beach to attack!!!

Posted: 2005-12-26 22:42
by waffenbaum
Sad how there's never any naval conflicts nomore. Bismark/Tirpitzs style.

Posted: 2005-12-29 13:01
by torio
If China would upgrade their navy, and US and China would go to war i think that we should see some huge naval battles in indochina/pacific ocean (anyone seeing any similarities between this and ww2?).

Posted: 2005-12-29 13:25
by Hitperson
The iraq version of the MLRS is the SPLAV artilary i like to waste them of AF2 and 3