Page 1 of 3

Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 12:44
by MadTommy
Hi lads...

Kashan Desert has been a source of great frustration and some epic battles. Sometimes its a dream to play other times its a royal cluster fck.

Over at Tactics & Teamwork we have been going around in circles with this map.. adding and removing it from the rotation.

My analysis of why is can be so bad and so good follows...

I see two problems/areas that need tweaking.

Firstly: You very rarely have enough infantry on the ground; due to the number of assets, i haven't counted them.. but it must be something like: 6 tanks, 4 APCs, 2 AAVs, 3 choppers or 2 jets. = approx. 25 players or more. This leaves one infantry squad and a commander, on a full 64 server.

Secondly: Due to the nature of the map, it's size, openness and sheer number of assets, it's all too common to get half of any team pissing about the main base waiting for assets. People don't walk from the main base to the bunkers.. and for good reason.

My solution: A new version of Kashan, with far less assets, maybe something like 2 tanks and 2 apcs, 1 AAV & 1 attack chopper

OR remove the entire Bunker Complex area and make it a big bad *** tank battle map.

Either way i feel it really needs some kind of overhaul.

Pretty please Rhino :D

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:00
by jayceon515
I agree. What I personally hate about it is the number of tickets. 450 vs 450 I mean WTF. This map is huuuuge and that many tickets mean that the round won't last less than 3 hours on a full 64 player server. And not very many people want that. I know this first hand since I'm an admin on datorbutiken server.

I would be really nice if you dropped the tickets to 300 for both teams and make the map last something like 2 hours on a full server just like the most of the other maps.

The map is really nicely balanced and everything but you get bored playing it more than 2 hours in a row.

And also a little suggestion from me. Many people said that the sky is depressive. I feel the same way. It reminds me of Karkand and that's never good when a map feels like that vBF2 **** most of us have bad memories of. How about a Highway Tampa sky.con to be used in the next release? Would IMO fit a lot better. Of course with extended view distance and thinner fog to make it look a lot more PR stylish. This is probably the easiest thing to do.

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:06
by Rhino
you do realize you can change the % of tickets server side in BF2CC and the serversettings.con files etc?

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:09
by MadTommy
I forgot to add.. why it can be so good.

I love the scale of the map..it requires a lot of tactics & teamwork to work well. Which is a good thing

So when a server has good squad leaders and commanders, and players who aren't only concerned with getting 30-0 kill streaks in choppers or tanks.. i.e a good mix of infantry and armour, it plays brilliantly.

However this only happens occasionally without very harsh admining, which can be bloody stressful.

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:11
by MadTommy
[R-DEV]Rhino wrote:you do realize you can change the % of tickets server side in BF2CC and the serversettings.con files etc?
Any comment on the OP topic ;)

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:16
by jayceon515
[R-DEV]Rhino wrote:you do realize you can change the % of tickets server side in BF2CC and the serversettings.con files etc?
Yes I do but isn't this against the PR server agreement?

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:16
by Harrod200
If nothing else, adding a few Hummers/Vodniks to the main bases (and the main base flag, waaay out away from the base) would be great; it's just such a huge map that if you're not in a vehicle you're gonna be stuck walking for half an hour. A good few jeeps would help people get back into the action faster, but would still be easy meat for the armour around and wouldn't really be a threat to anyone.

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:17
by Rhino
MadTommy wrote:Any comment on the OP topic ;)
hehe, the main problem with this is the same problem Qinling really has, we need more players than 64 in the server to do what we really want to do :p

Next version changes will be made thou, in fact we have already done a bunch of changes, they just need ironing out :)

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:19
by typical skeleton
I really think this map is a BAD example of PR. in fact, I liked PR when I first played it due to the realism, I tried to get my roommate into it (and he is admittedly not a sim fan), but we almost always had to endure kashan.

though he wasn't a sim fan and that might have been the problem, I don't think kashan helped to sway him. I'm sure if he played a map like the new EJOD his concept would have been different. this map still seems prolific, though less so now, and I really don't think it makes noobs want to continue their PR adventures, but I could be wrong.

it's just a bad map to showcase PR's qualities, which are realism, tactics, and teamwork. all you get on kashan is miles and miles of boring desert, occasional vBF2-style "air rape", and some bland bunkers/villages. fighting in the bunker complex has never been fun to me, as the bunkers themselves are reminiscent of an old goldeneye map (yes, from the N64...), that's never a good thing. I mean... a vent dropping into a bathroom as a "sneaky" way to infiltrate a building? that was kind of interesting back in 1995/96, but not these days. once you manage to secure one bunker, you get to celebrate for about 0.3 seconds before you realize you have to go secure the other bunker, which happens to be exactly the same in every way.

I heard once that this was originally a "test map" used to stress the size limits, and it really shows. nothing is offered for infantry players here at all.

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:20
by Rhino
jayceon515 wrote:Yes I do but isn't this against the PR server agreement?
not to my knowadge, thou I cant remeber every little detail of it. I think its against the agreement to edit the map files itself, but changing the server ticket % in BF2CC or the serversettings.con file I would have thought is fine, providing its not a huge drastic change so its only like 50 tickets, if it was a problem I would have thought we would have locked it down by python. I would check with the licence first thou before doing anything :)

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:20
by MadTommy
[R-DEV]Rhino wrote:hehe, the main problem with this is the same problem Qinling really has, we need more players than 64 in the server to do what we really want to do :p

Next version changes will be made thou, in fact we have already done a bunch of changes, they just need ironing out :)
You're the man! :D

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:23
by Mora
The map is fine same as the asset. But it could have some tweaks like the sky and maybe even view distance increment i know it wont take that much of your pc.

And the map wont take 3 hours never! if heavy asset is used and used property.

Kashan is my fav map all time especially on the 32 size with attack choppers :) .

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:24
by MadTommy
Mora wrote:Kashan is my fav map all time especially on the 32 size with attack choppers :) .
I'm just waiting for Alex now... bloody chopper whores! :mrgreen:

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:31
by gazzthompson
Mora wrote: Kashan is my fav map all time especially on the 32 size with attack choppers :) .
exactly, is all well and good for you :-) but the rest of the team is waiting at main, blowing each other up , crashing helis/jets. one manning tanks whistle 3 guys run around the map

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:35
by bosco_
MadTommy wrote:I'm just waiting for Alex now... bloody chopper whores! :mrgreen:
lol yeah. And he's probably going to add complaints about the AAV. Image

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:42
by IAJTHOMAS
Well, as its getting changed I suppose i should wait and evalute the changes, but my opinion as it:

Compared to QL i don't find it a particualrly interesting armour map. It just revolves around dominating one or two ridges and smashing anything on the plain. QL provides much more opportunity to use terrain to your advantage in moving and seem to be less of a sit-and-camp map.

I agree there's are too many assets even on 64. Perhaps less vehicles with (*gasp*) shorter spawn times would allow for it to remain armour heavy without leeching to many players. Although lots of armour at the start which doesn't respawn is quite nice, simulating the clashing or armoured spear heads.

All the flags are fishbowl flags, anything not on the lip of the bowl, inf or armour, is going to get murdered by anything on the ridges. This is more of problem for inf as they're the ones who have to go and get flags and the terrain is so flat that you can't use it to conceal yourself and move out of sight of armour particularly effectively. Often you are forced over open ground, no matter what route you take from A to B.

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:43
by Mora
gazzthompson wrote:exactly, is all well and good for you :-) but the rest of the team is waiting at main, blowing each other up , crashing helis/jets. one manning tanks whistle 3 guys run around the map
Well yeah i guess a few more cars at main wont hurt. And that they will crash choppers Tking etc will always be the same they are just nubs.
[R-PUB wrote:bosco]lol yeah. And he's probably going to add complaints about the AAV.
Well yeah if it get even more deathly then it is already then we may complain :) .

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 13:47
by Sir.Saul
Kashan is not a infantry map? one of the best if done correctly. One squad I was in managed to get over to the hill at north village where US assets usually drive off, we had some epic battles there.

All you need is a control: 1 HAT, 1 LAT, 1 RAA, 1 Medic, 1 Ammo dude and ofcourse Officer for rally point, if you could have more than 6 I would toss in a marksman as well.

Ofcourse you need a great commander with microphone and courser over the area attack button :)

Re: Kashan 0.8/0.9 - What i'd like to see.

Posted: 2008-07-11 14:21
by Alex6714
MadTommy wrote:I'm just waiting for Alex now... bloody chopper whores! :mrgreen:
Did I hear something about a chopper? :p
'[R-PUB wrote:bosco;725628']lol yeah. And he's probably going to add complaints about the AAV. Image
No, AAVs aren´t my problem. Uber l33t laser tanks are. :)



Reducing spawn times would be nice, I can understand on some maps why you need high spawn times for assets. But kashan really does seem to be a vehicle map. You just can´t walk anyway really, you need assets and when every tank/helicopter/jet/apc takes 15-20 mins to respawn thats a whole lot of wasted time. Because lets face it, if all vehicles are down and the other team still has some up what is everyone going to do for 20 mins?

I personally hate walking all over kashan, from main to bunkers etc.. So when all tanks are used/down etc.. it becomes alot less fun. Even less assets just means even more fighting for them and even more disconnects, because it is quicker to disconnect and find another server than to wait for the next vehicle to respawn.