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4km Maps in PR

Posted: 2009-07-19 01:19
by Jigsaw
Do you agree with this statement:
"4km maps are the way PR is meant to be played, and we need more of them than Kashan and Quinling with more detail".
Having recently bought and played ArmA 2 i've made the observation that the main thing setting the 2 games apart, besides slightly better graphics and more realistic weapons handling, is the scale and freedom that ArmA 2 allows. That sense of scale is currently not available in any PR maps with the exceptions of Kashan, Quinling and possibly Fools Road and Operation Archer. These maps feel massive, in the same way that ArmA 2 feels massive and yet with the playability that PR has, and with reasonable teams they can be really intense.

This is the reason I am truly looking forward to the maps currently in production such as Sangin, Dili Timor, Iron Ridge etc. as I feel that it is a step in the right direction, enlarging the sheer scale of the combat. And thats coming from an infantry whore. Anyone else feel the same? Or is there a preference for the smaller more focused maps?

Re: 4km Maps in PR

Posted: 2009-07-19 01:35
by Outlawz7
I think that small maps allow for more actual sized combat, on big maps it's always lone squads doing defense and assaults because everyone else is sniping, flying, driving or on some other part of the map. And smaller ones last shorter.

Re: 4km Maps in PR

Posted: 2009-07-19 01:37
by mp5punk
im currently working on a new 4k training map, you guys are gonna love it.

Re: 4km Maps in PR

Posted: 2009-07-19 01:39
by Mj Pain
Just an FYI: there is currently many 4km maps under development for v0.9. These large maps will be corner stone for larger assets and will eventually become the standard size of a PR map - so instead of 2km being the "normal" size map, there will be just as many 2km as 4km maps, and 1km will be somewhat rare.

Smaller maps = smaller assets, cramming needlessly large and complex assets onto tiny maps is great to have an arcade feel, but to have these assets truly behave in realistic fashion and engage enemy forces at realistic ranges, the maps MUST have large distances between objective areas and MUST have large view distances.

Future of combined arms fighting in PR is on the large 4km maps. 2km will be mixed but not contain much large assets (rare exceptions) and 1km will be exclusively infantry/mech inf.

Basically up until this point we've only ever had 2 4km maps (kashan and qinling). With the next update, we will have much more variety in larger maps.

v0.86 vehicle and map tweaks was in prep for these new maps coming in v0.9, as we want to give vehicles as realistic behavior as possible but that just cant happen by sticking these deadly assets on tiny maps.

There is some community members who will mindlessly rant about how PR is turning into infantry exclusive mod and removing all large assets. You can safely ignore these blanket statements and know that the future of PR gameplay will involve largescale assets in largescale maps, as its the primary focus for the future. But also know that we wont be cramming tiny maps with vehicles that just dont belong on them just for the sake of the vehicle whores out there. We want vehicles to behave realistically and have room to maneuver around the battlefield, and not have 1 powerful vehicle dominate the entire map.
Said by R-DEV Fuzzhead in this thread..
https://www.realitymod.com/forum/f10-pr ... -maps.html

Re: 4km Maps in PR

Posted: 2009-07-19 02:15
by Gore
Would it be possible to have bigger maps than 4 km? If, that is, EA would pull their fingers out of their *** and increase the player limit.

Re: 4km Maps in PR

Posted: 2009-07-19 02:30
by Conman51
i like 4km maps as long as they are not fields of death for infantry.

im saying 4km maps are good as long as there is LOTS of cover for infantry from tanks and apcs

the only problem with LOTS of cover is lag

but i was thinking..

Ramiel lags a tiny bit when in the city, increasing the size of a city like ramiel would probably cause major lag, but if we try a less dense city like the suburbs of muttrah i think we can make large city maps, just as long as the buildings are not so closley packed together

Re: 4km Maps in PR

Posted: 2009-07-19 04:21
by HughJass
Sadly, 4 out of 7 maps currently in development (that have been revealed) are all 2km maps. Only timor, and sangin are 4km.

Re: 4km Maps in PR

Posted: 2009-07-19 05:15
by octo-crab
It all depends for me. The thought of 4km maps gets me excited but the current ones, mainly Kashan and Qinling, piss me off due to asset whores, e-drama(TKing for assets) and infantry are generally left out to dry with no transport and massive open ground to cover.

The small maps are nice when servers arent fully populated but can become CoD-like when full.

What I would love to see is a map like Asad Kahl(Love this mapp) expanded to 4km. Assets would be used to secure the outskirts & ferry inf between villages while infantry ground-n-pound the hell out of those buildings. I can dream can't I!?

Re: 4km Maps in PR

Posted: 2009-07-19 05:16
by RHYS4190
i like the big open maps. It really intense having a fire fight stretched over say 200m when it really close it over in a few seconds which is bloody boring don't you think. , last night we where playing a muttra city we where playing a custom game where the us team had to rescue one of there pilots that was held in MEC fortress, it was intense. the US team where shelling the fortress with m-203 round’s and trying to land choppers on the roof, at the same time attempting to storm the front door, we had are gun's stuck out the window returning fire, it was literally raining lead.
and it was not over quickly ether it was 2-3 minutes of pure furious fighting.

Re: 4km Maps in PR

Posted: 2009-07-19 09:13
by MAINERROR
GoreZiad wrote:Would it be possible to have bigger maps than 4 km? If, that is, EA would pull their fingers out of their *** and increase the player limit.
Unfortunately it is not really possible to have bigger land maps than 4 KM. You can however make a 8 KM map but the biggest part of it has to be water covered.

8 KM land maps are bugged, you can see terrain issues and such.

Re: 4km Maps in PR

Posted: 2009-07-19 09:50
by Dug
Damn.
I would really like to see a 6 km map or 7,8. :shrk:
Imagane how big it would be :shock:
But oh well we can live with 4 km maps.
Having more of 4 km maps would be nice.

Re: 4km Maps in PR

Posted: 2009-07-19 09:51
by tarsonis
We need 128 players or more to drastically increase map size imo.

Re: 4km Maps in PR

Posted: 2009-07-19 09:56
by Cheditor
I like the 4k maps but i always find pubbing the map ends in a constant drive of vehicles just leaving main, dying, respawning, repeat. Theres only ever one / sometimes two infantry squads who capture the objectives, the rest of the team just gets their assests killed and then waits for respawn then does same again.

Re: 4km Maps in PR

Posted: 2009-07-19 10:16
by Mr.Hyde
[R-CON]MAINERROR wrote:Unfortunately it is not really possible to have bigger land maps than 4 KM. You can however make a 8 KM map but the biggest part of it has to be water covered.

8 KM land maps are bugged, you can see terrain issues and such.
Would it be possible to create an island chain map without causing the gliches?

Re: 4km Maps in PR

Posted: 2009-07-19 10:52
by MAINERROR
tarsonis wrote:We need 128 players or more to drastically increase map size imo.
Not necessarily. The layout PR2 is aiming for would be awesome. 98 players would be enough IMO.
Mr.Hyde wrote:Would it be possible to create an island chain map without causing the gliches?
As far as I know it is possible to do that but don't quote me on that. I've just tried to create a 8 KM land map about half a year ago and abandoned it because of the bug. But I've heared that it should be possible to create such a kind of 8 KM island chain map. I think Rhino would know best if it is possible or not.

Re: 4km Maps in PR

Posted: 2009-07-19 10:58
by Jigsaw
HughJass wrote:Sadly, 4 out of 7 maps currently in development (that have been revealed) are all 2km maps. Only timor, and sangin are 4km.
You're wrong actually there mate:
'[R-DEV wrote:fuzzhead;1025000']

Code: Select all

[size=175][b]Current maps in development for v0.9+[/b][/size]

[list=1]
[*]Map Name: Arrow Beach / Ras Al Hadd
Map Creator(s): [R-DEV]Rhino
Map Description: largescale amphibuous assault on airfield
Map Size: 4KM
Map Factions: UK vs MEC

[*]Map Name: Arzan Kar Region (Ambush)
Map Creator(s): [R-CON]marcoelnk
Map Description: Afghanistan open country
Map Size: 1KM
Map Factions: GERMANY vs TALIBAN

[*]Map Name: Codename Silent Eagle (Airborne)
Map Creator(s): [R-CON]marcoelnk
Map Description: Eastern European forested countryside with central town and airbases
Map Size: 4KM
Map Factions: GERMANY vs RUSSIA

[*]Map Name: Devils Tower
Map Creator(s): [R-DEV]Paramedic
Map Description: Mid east open country
Map Size: 4KM
Map Factions: CF vs TALIBAN

[*]Map Name: Dili - Timor
Map Creator(s): [R-DEV]CodeRedFox
Map Description: Dili Timor, Indonesia with City, Forest, Hills/Mountains.
Map Size: 4KM
Map Factions: BLUFOR vs. Insurgents

[*]Map Name: Dragonfly
Map Creator(s): [R-DEV]Irontaxi & [R-DEV]nickbond
Map Description: Russian urban / rural
Map Size: 2KM
Map Factions: RUSSIA vs CHECHEN

[*]Map Name: Feyzabad
Map Creator(s): [R-DEV]coderedfox
Map Description: Afghanistan river valley
Map Size: 4KM
Map Factions: US ARMY vs TALIBAN

[*]Map Name: Gaza Beach
Map Creator(s): [R-CON]Hfett 
Map Description: Tight urban combat
Map Size: 2KM
Map Factions: IDF vs HAMAS

[*]Map Name: Hell's Cavalry
Map Creator(s): [R-DEV]Rhino
Map Description: Rural Armour Battle
Map Size: 4KM
Map Factions: BLUFOR vs PLA

[*]Map Name: Iron Ridge
Map Creator(s): [R-DEV]~KILL~Pirate 
Map Description: rural
Map Size: 4KM
Map Factions: ??? vs ???

[*]Map Name: Kandahar Region
Map Creator(s): [R-DEV]Hans Martin Slayer
Map Description: Afghanistan rural/urban
Map Size: 4KM
Map Factions: ??? vs TALIBAN

[*]Map Name: Lashkar Valley
Map Creator(s): [R-DEV]Hans Martin Slayer
Map Description: Afghanistan rural in river valley
Map Size: 2KM
Map Factions: GERMANY vs TALIBAN

[*]Map Name: Marsh (WIP Name)
Map Creator(s): [R-DEV]Deer
Map Description: rural swamp
Map Size: 4KM
Map Factions: RUSSIA vs ???

[*]Map Name: Monchegorsk
Map Creator(s): [R-CON]space
Map Description: rural forest with military complexes
Map Size: 4KM
Map Factions: ??? vs ???

[*]Map Name: Sangin
Map Creator(s): [R-DEV]Dr Rank
Map Description: Afghanistan rural combat
Map Size: 4KM
Map Factions: UK vs TALIBAN

[*]Map Name: Siege at Ochamachira
Map Creator(s): [R-DEV]IronTaxi
Map Description: industrial defense
Map Size: 2KM
Map Factions: RUSSIA vs CHECHEN

[*]Map Name: Sosnovyy Bor
Map Creator(s): [R-CON]9cookie_monster
Map Description: industrial and woodland
Map Size: 2KM
Map Factions: ??? vs ???
[/list]

[b][u]Total Maps in Development:[/u][/b]
17

[u][b]Map Sizes in Development:[/b][/u]
1KM - 1
2KM - 5
4KM - 11

As you can see from the above map development, a HUGE amount of resources is going to put combined arms maps in the highlight of PR. 4km maps will be great to showcase large assets, but sticking them on smaller maps so players can use them like they did in vanilla, I dont see that working, especially as we increase their deadliness and align them with their real life attributes, putting them on small maps is kind of a waste.

Re: 4km Maps in PR

Posted: 2009-07-19 11:01
by Raegron
tarsonis wrote:We need 128 players or more to drastically increase map size imo.
I'd like to see bots used for base defenses, integrate a part of PRSP into PRMP. The bots don't need to be supersmart, they should just know how to operate their guns :D

Re: 4km Maps in PR

Posted: 2009-07-19 11:13
by Ragni<RangersPL>
IMHO, there is no point of having bigger maps then 4x4 km... we still have player limit of 64 players per server and it seems like it's not enough on some current maps with large number of assets ;)



(my 2 cents)

EDIT:
Raegron wrote:I'd like to see bots used for base defenses, integrate a part of PRSP into PRMP. The bots don't need to be supersmart, they should just know how to operate their guns :D
AFAIK, bots are using server slots... +10 bots on the server = -10 players on the server ;)

Re: 4km Maps in PR

Posted: 2009-07-19 11:33
by arjan
couldnt they be made as some kind of static but that actualy does something?