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Fools road idea

Posted: 2009-08-14 16:50
by arjan
So i had this idea in my mind, while haveing a firefight in the village near the bridge of the russian mainbase.
And i had this following idea;

What if we change the warehouse/hilltop/airbase into small villages just like dylym village that are going past the dirt roads from warehouse to helicopter airbase.

I think it could change gameplay abit and make it fun to sometimes have to fight over villages like dylym.
the villages are only mainly accesable trough the dirtroads for vehicles thus offering some nice ambush points and i think it would make sense to have a few more villages like dylym on the map.

And villages would be more realistic to fight over, than some random warehouse or helicopter airbase that has no use.

Not sure what you people think about it? :)


EDIT:
Made a mistake hill 179 shouldnt be a village


Image
4 points on the map that could be changed into small villages or farms, i think airbase could be a nice place for a farm and the hilltop a nice place for a church with some surrounding buildings, while the other 2 points could be like a village like dylym.

Re: Fools road idea

Posted: 2009-08-14 16:58
by Howitzer
i fear the it would make too many objects , moo many for the old BF2 to handle. Theres already a s*it load of trees

Re: Fools road idea

Posted: 2009-08-14 17:05
by arjan
Got a point there, would like the input of a dev or modder with experience?

Re: Fools road idea

Posted: 2009-08-14 17:49
by snooggums
I don't understand, in your example hill 179 is the only location that doesn't have structures that work similar to a small village. Three of your locations are Airbase, Hilltop and Warehouse which each have their own unique structures for fighting in. Do you just want more buildings etc in those areas?

I like the variety myself.

Re: Fools road idea

Posted: 2009-08-14 18:43
by arjan
Those buildings dont make really sense (ex. warehouse in the middle of nowhere), only 1 little village after a bridge and nowhere a village to be found.

like i said in my post i made a mistake talkin about hill 179.

but still villages instead of airbases and warehouses and a church and such on hilltop would make more sense and i think would look more natural and play better / brings some mixed suburban/woodland combat.
(still mostly woodland since 70% of the map is wood)

Re: Fools road idea

Posted: 2009-08-14 19:59
by snooggums
In real world the distances between those locations is too small for a whole new village. The locations are thematic anyway, for style purposes.

If you want a woodland map with small clumps of buildings scattered throughout it would be better to start fresh instead of modifying an existing map with so much character. But then each village would be like fighting at the same place, where as Fool's Road locations are each unique and with a theme and therefore more memorable.