Add indicator for night qualifying maps in Map Galley

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Deviro
PR:BF2 QA Tester
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Add indicator for night qualifying maps in Map Galley

Post by Deviro »

Night Layer or Not (v1.7.1.1)?


Did you ever want to know which AAS and INS layers are night so you don't set the wrong one and piss off your server pop? Well, me neither.

Anyways, I would love to see this small feature implemented into the map gallery. I know nobody wants to sit through all maps and check for sure if they have a night layer or not, so I did it myself.

Legend:
  • Day = Most visible
  • Night = Least visible
  • Morning/Evening = Less light than midday. It can for example create better opportunities to hide under the blanket of a forest.
  • Foggy/Lower Visibility = The view distance is intentionally reduced (sometimes by a snow/sandstorm)
Now I know some people might debate whether a certain layer constitutes as an evening or not, or light fog or not. My goal was not to log that data, but case after case I started to wonder which circumstances actually impeded visual clarity the most. In any case - the night versions seems to create the biggest division within the community whether they have utility.

Just the Night Layers:
Spoiler for refineddata:
AAS:
Battle of Ia Drang - Inf - Night
Dovre - Alt - Night
Fields of Kassel BETA - Lrg - Night
Fools Road - Inf - Night
Goose Green - Inf - Night
Korbach Offensive BETA - Lrg - Night
Merville - Inf - Night
Nuijamaa - Inf - Night/Lower Visibility
Omaha Beach - Lrg - Night
Tad Sae Offensive - Inf - Night
The Falklands - Inf - Night
The Falklands - Alt - Night

INS:
Sbeneh Outskirts - Std - Night
All Data (including some old maps I had in my folder):
Spoiler for rawdata:
AAS:
Seven Gates - Std - Day

Adak BETA - Alt - Day
Adak BETA - Std - Day
Adak BETA - Lrg - Day

Airport - Std - Morning

Al Kufrah Oilfields - Alt - Day
Al Kufrah Oilfields - Std - Day

Asad Khal - Alt - Day
Asad Khal - Std - Day

Ascheberg BETA - Inf - Day
Ascheberg BETA - Alt - Day
Ascheberg BETA - Std - Day
Ascheberg BETA - Lrg - Day

Assault on Grozny - Inf - Day
Assault on Grozny - Alt - Day
Assault on Grozny - Std - Day

Assault on Mestia - Std - Day

Bamyan - Alt - Day
Bamyan - Std - Day
Bamyan - Lrg - Day

Basrah Retro - Alt - Day/Fog
Basrah Retro - Std - Day/Fog

Battle of Ia Drang - Inf - Night
Battle of Ia Drang - Alt - Day
Battle of Ia Drang - Std - Day

Beirut - Inf - Day
Beirut - Alt - Day
Beirut - Std - Day
Beirut - Lrg - Day

Bijar Canyons - Inf - Day
Bijar Canyons - Alt - Day
Bijar Canyons - Std - Day
Bijar Canyons - Lrg - Day

Black Gold - Inf - Day/Fog
Black Gold - Alt - Day
Black Gold - Std - Day
Black Gold - Lrg - Day

Brecourt Assault - Alt - Day/Light Fog
Brecourt Assault - Std - Day/Light Fog

Burning Sands - Inf - Morning
Burning Sands - Alt - Day
Burning Sands - Std - Day
Burning Sands - Lrg - Day

Carentan - Alt - Day
Carentan - Std - Day
Carentan - Lrg - Day

Charlie's Point - Std - Morning

Daqing Oilfields - Inf - Day
Daqing Oilfields - Std - Day

Desert Storm - Std - Day/Fog

Dovre - Inf - Day/Fog
Dovre - Alt - Night
Dovre - Std - Day

Dovre Winter - Inf - Day/Fog
Dovre Winter - Alt - Day/Fog
Dovre Winter - Std - Day

Dragon Fly - Inf - Day
Dragon Fly - Alt - Day
Dragon Fly - Std - Day

EJOD Desert - Inf - Day
EJOD Desert - Alt - Day
EJOD Desert - Std - Day

Fallujah West - Std - Day

Fields of Kassel BETA - Inf - Day
Fields of Kassel BETA - Alt - Day
Fields of Kassel BETA - Std - Day
Fields of Kassel BETA - Lrg - Night

Fools Road - Inf - Night
Fools Road - Alt - Day
Fools Road - Std - Day
Fools Road - Lrg - Day

Gaza - Inf - Day
Gaza - Alt - Day
Gaza - Std - Day

Goods Station - Std - Evening/Foggy

Goose Green - Inf - Night
Goose Green - Alt - Day
Goose Green - Std - Day

Gulf of Oman - Alt - Day
Gulf of Oman - Std - Day

Hades Peak - Inf - Day
Hades Peak - Alt - Day
Hades Peak - Std - Day
Hades Peak - Lrg - Day

Helmands Return - Std - Day/Foggy

Hill 488 - Std - Day

Hills of Hamgyong - Std - Day/Foggy

Inishail Forset - Std - Day

Iron Ridge - Inf - Day
Iron Ridge - Alt - Day
Iron Ridge - Std - Day

Jabal Al Burj - Inf - Day
Jabal Al Burj - Alt - Evening/Lower Visibility
Jabal Al Burj - Std - Day

Kafr Halab - Inf - Day
Kafr Halab - Alt - Day
Kafr Halab - Std - Day

Kashan Desert - Inf - Day
Kashan Desert - Alt - Day
Kashan Desert - Std - Day
Kashan Desert - Lrg - Day

Khamisiyah - Inf - Evening
Khamisiyah - Alt - Day
Khamisiyah - Std - Day
Khamisiyah - Lrg - Evening

Korbach Offensive BETA - Alt - Day
Korbach Offensive BETA - Std - Day
Korbach Offensive BETA - Lrg - Night

Korengal Valley - Std - Day

Kozelsk - Inf - Day
Kozelsk - Alt - Day
Kozelsk - Std - Day

Mao Valley - Std - Day

Masirah - Std - Day

Merville - Inf - Night
Merville - Std - Day

Musa Qala BETA - Std - Day

Muttrah City - Inf - Day
Muttrah City - Alt - Day
Muttrah City - Std - Day

Nuijamaa - Inf - Night/Lower Visibility
Nuijamaa - Alt - Day
Nuijamaa - Std - Day

Omaha Beach - Inf - Morning
Omaha Beach - Alt - Morning
Omaha Beach - Std - Morning
Omaha Beach - Lrg - Night

Operation Barracuda - Inf - Evening
Operation Barracuda - Alt - Evening
Operation Barracuda - Std - Evening

Operation Bobcat - Inf - Day
Operation Bobcat - Alt - Morning/Lower Visibility
Operation Bobcat - Std - Day
Operation Bobcat - Lrg - Day/Lower Visibility

Operation Falcon - Inf - Evening
Operation Falcon - Alt - Evening
Operation Falcon - Std - Evening
Operation Falcon - Lrg - Evening

Operation Ghost Train - Inf - Day/Foggy
Operation Ghost Train - Std - Day/Foggy

Operation Marlin - Inf - Day
Operation Marlin - Alt - Day
Operation Marlin - Std - Day
Operation Marlin - Lrg - Day

Operation Soul Rebel - Inf - Day
Operation Soul Rebel - Std - Day

Operation Thunder BETA - Alt - Day
Operation Thunder BETA - Std - Day

Outpost - Alt - Day
Outpost - Std - Day

Pavlovsk Bay - Inf - Day
Pavlovsk Bay - Alt - Day
Pavlovsk Bay - Std - Day

Qwai River - Inf - Day
Qwai River - Alt - Day
Qwai River - Std - Day

Ramiel - Std - Day

Ras El Masri - Std - Morning

Reichswald - Inf - Day/Foggy
Reichswald - Alt - Day/Foggy
Reichswald - Std - Day/Foggy

Route E-106 - Alt - Day
Route E-106 - Std - Day
Route E-106 - Lrg - Day

Saaremaa - Inf - Day
Saaremaa - Alt - Day
Saaremaa - Std - Day
Saaremaa - Lrg - Day

Sahel - Inf - Day
Sahel - Alt - Day
Sahel - Std - Day

Sbeneh Outskirts - Inf - Day
Sbeneh Outskirts - Alt - Day
Sbeneh Outskirts - Std - Day

Shahadah - Std - Day

Shijia Valley - Inf- Day/Lower Visibility
Shijia Valley - Alt - Day/Lower Visibility
Shijia Valley - Std - Day/Lower Visibility
Shijia Valley - Lrg - Day/Lower Visibility

Silent Eagle - Inf - Morning/Lower Visibility
Silent Eagle - Alt - Morning/Lower Visibility
Silent Eagle - Std - Day
Silent Eagle - Lrg - Day

Tad Sae Offensive - Inf - Night
Tad Sae Offensive - Alt - Day/Foggy
Tad Sae Offensive - Std - Day/Foggy

Test Airfield - Inf - Day
Test Airfield - Alt - Day
Test Airfield - Std - Day
Test Airfield - Lrg - Day

Test Bootcamp - Inf - Day
Test Bootcamp - Alt - Day
Test Bootcamp - Std - Day
Test Bootcamp - Lrg - Day

The Falklands - Inf - Night
The Falklands - Alt - Night
The Falklands - Std - Day

Ulyanovsk - Inf - Day
Ulyanovsk - Alt - Day
Ulyanovsk - Std - Day

Vadso City - Inf - Day/Foggy
Vadso City - Alt - Morning?
Vadso City - Std - Morning

Wanda Shan - Inf - Morning
Wanda Shan - Alt - Morning
Wanda Shan - Std - Morning
Wanda Shan - Lrg - Morning

Xiangshan - Inf - Day/Lower Visibility
Xiangshan - Alt - Day/Lower Visibility
Xiangshan - Std - Day/Lower Visibility
Xiangshan - Lrg - Day/Lower Visibility

Yamalia - Inf - Day
Yamalia - Alt - Day
Yamalia - Std - Day
Yamalia - Lrg - Day

INS:
Al Basrah - Inf - Day
Al Basrah - Std - Day

Assault on Grozny - Std - Day

Bamyan - Std - Day

Dragon Fly - Inf - Day
Dragon Fly - Std - Day

Fallujah West - Inf - Day
Fallujah West - Alt - Day
Fallujah West - Std - Day
Fallujah West - Lrg - Day

Gaza - Inf - Day
Gaza - Std - Day

Iron Ridge - Std - Day

Kafr Halab - Alt - Day
Kafr Halab - Std - Day

Karbala - Inf - Day
Karbala - Alt - Day
Karbala - Std - Day
Karbala - Lrg - Day

Kokan - Inf - Day
Kokan - Alt - Day
Kokan - Std - Day
Kokan - Lrg - Day

Korengal Valley - Std - Day

Kozelsk - Std - Day

Lashkar Valley - Inf - Day
Lashkar Valley - Alt - Day
Lashkar Valley - Std - Day
Lashkar Valley - Lrg - Day

Musa Qala - Inf - Day/Foggy
Musa Qala - Alt - Day
Musa Qala - Std - Day
Musa Qala - Lrg - Day

Operation Marlin - Std - Day

Outpost - Std - Day

Ramiel - Inf - Day
Ramiel - Alt - Day
Ramiel - Std - Day

Ras El Masri - Std - Morning

Sahel - Std - Day

Sahel Vietnam - Std - Day

Sbeneh Outskirts - Inf - Day
Sbeneh Outskirts - Alt - Day
Sbeneh Outskirts - Std - Night

Shahadah - Std - Day

Test Bootcamp - Inf - Day
Test Bootcamp - Alt - Day
Test Bootcamp - Std - Day
Test Bootcamp - Lrg - Day
And yes, this does not include Skirmish, CnC and GunGame. If I have write one more time "Inf, Alt, Std, Lrg" on a spreadsheet monkaW!

I can't wait for this information to become absolutely uselss when v1.7.1.1.1 comes out. But until then.
Last edited by Deviro on 2022-07-21 08:49, edited 1 time in total.
Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: Add indicator for night qualifying maps in Map Galley

Post by Grump/Gump.45 »

Deviro wrote:
Night Layer or Not (v1.7.1.1)?


Did you ever want to know which AAS and INS layers are night so you don't set the wrong one and piss off your server pop? Well, me neither.
Sure have layout indicator. Most night maps are voted for though. The things to not like about night maps, like visibility, confusion or actual screen darkness, most 1 word problems have simple 1 sentence solutions. Friendly stay in view of each other, don't wander off then come back cause we might shoot somebody walking towards us(visibility and confusion gone right there). Some things aren't even solutions, its just facts, if the enemy shoots it lights up with muzzle flash. Night maps are a great time to learn new methods to compensate for visibility. Hopefully indicator leads to more night map play.

But now this is where we separate the challenged folks, this is part of what they actually say and the way they think/feel. "Yeah the enemy shot, I saw muzzle flash but I don't know where he went, if he stayed there or moved.. The muzzle flash didn't stay long enough for me to aim.. I need to Call of Duty style see the target. I'm not wasting my ammo in my kit just lighting up the area around that, I need to save my ammo because I will use it all before I die or not be able to find another kit with ammo." (Nobody uses all their ammo before dying and there is plenty of kits off dead guy.. You light it up like a Michael Bay movie)

Night/Day votes means get rid of the kids who play open desert maps like its easy difficulty compared to make room for the forest/jungle night map "Veteran" difficultly players. It used to be like all desert maps we used to play. Its already day maps 90% or more of the time. Only complaints we see are those people staying demanding admins change the map in all chat.

My only concern is this would cater to the small segment of complainers who don't like night maps. They have no self-awareness in many senses, for example they demand admins change night maps in all chat, to the point of annoying the admin and players annoyed by these anti-night map types of complainers mere existence. They troll/grief, get their way 90% of maps played, other behaviors they get banned for, but somehow think they could be entitled to demand or ask for night map change. That fact is annoying, they are annoying. Even though night gets played at a fair rate to them. They dish out enough ****.

Lets not confuse entire server population with a few complainers in all chat. They are not the majority of people who can sit through it and adapt to night conditions. The people who complain are those already intellectually struggling in the first place, they don't realize night maps are more fun cause of the darkness, cause of the challenge, which is why we do night maps at the rate we do.

Why they complain rather than play... Its a whole subconscious psychological complex of character, the challenge is uncomfortable for them, things need to cater to them, entitlement, they try to cultivate an image of their opinion about night maps being majority by being loud/obnoxious/spamming. Damaged ego from lack of skill in face of the challenge. Refusal to participate but holding a server slot from somebody else.

They don't care they do this to others either even if they realize the impact. Its all about them, read them and lets not cater to them further. They are being toxic annoyance to admins in all chat about something the rest of the server voted for cause its interesting.

Any effort to change the way they play, including normal daytime teamwork of assets somehow without any merit to the statement "takes the fun away". Requires actual brain power beyond picking kit/spawning/looking around like all other FPS game.

We play through their same maps they vote for everyday, the only map names they know, they can sit through one of ours or make room. Its these same people who dish out trolling, hate, annoyance to other players but can't take anything back against getting their way. This goes for maps they play. So un-aware of themselves being this way to others, they annoy the admins in all chat.

Would love an indicator to know if a map is eligible for a Night/Day vote.
UTurista
PR:BF2 Developer
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Re: Add indicator for night qualifying maps in Map Galley

Post by UTurista »

Deviro wrote:
Anyways, I would love to see this small feature implemented into the map gallery. I know nobody wants to sit through all maps and check for sure if they have a night layer or not, so I did it myself.
I'm open for UI suggestions.
The issue I see is that the gallery's first page is just maps and not layouts, meaning there's no clear way of showing this information without having to open each map individually.

Doing a quick mock, this is the best I can imagine is having a toggle button that switches between grid (current) and list (new UI).
Image
Image


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Deviro
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Re: Add indicator for night qualifying maps in Map Galley

Post by Deviro »

UTurista wrote:I'm open for UI suggestions.
In terms of UI suggestion - a simple moon crescent, sun, cloud, wavy line for fog icons could be placed on the top left, like this:
Image

Your idea of having a list view of maps is also nice. You could add a link on individual layers and it takes you to that layer. I also hate wasted space (I know it's just a mock up), so tightening everything would allow for more maps to be seen.

The sky is the limit really.

I will think of some more solutions and report to you back.
WingWalker
Posts: 349
Joined: 2020-04-09 21:03

Re: Add indicator for night qualifying maps in Map Galley

Post by WingWalker »

Deviro wrote:
Night Layer or Not (v1.7.1.1)?


Did you ever want to know which AAS and INS layers are night
Yes please.

Honestly night layers seem cool, but if you have any light in your home or a windows it just sucks.

I know you can use Gamma, but I don't mess with it.

Maybe if you had 2 modern factions fighting each other with NVG's it would be cool.

Visibility is always one of my pet peevs in PR, like having irons vs optics, and I have a nice monitor set up.
Deviro wrote: Legend:
  • Day = Most visible
  • Night = Least visible
  • Morning/Evening = Less light than midday. It can for example create better opportunities to hide under the blanket of a forest.
  • Foggy/Lower Visibility = The view distance is intentionally reduced (sometimes by a snow/sandstorm)
Don't really care about other light levels.
W.W.
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Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: Add indicator for night qualifying maps in Map Galley

Post by Grump/Gump.45 »

WingWalker wrote:Yes please.

Honestly night layers seem cool, but if you have any light in your home or a windows it just sucks.

I know you can use Gamma, but I don't mess with it.

Maybe if you had 2 modern factions fighting each other with NVG's it would be cool.

Visibility is always one of my pet peevs in PR, like having irons vs optics, and I have a nice monitor set up.



Don't really care about other light levels.
Those other light levels are important to me. View distance can help me conceal myself with assets. Weather is important. METT-TC (Mission, Enemy, Terrain/weather, troops/support available, Time considerations, Civil considerations). Weather is important to me in positioning of things and engagement ranges.

I could have 2 super FOBs covering a defense flag then tanks concealed further away pulling security while waiting as quick reaction force ready to support the 2 TOW missiles against enemy armor. They don't hunt, we set up super FOBs as bait that are threat to enemy armor.

Imagine 2 TOWs plus 4 tanks, a Bradley. That is a lot of fire power.
UTurista
PR:BF2 Developer
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Re: Add indicator for night qualifying maps in Map Galley

Post by UTurista »

Deviro wrote:In terms of UI suggestion - a simple moon crescent, sun, cloud, wavy
Task created: https://github.com/realitymod/PRGallery/issues/28
Now lets see how long it will take to arrange time.
Image


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Deviro
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Re: Add indicator for night qualifying maps in Map Galley

Post by Deviro »

UTurista wrote:Task created: https://github.com/realitymod/PRGallery/issues/28
Now lets see how long it will take to arrange time.
What do you think about adding more categories?

I know going too granular would defeat the point of categorizing these maps into terrain types but I would also suggest adding more than one category to some maps. For example: Burning Sands would be a desert and a city map. Saaremaa would only be a woodland map even though there are small vilages.
Spoiler for tihi:
Categories:
• Woodland (or Jungle)
• Urban (or City)
• Snow (or Tundra)
• Desert
• Coastal (or Island(s))
• Mountain
• Plains

Adak BETA - Urban, Coastal, Snow
Al Basrah - Urban, Desert
Asad Khal - Urban, Desert
Ascheberg BETA - Plains, Woodland
Assault on Grozny - Urban, Woodland
Assault on Mestia - Woodland, Mountain
Bamyan - Desert, Mountain
Battle of Ia Drang - Woodland
Beirut - Urban, Desert, Coastal
Bijar Canyons - Mountain, Desert
Black Gold - Desert, Mountain
Brecourt Assault - Plains
Burning Sands - Desert, Urban
Carentan - Plains
Charlie's Point - Coastal, Woodlands
Dovre - Woodland, Urban, Mountain
Dovre Winter - Woodland, Snow, Urban, Mountain
Dragon Fly - Urban, Woodland
Fallujah West - Urban
Fields of Kassel BETA - Plains, Woodland
Fools Road - Woodland, Mountain
Gaza - Urban, Coastal
Goose Green - Plains, Coastal
Hades Peak - Woodland, Mountain
Hill 488 - Woodland, Coastal
Iron Ridge - Woodland
Jabal Al Burj - Mountain, Coastal
Kafr Halab - Urban
Karbala - Urban, Desert
Kashan Desert - Desert, Mountain
Khamisiyah - Desert
Kokan - Desert, Urban
Korbach Offensive BETA - Plains, Woodland
Korengal Valley - Woodland, Mountain
Kozelsk - Woodland, Mountain
Lashkar Valley - Mountain
Masirah - Desert, Urban, Coastal
Merville - Plains
Musa Qala BETA - Woodland, Urban
Muttrah City - Urban, Coastal
Nuijamaa - Woodland
Omaha Beach - Coastal, Woodland
Operation Barracuda - Woodland, Coastal
Operation Bobcat - Coastal
Operation Falcon - Woodland
Operation Ghost Train - Woodland, Mountain
Operation Marlin - Urban, Desert
Operation Soul Rebel - Coastal, Woodland
Operation Thunder BETA - Woodland
Outpost - Urban, Desert, Coastal
Pavlovsk Bay - Coastal, Urban, Woodland, Mountain
Qwai River - Woodland, Urban
Ramiel - Urban, Desert
Ras El Masri - Urban, Mountain, Desert
Reichswald - Woodland, Urban
Route E-106 - Woodland
Saaremaa - Woodland, Coastal
Sahel - Woodland
Sbeneh Outskirts - Urban
Shahadah - Urban, Desert
Shijia Valley - Woodland, Mountain
Silent Eagle - Woodland
Tad Sae Offensive - Woodland
Test Airfield - Plains?
Test Bootcamp - Woodland
The Falklands - Coastal, Mountain
Ulyanovsk - Woodland
Vadso City - Coastal, Urban
Wanda Shan - Woodland
Xiangshan - Woodland
Yamalia - Woodland, Snow, Plains
Woxbel
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Re: Add indicator for night qualifying maps in Map Galley

Post by Woxbel »

I messed about with the code in Firefox a bit what about something like this.
Image
Greying it out meaning layer doesn't exist and sun and star for dark or not.
Ofc you can make it look better this is just some quick code to give a view of how it could look.
UTurista
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Re: Add indicator for night qualifying maps in Map Galley

Post by UTurista »

Deviro wrote:What do you think about adding more categories?
The issue is that you'll very quickly reach a point where noone will agree with categories should fit which map.
But that if a topic for another time, I'm going to design the system to be flexible, then its just a matter of adding "tags".
Woxbel wrote:I messed about with the code in Firefox a bit what about something like this.
This was the same design we arrived internally, nice.
Image


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Deviro
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Re: Add indicator for night qualifying maps in Map Galley

Post by Deviro »

UTurista wrote:The issue is that you'll very quickly reach a point where noone will agree with categories should fit which map.
But that if a topic for another time, I'm going to design the system to be flexible, then its just a matter of adding "tags".
It's just tags for types of terrain on a map. If people throw fits over that, then they should learn to fight over bigger issues.
  1. The map creator should be asked first which tags he thinks are apropriate.
  2. Then for the maps creators we can't reach/aren't available for the dev team can decide.
If you want to delay and introduce more steps into this process, that is.

I say just do it, because people will always find a reason to disagree over the most minute details. Wouldn't be the first the time the dev team has done something good the playerbase didn't apretiate (new UI for example).
WingWalker
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Re: Add indicator for night qualifying maps in Map Galley

Post by WingWalker »

The only reason you would need an indicator for a night map is because they are so dark they are unplayable to some players.

Other all other maps you can see on.
Grump/Gump.45 wrote:Those other light levels are important to me.
It's not the light levels, its you.
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Concani
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Re: Add indicator for night qualifying maps in Map Galley

Post by Concani »

I remember when I was a moderator on a server. the server had 50 players and I set Goose Green INF and I didn't remember that it was at night, when the runnext happened the server dropped from 50 players to 30 players because no one could see in the dark XD
MOSES!!
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Re: Add indicator for night qualifying maps in Map Galley

Post by MOSES!! »

most but not all of the night layers are inf layers which sometimes the admins don't put in the vote and players complain they can't see the target their shooting at in ww2/Falklands maps the grenadiers get flares to temporary light up the field for the team an indicator would help players know which maps layers are night and day
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