Medelivka (4km)

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izmash
PR:BF2 Contributor
Posts: 50
Joined: 2015-06-02 20:27

Medelivka (4km)

Post by izmash »

Name: Medelivka
Location: https://www.google.com/maps/place/Medel ... FQAw%3D%3D
Size: 4km
Factions : Ger vs Rus | GB vs Rus | US vs Rus | WW2 Ger vs WW2 Rus
Game Play Type : Forest pass is focused on infantry and open areas for vehicles

I would like to introduce the Medelivka which is based on real life location in Ukraine, Zhytomyr Oblast. It was made purposely for winter update, but might be added in future as regular map if it will be rated well. For now only forest and other overgrowth areas have been added, but in future I'm planning to add whole Medelivka village on west and second village on east side of the map.

Minimap: Image

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Bastiannn
Posts: 126
Joined: 2016-09-09 07:00

Re: Medelivka (4km)

Post by Bastiannn »

Map takes too long (1h 20 mins) and gets sluggish. Cut 1 flag, add area attack or CAS, reduce tickets to 600 (similar to Silent Eagle).
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waldov
Posts: 749
Joined: 2012-06-26 04:01

Re: Medelivka (4km)

Post by waldov »

Had a great game on this the other day. The large trench sections, forests and snow camo make for some seriously hectic infantry combat.

I do think the other posters suggestions were pretty valid, probably did drag out a little bit on the layer I played (ALT). Mainly coming down to the large ticket count on a more infantry focused map.

Definitely has the Ukraine war feel going for it, would love to see some faction layers/asset load-outs that would reflect that more. Poland, Militia, Russia with soviet gear..

Promising map so far, with the added dynamic of some villages like you mentioned to break up the Trench/forest slugfest, I think it has potential to be a new classic.
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mries
Posts: 472
Joined: 2013-06-30 16:16

Re: Medelivka (4km)

Post by mries »

Only played the map once so far but definately liked it. Completely different playstyle and immersion than any other map atm. The trench/tree warfare for infantry is hectic and unforgiving.

I like the fact on ALT layer there are 4 apcs on both sides, no overkill on heavy assets but still enough danger and complexity with so many apc's.

And I know that PR is pre 2014ish focused, but a layout with Bradleys vs BMP2/BMP3/BTR80s would really give that additional Ukraine war vibe.

Keep it up, this map has great potential!
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Grump/Gump.45
Posts: 501
Joined: 2018-12-15 21:35

Re: Medelivka (4km)

Post by Grump/Gump.45 »

Tunnels please, extensive networks.. Obstacles to fire under, Ambush nooks where you could sit with a knife, holes to crawl into to shoot legs. More side trench bunkers please.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
mries
Posts: 472
Joined: 2013-06-30 16:16

Re: Medelivka (4km)

Post by mries »

Had the opportunity to play this map once more today. Again similar hectic trench and forest fighting. With good coordinating teams this map is a killer.

Its turning into one of my favorites.

Keep up the good work.
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Nightingale
Posts: 351
Joined: 2013-11-19 21:08

Re: Medelivka (4km)

Post by Nightingale »

Outstanding seasonal map this time, I really hope it becomes a standard map. I haven't been able to try the WW2 version yet but I always enjoyed playing the conventional layers.

What I liked:
(A) The spacing between trees is absolutely perfect. I really like how you can't just drive in a straight line with a logi truck, you have to actually pay attention when driving. This also forces the mortar squad to carefully think about where to position the mortarpit to avoid hitting the tree canopy, which is another aspect that I really like!
(B) The crater field sections are really unique and I enjoy sitting in the craters as infantry.
(C) Aesthetically the map is just really really good.
(D) Other players sometimes complain about the empty NE and SW corners of the map but I don't see a problem with it.

My suggestions:
(1) Add a few "rough snow patches" in the woods, in the same manner as Yamalia. This kind of microterrain would make it easier to infantry to move around and reduce the effectiveness of a lone sniper looking over a broad smooth slope.
(2) Add some small bushes near the trenches to make them even more useful as cover for the infantry.
(3) Consider a defensive alternate layer where RedFor has 2 tanks + 1 CAS, and BluFor starts with all flags, 6 trans trucks, and the logis are delayed for 10 mins.
IGN: 1993 TOYOTA_PREVIA
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