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Re: Why Large Dead Zone Areas?
Posted: 2014-01-17 18:52
by Rhino
Muttrah is only mains, which includes the Sea past the docks around the carrier so APCs can't swim up to it and shoot the carriers on the decks?
Re: Why Large Dead Zone Areas?
Posted: 2014-01-17 19:42
by Rabbit
I can't see why the opposing team would ever need to go into them except to spawn rape.
https://www.realitymod.com/mapgallery/i ... cq_128.jpg
Although I do agree the US base protection is a bit strange how it wraps around the first village.
https://www.realitymod.com/mapgallery/i ... cy_128.jpg
Bad use of map area
Posted: 2014-01-17 21:42
by Jacksonez__
Sorry for poor graphs and messy presentation. I do understand that not 100% of the map area can't be used, but my point is that the devs could improve some maps with more flag variation or objectives or anything that would bring some action to "quiet" areas (blue lined areas in my graphs)
Example 1 - Burning Sands
Questions:
- Why is Burning Sands so empty in 1.0? See the graph.
- Why some flags were removed? (abandoned highway VCP, Weapons facility, failed oil exploration / aircraft wreck)
Example 2 - Operation Ghost Train
Legend:
- Red lined area: Map borders, "DOD" area
- Blue lined area: Places with very little action (meaning players don't usually go there)
- Long black lines in the sides = Showing the "real physical" borders of the map
Question: Why is the map border so stupid? (circleish). The map is supposed to be 1 km map, now it is like 400-500m map.
This map is very intense, though. But I still don't understand the map borders.
Example 3 - Xiangshan
This rarely played map has some flaws. Instead of stupid map borders, this map has ~40% map area not used (no flags or anything, just EMPTY area where nobody wants to go as this is 4km map)
I do understand that there could be some interesting armor battles in these so called empty areas - if the map had like 5 tanks for each team. But Burning Sands and Xiangshan aren't really filled with armor.
Re: Bad use of map area
Posted: 2014-01-17 21:48
by Rudd
Burning Sands wise, all changes were made to make the map technically playable due to the number of reports I received that the map had too low FPS and memory crashing issues. The City is the best part of the map and the flanks are just for vehicular flanking.
Re: Bad use of map area
Posted: 2014-01-17 21:52
by Jacksonez__
[R-DEV]Rudd wrote:Burning Sands wise, all changes were made to make the map technically playable due to the number of reports I received that the map had too low FPS and memory crashing issues. The City is the best part of the map and the flanks are just for vehicular flanking.
Still, it still has some extreme desert areas. If this map had like 3-5 tanks (+ more APC's and maybe CAS jets?) for both teams, then I would understand this open area - although fighting in flat ground wouldn't be so interesting. This map huge potential but it is wasted.
Like in Khamisaya, that map doesn't have Al Khidir (the city) in middle of the map and emptiness on the sides. It has many objectives and mapped areas.
If this map was just for "urban warfare", this could be 40-50% smaller map. As I said above, you don't see large scale armor battles here like in Khamishaya just because this map doesn't have that many armor assets.
Not to mention Xiangshan. It is SO rarely played map and you don't even need to guess the reason.
Op. Ghost Train has no large issues, maybe the weird map borders. They could be extended to the "physical borders" instead of limiting it so much.
Re: Bad use of map area
Posted: 2014-01-17 21:52
by Mineral
One of the reasons I can think of is cause corners of map simply suck to play on. They often only allow for the enemy/friendly to come from one way. You are simply cornered, which often doesn't allow for much gameplay tactics. Which results in battles always ending the same way. 4k maps are soo big, that offering 'only' flags in the 'middle' (the '' is quite important, as often the flags extent to the sides quite a lot) that this offers many flanking and other routes to the flags.
Re: Bad use of map area
Posted: 2014-01-17 21:56
by Rudd
Jacksonez__ wrote:Still, it still has some extreme desert areas. If this map had like 3-5 tanks (+ more APC's and maybe CAS jets?) for both teams, then I would understand this open area - although fighting in flat ground wouldn't be so interesting. This map huge potential but it is wasted.
Like in Khamisaya, that map doesn't have Al Khidir (the city) in middle of the map and emptiness on the sides. It has many objectives and mapped areas.
If this map was just for "urban warfare", this could be 40-50% smaller map.
I actually made a version with CAS jets at one point, however the runways were too hard to protect from raping. It would have been interesting, I prefer Jets to Helis in many ways.
I could possibly increase the number of tanks on 128 layer, but the 64 layer isn't going to change.
Re: Bad use of map area
Posted: 2014-01-17 21:58
by Jacksonez__
[R-DEV]Rudd wrote:I actually made a version with CAS jets at one point, however the runways were too hard to protect from raping. It would have been interesting, I prefer Jets to Helis in many ways.
I could possibly increase the number of tanks on 128 layer, but the 64 layer isn't going to change.
I would love to see more armor assets in Burning Sands
- and something done to Xiangshan. Also jets could bring an interesting nuance to game play in Burning sands.
Re: Bad use of map area
Posted: 2014-01-18 16:27
by viirusiiseli
[R-DEV]Rudd wrote:The City is the best part of the map and the flanks are just for vehicular flanking.
Sorry to say but in my opinion the recent changes to burning sands' city made it not so good, the layout of it just makes it bad for infantry. Too many wide open areas, instead of the old great maze feel it had to it.
Re: Bad use of map area
Posted: 2014-01-19 23:53
by Rudd
viirusiiseli wrote:Sorry to say but in my opinion the recent changes to burning sands' city made it not so good, the layout of it just makes it bad for infantry. Too many wide open areas, instead of the old great maze feel it had to it.
I have already replied to your feedback on this matter in the other thread you posted it in.
Re: Bad use of map area
Posted: 2014-01-20 00:09
by Spook
As Mineral said. it does not make sense to put objectives in map corners/edges since fighting there would just be stupid and unrealistic. Map borders should only be used for flanking or avoiding enemies just as it is now...so i would not say that those map parts are never used. You always need some map buffer to make the gameplay around the objectives enjoyable. Otherwise you will have corridor-like gameplay with no possbilities of smart strategic manoeuvring.
Best example was the Plane CrashSite on Burning Sands. Attacking it was a pain in the *** if you had no Area Attack or CAS available. Because defenders only had to cover 2 directions.
Re: Bad use of map area
Posted: 2014-01-20 01:31
by camo
People haven't had nearly enough time to decide that Xianshan is a "bad" map as due to the broken french armor people never get to play it. It's the lack of balance (tank v tank wise) that makes the map unpopular not the wasted space on the outside.
Re: Bad use of map area
Posted: 2014-01-20 13:25
by Jacksonez__
Spook wrote:As Mineral said. it does not make sense to put objectives in map corners/edges since fighting there would just be stupid and unrealistic. Map borders should only be used for flanking or avoiding enemies just as it is now...so i would not say that those map parts are never used. You always need some map buffer to make the gameplay around the objectives enjoyable. Otherwise you will have corridor-like gameplay with no possbilities of smart strategic manoeuvring.
Best example was the Plane CrashSite on Burning Sands. Attacking it was a pain in the *** if you had no Area Attack or CAS available. Because defenders only had to cover 2 directions.
Khami and e.g Kashan have corner objectives and it is working just fine. I recall of seeing many great close-quarter fights in Burning Sands' Weapon's storage.
Re: Bad use of map area
Posted: 2014-01-20 14:06
by ghostfool84
I loved that weapon storage compound in the southwest of the map. Sure it was hard to get into it, if enemy were there, but it was quite interesting how the statics were connected, it felt really "fresh". I know many changes on Burning Sands were made for a better performance but fo me it feels there is to much gone.
On Ghosttrain i dont think there are areas wasted, its an 1km map and if you want to flank you need every space you have, there are a lot of fights in the northern area because enemystries to flank often there and destroy teh fob of the the brits.
Re: Why Large Dead Zone Areas?
Posted: 2014-01-20 16:41
by Rolling_Ruedo
All those unusable area on the left of Kokan make me kinda sad, could bring some good oppurtunities for flanking
Re: Bad use of map area
Posted: 2014-01-24 05:51
by mangeface
To me, Kashan is the best example of horrible use of map area. I honestly think it could use an overhaul, with a couple of more villages (10-15 buildings) placed in the NW and SE corners and some more buildings in the bunker complex. It's so lame for infantry (which is all I do).
At this point it doesn't seem like it matters as much, since it's not played nearly as often. But much as I disliked Kashan, I would kind of hate to see it go since it was kind of like a centerpiece map in PR, much like Muttrah.
Re: Bad use of map area
Posted: 2014-01-29 21:55
by matty1053
Burning Sands IMO was much better with the Weapon Storage area. Definently had some epic moments there.