Marlin Flag Layouts

Woxbel
Posts: 33
Joined: 2016-04-24 08:57

Marlin Flag Layouts

Post by Woxbel »

I wanted to make a thread to talk about the Marlin map and specifically about the changes to the flags. My favorite layer used to be Alternative. This was independent of assets on it or whatever else. To me it was all about the flags being neutral which has such an impact to how a map is played.

I would really like to see a return to at least one layer which has all flags neutral at the start in my eyes it just gives variation and makes the battles more dynamic.

As a secondary point I think there should be more variation in flag routes on the same layer or between layers. I am quite liking the fact maps got new/more factions on them but to me personally that doesn’t add much to the variety of the gameplay. I only play Inf(Medic).

It sadly now often feels like a slug where it is the same fights, the same actions, the same locations over and over again. This isn’t meant as negative as I write it. Marlin used to be one of my favorite maps lately; it just has been going down on the list. And by making this post I am hoping we can get some neutral flags and flag route variation again.
BigBigMonkeyMan
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Re: Marlin Flag Layouts

Post by BigBigMonkeyMan »

Fighting over TV station does get pretty old.
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Filamu
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Joined: 2006-12-15 14:20

Re: Marlin Flag Layouts

Post by Filamu »

I miss both the old alt with neutral flags, but also the other flag routes in other areas. Marlin is a good map in theory, but it is the same every time to a much larger degree than other maps. Some variation does all maps good, now with the new layers, the only variation is if outpost is in play or not..
Outlawz7
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Re: Marlin Flag Layouts

Post by Outlawz7 »

Filamu wrote:now with the new layers, the only variation is if outpost is in play or not..
The idea was you're picking faction, rest is the same (flags, asset type&count).
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Filamu
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Re: Marlin Flag Layouts

Post by Filamu »

Outlawz7 wrote:The idea was you're picking faction, rest is the same (flags, asset type&count).
Yeah,got that part. Issue is that having a different weapon in hand matters a lot less than the areas we fight in. Fighting over the TV station every round is the same, weather or not the enemies have a c9 or a famas in their hand.

The idea is okay, but you remove the variety layers actually offer.
InfantryGamer42
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Re: Marlin Flag Layouts

Post by InfantryGamer42 »

I am maybe crazy, but I remember Marlin having more flag options (there were flags on north side of road for example, right?). It would be nice idea to bring them back as alternative routes. Having only 2 routes (and both pretty much same) does not offer a lot of replayability in long run, even whit different factions in play.
Nightingale
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Re: Marlin Flag Layouts

Post by Nightingale »

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Just an idea: on ALT layer, move the mainbases to the opposite corners of the map. Maybe this can introduce even more variety on one of PR's most well-crafted maps.
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Nate.
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Re: Marlin Flag Layouts

Post by Nate. »

^ this would mean changing the map itself, which can't be done on a per-layer basis.
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Outlawz7
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Re: Marlin Flag Layouts

Post by Outlawz7 »

InfantryGamer42 wrote:I am maybe crazy, but I remember Marlin having more flag options (there were flags on north side of road for example, right?). It would be nice idea to bring them back as alternative routes. Having only 2 routes (and both pretty much same) does not offer a lot of replayability in long run, even whit different factions in play.
Yes, before v1.3 it had more

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Last edited by Outlawz7 on 2021-03-31 12:58, edited 1 time in total.
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sweedensniiperr
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Re: Marlin Flag Layouts

Post by sweedensniiperr »

I don't recall one single time since the changes that I've fought over UN outpost or the oildrums.
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Bastiannn
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Joined: 2016-09-09 07:00

Re: Marlin Flag Layouts

Post by Bastiannn »

Even with a multitude of flags available like the old ones posted by Outlawz I feel like the rng or whatever decides the flag route being played makes some flags appear way too often while others almost never.
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AlonTavor
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Re: Marlin Flag Layouts

Post by AlonTavor »

Bastiannn wrote:Even with a multitude of flags available like the old ones posted by Outlawz I feel like the rng or whatever decides the flag route being played makes some flags appear way too often while others almost never.
Yea. First a "route" is selected, then on each point on the route one flag is selected from a group. Some flags are within multiple routes, so they practically have double the chance
InfantryGamer42
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Re: Marlin Flag Layouts

Post by InfantryGamer42 »

Outlawz7 wrote:Yes, before v1.3 it had more

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Honestly, I would like this flags to be reintroduced. Currently, most of map is not seeing a lot of combat.
Bastiannn wrote:Even with a multitude of flags available like the old ones posted by Outlawz I feel like the rng or whatever decides the flag route being played makes some flags appear way too often while others almost never.
Yeah, I agree whit this. There is probably need to rework routes to lower chance for same flags to become active.
Outlawz7
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Re: Marlin Flag Layouts

Post by Outlawz7 »

InfantryGamer42 wrote:Currently, most of map is not seeing a lot of combat.
Which isn't necessarily a bad thing, other than areas near the highway (F4, oil cisterns), rest of the map is trees and open terrain.

The current layout, while repetitive, is what that picture boiled down to.
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Nightingale
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Re: Marlin Flag Layouts

Post by Nightingale »

I also liked the old capzones more. I'd like to suggest even more capzone options, only because I absolutely love this map and how dense it is. The very tall T-building at E5 could potentially be a lot of fun.
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Nate. wrote:^ this would mean changing the map itself, which can't be done on a per-layer basis.
Not arguing with you, but I'm just curious: Is this a new restriction that is a consequence of having 3+ factions available per map now? I remember one of my other suggestions of moving mainbases around was implemented in a previous version.
Last edited by Nightingale on 2021-03-31 21:18, edited 2 times in total.
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Nate.
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Re: Marlin Flag Layouts

Post by Nate. »

Ye I'm sorry, I understood his suggestion in a way that would also mean changing map features, my bad.
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InfantryGamer42
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Re: Marlin Flag Layouts

Post by InfantryGamer42 »

Outlawz7 wrote:Which isn't necessarily a bad thing, other than areas near the highway (F4, oil cisterns), rest of the map is trees and open terrain.
While I do agree having less is sometimes better, I think here it is not. Marlin is ultimately one of best city maps that has enough interesting spots inside city to have more then 8 flags (on V1.3 there is 19 flags in total). I do not think we are asking for some random flags in middle of nowhere (but tbh I do consider hill on H/I-10 as interesting forest flag location :lol :) . Primarily, I think most of us just want return of this old flags in some new routs that would prevent repetitions (and maybe addition of more suggest here).
Outlawz7 wrote:The current layout, while repetitive, is what that picture boiled down to.
But there was really no need to eliminate all of this flags. Maybe rework routes, but all of this flags were playable and did offer interesting new scenarios giving map really nice split between close/mid/long range infantry combat whit assets in support. Whit removal we lost all of that and now we have same close combat over same 8 flags that are mostly centered at different camping building.
Nightingale wrote:Image
Just an idea: on ALT layer, move the mainbases to the opposite corners of the map. Maybe this can introduce even more variety on one of PR's most well-crafted maps.
I would like this layer whit IDFvsMEC on large. It would make most sense considering real life and it would be nice change. Not to forget interesting new flag(s) in dock area.
Outlawz7
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Re: Marlin Flag Layouts

Post by Outlawz7 »

Issue with those old flags is that they zig zag a lot, creating outliers that can be rushed by other team (like UN Outpost situation) or spots where controlling an area gives you control of all the flags in it regardless of capture order.

I came up with this concept:

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InfantryGamer42
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Re: Marlin Flag Layouts

Post by InfantryGamer42 »

Outlawz7 wrote:Issue with those old flags is that they zig zag a lot, creating outliers that can be rushed by other team (like UN Outpost situation) or spots where controlling an area gives you control of all the flags in it regardless of capture order.

I came up with this concept:

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Looks much better. Is there any way to keep H5 and L2 flags also?
Outlawz7
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Re: Marlin Flag Layouts

Post by Outlawz7 »

I suppose this

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