Suggestions for maps in FH -1 reply

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BossDave

Gaming forever

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26th September 2004

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#1 14 years ago

First of all id like to say well done and thankyou to the FH team. I downloaded FH 6.5 last friday and play tested it all day on line saturday. Let me say this is constructive criticism as far as im concerned im just giving my honest opinion your mod is great, but i feel there needs to be improvements and changes to the way maps are played. First of all playability should be the most important aspect of any map design. Most of the maps look impressive but dont play as well. Maps that are too large with too many flags, this leads to fighting on small scales and does not encourage more team work. If maps were only capturable in a certain order this would make the experience a whole lot more realistic. Instead of players continuously going off too fight their own battles all the time. Im not saying your maps are bad, just that they need to be changed so that they play better. Gold beach is one of the more fun maps to play because its not easy to go round the map and steal the far flag for the allies. Instead of one player getting an easy steal and opening up another front on the battlefield, CAPTURE POINTS SHOULD BE EARNT THE HARD WAY. Flag by flag. Its not just FH but this playing concept so far hasnt been grasped by any of the other mods out their. FH suffers more than most because of the size in the maps, yes BG1942 has large unplayable laggy maps too but generally although the mods not as good overall their maps are more fun too play. You may say well why you bothering playing FH? Because currently your mod has the best content and most potential so i hope your mod incorparates these ideas to improve gameplay.




Dee-Jaý

Always 1 point ahead of you

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17th February 2004

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#2 14 years ago

There was a thread below making the same statement. I think we all agree that spreading out the action too much is bad for game-play.

I´d also like to see more exsessiv use of flags that dont allow you to spawn, as features first in R2R. Ths forces you to keep bringing in reinforcement in oder to hold the line.

For example the 2 flags in the center of Valirisk should not allow you to spawn. Only the two over the bridges to each side should allow that. This feature should be used on a regular basis and become a new standard.




Tas

Serious business brigade

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4th September 2004

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#3 14 years ago
Dee-JaýThere was a thread below making the same statement. I think we all agree that spreading out the action too much is bad for game-play. I´d also like to see more exsessiv use of flags that dont allow you to spawn, as features first in R2R. Ths forces you to keep bringing in reinforcement in oder to hold the line. For example the 2 flags in the center of Valirisk should not allow you to spawn. Only the two over the bridges to each side should allow that. This feature should be used on a regular basis and become a new standard.

That is a great idea, no longer would one soldier be able to change the tide of battle as he captures a flag BEHIIND the enemy wich allows his buddy's to teleport in and now engage the enemy from two sides. I think that in all but a few maps you should only be able to capture flags in a sertain order. such as gold beach. No longer you can sneak to the back and ruin the entire set up of the map as you cap the flag there. In reality there were things called fronts. In some way flags resemble fronts. Please devs, think of this. if this is a realism mod you shouldnt only make the vehicles and the weapons realistic. but also the gameplay.




SMAUG

FH best mod ever

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24th March 2004

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#4 14 years ago

I think that in all but a few maps you should only be able to capture flags in a sertain order. such as gold beach. No longer you can sneak to the back and ruin the entire set up of the map as you cap the flag there. In reality there were things called fronts. In some way flags resemble fronts.

Now thats an idee that needs the Devs attention,:bows: :bows: Its so True!