Well, I just though I´d sum up my experiances and suggestions after about 90 minuites of online play with 20-40 players. -The looks very nice although the permanent grass textures do get a bit dull after a while. Maybe a little more different ground-textures would be nice. -The layout could do with a little improvement imho. I think the center flag at the little house in unnessesary and has little tactical value. I think it should be removed or at least placed somewhere else (maybe near the eastern bridge). -The radar bunker in the north east is also very isolated. Not much of a problem if you turn it into an artillery and flag position. So place a Nebelwerfer and maybe another artillery gun there and put a radar controlled FLAK on top of the radar-bunker. I´d also love to see some trenches nearby. -Not sure about the armour balance but at the beginning it seems to favour the Axis, depending on the amount of players. I suggest the following setup. Axis: 1 Tiger at mainbase (high respawn time), 2 Panther IV H at mainbase (medium respawn time), 2 Stugs3G one at mainbase, one at Windmill (medium respawn time), 1 Panther at radar bunker (medium respawn time). Then you could maybe toss in another Stug or Panther IV at the town (medium respawn time). Alongside that you have the usual trucks, 88mm and Vierlings. Allied: 4 Shermans at mainbase (low respawn time), 1 M10 (medium respawn time), 1 M36 (high respawn time), 2 Mustangs (medium respawn), 1 Preist and 1 Sexton (medium time), 1 Greyhound (low respawn), 1 stationary 105mm artillery cannon. And then toss in 2 APCs and 2 jeeps. The Allies should also get 1 Sherman spawning at each captured flag. -A few more trenches here and there would do the map nicley. Maybe some covered up Flak 18/36 positions would be sweet like in Band of Brothers Episode 3 (iirc). -Capping flags: Well, the system only works well if you have a decent number of players. I think in order to keep the map flexible you should slightly cut down the numbers of people required. If you don´t remove a flag, then you should say 2 people for less important flags (ie house in middle and the southern town flag) and 3 people for the more important flags (church, small village near the middle, radar bunker and windmill). You should also reconsider the capping time. Some flags seem to take ages to cap, even without any axis interfering. So capping a flag should take about 10 seconds + 10 seconds.
I really like this map, I agree that it needs some artillery but I think the amount of people that are needed to cap a flag is about right. It is a huge map and needs alot of players to have a decent game. I also like the variation in the capture points but some of the out of the way ones need to be moved closer to the battle. I like it when you capture a point and can then use the artillery at that point to lanch an attack on the next. The barbed wire fence look great but they really hamper tanks that can get stuck on them. This is still one of the best maps I've played on and should be included with the next FH release. I think that if some of the other maps have this capture idea added e.g. Storm, then FH could become a superb mod. Nice job :bows:
I take what n0e says way too seriously
12th March 2004
Great map,looks good and runs well.:)
I'd be more impressed if he made his own objects for his map. That really takes away from the feel.
Remove the vehicle collision mesh for the barbed wire, and improve visibility of that wire. several times all i could see was a lot of fence poles with a void inbetween.
a bit too many flags
i'd prefer the plane ammo area marked a bit better (minimap, or a sign next to the runway), and moved away from the runway (10 m to the side), to reduce the risk of crashing on a pub (although that was not that much of a problem. i really like the landing-part of flying here - when coming in the same way the planes take off at start, it's just like my home airfield, love it! i'm looking forward to having landing competitions there.
limit anti-tank weapons a bit. spawnable class with faust 30 (or a geballte ladung-class or something), and schreck pickup-kits. something similar for the bazooka. it'd also be nice if FH improved the damage done by the panzerschreck (a lot), but that it didn't arm itself untill it had flown 10-20m, to make people use those weapons at a greater range than what is common in-game.
keep the color in the text in the loading screen for as long as it is beta, but please remove them once the map is done :)
as you said yourself in-game - it's "only" first beta, but it's already better than several maps accepted as "final" for other mods!
The concept and visual aspect beats hands down the vanilla one, congratulations. About the gameplay needs some spicy, more tanks and vehicles, the distances to walk are big, and lot of artillery for both sides. And yeah, remove the collisions in the barwire logs, they stop 10 tons vehicles :D
Are you using models from the expansions or BfV?
LoboAre you using models from the expansions or BfV?
I sure hope not..
The 13th RaptorI sure hope not..
Why do you "sure hope not?"
Considering this is absoloutely fine if the mod is free then there can be no hassle, plus his previous map had them too.
Well, if there are models and such of an expansion of bf1942 i believe there is no chance that the map might be included in a fh release?
someone model the rtr models