Minor Map Tweaks -1 reply

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Solo4114

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16th September 2002

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#1 14 years ago

Just a short list of ideas that I think might improve some of the maps. Let me know what you guys think!

1.) Arnhem. Gameplay is just about perfect. Add push mode ASAP to prevent zipping around to the back flag. Also, maybe reduce (if not remove altogether) the wreckage on the bridge. MAYBE consider having AT/demolition kits for allies as pickup only. Although I don't know for certain, I'd imagine that paratroopers would not have been dropping in with a ton of heavy anti-tank weaponry and rounds.

2.) Battle of Britain. Remove the parachutes. It was a great innovation for BtR, and really helped focus the fighting in the air. Leaving chutes on BoB just leads to problems on the ground.

3.) Stalingrad. Maybe add fog back some more. It's REALLY hard for allies right now. There's another thing that might help, but I'll get to that in a moment.

4.) Charlie Sector. Now that I think about it, the simplest way to make this slightly more balanced would be to have the allies spawn AT the shingle (perhaps spread out across the shingle) once the beach flag is captured.

5.) Gold Beach. Great layout for the map, but the ticket bleed....ugh. This is, I believe, a fairly large problem with assault/defend maps. On Head-On maps, ticket bleed is a good thing. Because neither side starts with an advantage (and in this mod, defense usually has the upper hand), ticket bleed is important to move the game along. But on maps where you've got a terrain advantage through defensive positioning, ticket bleed REALLY hurts the attacking team, which already has (in some cases literally) an uphill battle. So, my suggestion would be to remove ticket bleed altogether from maps like this. Gold Beach, Charlie Sector, Stalingrad, Arnhem, etc. If it's an assault map, adjust the ticket ratios accordingly, but ditch the bleed. Bleed is an artificial concept anyway, and I'm not sure what it's supposed to simulate. As far as I can tell, it's an artificial concept to limit the time you play a round for. Servers, however, can already set maximum map times (IE: 30 min, 20 min, an hour, whatever). So, I don't really see the use in ticket bleed at least on assault maps. I think removing it would really help gameplay and actually make it more intense, because it would promote people actually planning ahead rather than just charging blindly in the hopes of capturing a spawn as fast as humanly possible. Even if ticket bleed isn't removed from Gold Beach or any other map, Gold Beach REALLY needs its bleed rate looked at. Right now, tickets bleed out at about one per second, so rounds usually end in axis victories within about 5 min.




terminal-strike

terminal-strike

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6th May 2004

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#2 14 years ago

-That would be some pretty big changes for arhneim. Think I would want to play a test map to see how it effected gameplay before jumoing in with changes like push and removing the at guns.

-Yea thats a good idea. In the orginal some peopel like to ex-pack the radars after landing but really it would be better if was more like Bot now though. The no chute thing keeps people from bailing as much too.

- Not so sure about this one. I think a better option might just be to give them more arty to soften up the positions.

-I have a memory that there working on another version of this but im not really sure. Maybe have one more beach flag point or radomization of where you land on the beach? Spawning farther up could work to I suppose. I think the issues is keep it balance for both small and large numbers of player.

-Personally I dont have much of problem with the ticket bleeds though could probably be reduced on some of those maps. The whole idea of caping flags and all is a lttle wierd in comparison to rl anway so its hard to say what modifications to it bring it closer to rl.




Solo4114

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#3 14 years ago

Well, capping flags makes sense as far as controlling territory goes (and provided your map designer has chosen spots that have legitimate tactical value to be capture points). But the ticket bleed just seems like a technique used to speed the game along. That's fine in head-on maps where you both start from even positions, but in an assault/defense situation, especially with FH (where it's SO much easier to defend), this doesn't really work. You end up needing to have, for example, a 3:1 or 2:1 ticket ratio like on Charlie Sector.

I mean, come on. The allies start with, like, 1500 tickets, and the axis starts with, like, 500-700. This is almost entirely to account for ticket bleed and the fact that bleed continues for a LONG time before the allies get enough flags to stop it. Then once they do, the Germans start to bleed, which is also a pain.

Oh, as for Arnhem, if AT weapons were reduced to pickup kits, I'd say lower the # of tanks, and use APCs instead, with maybe a StugIIIG assault gun. I doubt you'd bring in a Panther, Puma, some Stug IIIs, etc. into an infantry setting like that. They don't usually last long as it is. I guess I'd just make it more of an infantry map with maybe a smattering of armor.




terminal-strike

terminal-strike

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6th May 2004

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#4 14 years ago

Well if the flags signal a territory or area the bleed symbolizes for example orders to take a certain area by a certain time. It can also balance map situations that are in herently unbalanced such as the d-day. I think its more a matter of tweaking the bleeds then actualy getting rid of them on these maps.




Myrddraal

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28th April 2004

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#5 14 years ago

Then you would ruin what the map is supposed to be, Infantry against armor in a city. That is what the battle was IRL.




Night Prowler

[130.Pz]Altmann

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17th October 2004

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#6 14 years ago

The only one I really agree with is the Gold Beach one. This is the only assault map where either the ticket bleed really needs to be slowed down, or give the Allies more tickets to start with. As for the Arnhem, it will teach the Allies to leave one guy at the back to defend when the first Puma/Kubelwagen arrives, promoting a bit more teamwork. Once the first rush for the back is done, the Allies have a chance to get their bearings and set up sufficient defenses.




FactionRecon

11PzG Grunt

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4th August 2003

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#7 14 years ago

Gold Beach is in need of serious tweakage. I hope they've fixed that for .66, otherwise no one ever plays that map.




Hedgemus

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2nd October 2003

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#8 14 years ago

What about making the anti-tank guns in Arnhem moveable by infantry? This would help in other maps too, but the way the guns are set up in this map are pretty rediculous. Axis already know where they are and I think having them on the corners of the buildings is poor placement. I think they would be more usefull if you could position them in places the Axis team least suspects.




FactionRecon

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#9 14 years ago
HedgemusWhat about making the anti-tank guns in Arnhem moveable by infantry? This would help in other maps too, but the way the guns are set up in this map are pretty rediculous. Axis already know where they are and I think having them on the corners of the buildings is poor placement. I think they would be more usefull if you could position them in places the Axis team least suspects.

Been suggested before, but I believe that wholeheartedly. That would definatly make the axis tankers think twice before speeding down that ramp. Plus it would allow for some much-needed defences at the back of the map.




Night Prowler

[130.Pz]Altmann

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17th October 2004

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#10 14 years ago

Yeah I have to agree too. After the Axis tanks pass the first 6-pounder, there's basically nothing that can stop them except for some well-placed PIATs. If the 6-pounders could be moved around, even slowly, it would give the Allies a much easier chance to stop the tanks. After all, anti-tank guns placed at a 90 degree angle towards oncoming armour doesn't seem right to me for some reason...:confused:




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