the most notorious spawn-camping maps -1 reply

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Ladigue

An island in the Seychelles

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4th February 2004

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#21 15 years ago
'[11PzG USMA2010']DiCE was just retarded when they made their maps. What happened to the Ardennes in Bulge? Why are the famous Russian steppes forrested and hilly? Why is there even an capturable island on Midway? The world will never know...

Let's be nice to Dice. That rhymes. They made a nice engine for its day. Still serving us. Maps? Well, they suck. But come on, they're swedes at Dice FFS. What do swedes know about WWII? Nada, zip, nothing. Their role was limited to ferrying German troops to vacations from Lapland to Fatherland and back as well as mining ore for Germans and getting paid for it. Now, those two activities they did in WWII, mining ore and transporting vacationers in trains would certainly make for booooooooring maps. Hence, they did maps involving real battles. And being swedes...we got Swedish looking maps. :) Don't get me wrong, I like Swedish people. Not warriors, but nice breed. LaDigue




Natter

Slightly cooler than a n00b

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17th November 2004

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#22 15 years ago

Depends on what servers you play on. Deadmeat constantly has the guys from SYN playing there and all I ever see Cold Prophecy do is base camp just barely outside a main base. And since it's usually a group of their clan they all quickly setup positions around the base so it's impossible to get any armor. This happens 90% of the time in Orel on that server. Orel for me has been ruined because of it. There may be a ton of flags, but without armor support, it can quickly become a losing battle with those parachute points in the city making flag trading second nature. back n'forth constantly. I get Dizzy! Blacknight sometimes becomes the same, but thankfully with the cover of darkness its easier to escape and wreck havoc on whoever is trying to. Arhnem is another that usually ends up just a slaughterfest at the back. But I wouldn't really call it camping, same as what happens on Stalingrad with the Russians being on the otherside of the Volga, If the Russians use their arty it ends up being the other way around and the Germans get raped at back. I've never seen Bombing the Reich turn into a spawn camp map at all. Or Battle of Britain since there is plenty of AA everywhere. Kharkov and Kursk will always be known for camping since the spawn points in the main base are so limited to a few spot it's easy to cream a ton of guys once they spawn with arty and tanks outside of the baseline with little room to escape since you have a tall mountain on one side with a river on the other. Why does the JU88 on that map spawn in with like 64% health anyway?? Most of the other maps there isn't much of a problem of it.. Really just depends what server your on and who your playing with. Some people just get their kicks off killing freshly spawned turkeys that offer no challenge in killing. But these lame players always get theirs in the end. Karma has a way of biting you in the asphalt.:naughty: I think some of the Dice Maps should get credit as well. Stalingrad may make for a Spawn camp-prone map. But it is one of the BEST CTF maps out there. Telemark awesome Objective map. Monte Cassino does a great job in showing just how hard and imbedded the German positions were to take. Gazala always a classic, even without much AA cover at the 3 flags. Only map with 3 B-17's airborne possible. Can you say Sweeeeeeeeeeeeeeet? Also hella fun CTF driving thru Canyons. Iwo Jima may always turn into a battle for the Hill, but isnt that basically what happened? Hellendoorn I'm just biased to my love for the Natter :naughty: Which needs to be put into FH :D as well as the FlakPanzer, not that whimpy Ostwind. Battle of the Bulge still a classic struggle of crossing the bridges, my only question is what's with that corner base that in neither TDM, CTF does anything? And why don't Arty freaks use that point. It's perfect! Berlin CTF awesome map




Solo4114

Scoundrel Extraordinaire

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16th September 2002

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#23 15 years ago

pheephI consider orel a frequent camping map because when I was playing as the russians, some guy in a stolen T-34 or a panzer either parks into our base or at a repair pad and starts blasting away at whoever spawns. And these people don't give a crap about warnings others give them. They simply ignore the warnings and continue blasting at people. This happened so many times.

kharkov, I always end up on the russian side. My team always get into the worst base-raping situation. There's stukas bombing us destroying the mig-3s, there's a wespe artillery vehicle on top of a hill on the other side of a river bombarding us, there's a panzer in the distance of the base... and the shells start flying. And just when you come out of some shelter you get picked off by a rifle shot. There's like little to no room for maneuver.

the storm, well, when the russians surround the uncappable area you're forced to take cover in the buildings. Can't get out 'cuz of the tanks waiting out there. They could even fire into the building.

Re: the orel example with a tank parked on a repair pad -- play on WOLF. That stuff RARELY happens there and doesn't last long when it does happen. I think Orel just goes differently there, partially because of the rules in place and partially because WOLF usualy has a mix of clanners and pubbies. Plus, once you hold the city flags, armor isn't much of a problem, at least in the city. Just drop a few parachuting AT guys on the rooftops and/or engineers and tanks are pretty much toast if they come anywhere near the building.

As far as Kharkov goes, I usually see the Russians pounding the Germans, or at least I did in 0.61 (we haven't played it in 0.65 yet) because the Germans had PzIVs with short-barreled 75mm low-vlocity guns going up against Russian T-34s. Now that there's some Stugs on the map as PzIII placeholders, I imagine it'd go differently. As far as the air power goes, back in 0.61 I didn't see too many problems either, but that was because a.) the HE-111 (or is it a Junkers?) kept blowing up after it spawned, b.) the Stuka couldn't turn fast enough to do much damage, and c.) who cared if they blew up your Mig-3? The thing was a lawn dart. :) Again, in 0.65, I'd figure this map would play out a lot more evenly.

What version of The Storm are you playing? I don't think the Germans have an uncapturable base anymore, although that one was a pretty bad one when they had the uncappable base, at least as far as spawn camping went.




Kurupt95

[2ndPnZ]

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2nd March 2004

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#24 15 years ago

Liberation of Caen is a fun map :naughty:




Winther

FH Betatester

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16th November 2003

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#25 15 years ago
'[11PzG USMA2010']If that happens, first thing you do is slap yourself for being on BFE-WaW server.

Hmmmmmmmmm?




Tas

Serious business brigade

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4th September 2004

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#26 15 years ago

You did it now USMA :uhoh:




Major Hartmann

Major Disinformation

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27th April 2003

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#27 15 years ago

I like Liberation of Caen, if the Allies are halfway competent they can win this map without bigger troubles. Only got to keep the tanks together at the start to defeat the first german armour wave.




hQ.Ghost

The Death Jester

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31st October 2004

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#28 15 years ago

I agree with hartmann on that one... especially now that there's a second road leading out of the allied headquarters.

I dont believe baseraping has to do with what maps are being played. It has to do with the players that play the maps...




D-Fens

uwe bolltastic!

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2nd May 2003

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#29 15 years ago
Major HartmannI like Liberation of Caen, if the Allies are halfway competent they can win this map without bigger troubles. Only got to keep the tanks together at the start to defeat the first german armour wave.

I hate that map. Reason, the bridge is far from a chokepoint. Everyone just swins around it and then, all hell breaks loose.




Solo4114

Scoundrel Extraordinaire

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16th September 2002

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#30 15 years ago

That's a common problem in most DICE maps and, indeed, with many maps in general. Rather than create true focal points of the battle, you end up with maps with like six ways to get to a flag which are impossible to defend. So no one bothers and we all just rambo around like idiots for a while.

On the other hand, the alternative is that you do create an area where you focus the battle, and the side on defense is able to hold it forever.

To me, you usually need about 2 to 3 paths to get from objective A to objective B. That's enough that the defenders can actually dig in, but the offense has the chance of breaking through somewhere.