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View Poll Results: Your Favorite PR v0.7 Maps | |||
7 Gates | 44 | 14.97% | |
Al Kufrah Oilfield | 33 | 11.22% | |
Al Basrah | 157 | 53.40% | |
Assault on Mestia | 81 | 27.55% | |
The Battle for Qinling | 96 | 32.65% | |
Bi Ming | 51 | 17.35% | |
Daqing Oilfields | 26 | 8.84% | |
EJOD Desert | 100 | 34.01% | |
Fools Road | 130 | 44.22% | |
Gulf of Oman | 43 | 14.63% | |
Hills of Hamgyong | 21 | 7.14% | |
Jabal Al Burj | 119 | 40.48% | |
Kashan Desert | 130 | 44.22% | |
Operation Ghost Train | 80 | 27.21% | |
Qwai River | 135 | 45.92% | |
Road to Kyongan Ni | 43 | 14.63% | |
Sunset City | 57 | 19.39% | |
Zatar Wetlands | 58 | 19.73% | |
Multiple Choice Poll. Voters: 294. You may not vote on this poll |
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Thread Tools | Display Modes |
2008-03-01, 13:48 | #31 |
Retired Moderator
Join Date: Oct 2006
Posts: 6,072
Europe
Location: London upon Europe
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Jabal Al Burj
-Balance is achieved, without symmetry. -Different assets allow forces to use different tactics to one another. -Realistic engagement ranges, as its usually med-long range fighting. -No overkill assets, like atk choppers or MBTs. -APCs make the game extremely versatile and advanced, in terms of tactics. -COs make a big difference, which is pure evidence of the importance of tactics, and not frags. -Vast expanses, each containing unique and intricate features, allowing the whole map to be played on, differently each round. ...mongol... |
Military lawyers engaged in fierce legal action. |
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2008-03-10, 17:58 | #32 |
Join Date: Jan 2008
Posts: 39
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I voted
Operation Ghost Train Al Basrah EJOD Desert Zatar Wetlands Seems Operation Ghost Train needs a little more help, so here goes - Excellent setup of rally points - Winning or losing depends on infantry - The vegetation makes sure wannabe Rambo's are dead meat when using planning, patience and tactics - Nice Touches with the bomb craters, shot down planes and helos etc - Fog suits it very good - Great atmosphere thanks in part to the the thunderstorm you hear, makes it not so sterile like most maps |
2008-03-21, 16:17 | #33 |
Join Date: May 2007
Posts: 143
Location: Over the hills and far away in a sand pit.
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British maps WIN
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2008-03-21, 18:17 | #34 | |
Join Date: Jan 2008
Posts: 116
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Quote:
I just don't see this. I can see how the general level is quite a nice setting but as for the game play being realistic.... How real is it to have an area where you can't enter for fear if being injured/killed by some unknown god like force. I mean really are the MEC army just gonna stand around and let the USMC invade their land? Apparently. And what about how the entire MEC team seems to spend a large part of the game congregating at the border of this zone waiting in a road to kill or be killed. And I just don't see how it's that great for infantry constantly being mown by helicopters, APCs and vans as opposed to say Fools Road which has great game play for infantry. The other stuff is pretty much all available in other maps that have a much better game flow. | |
2008-04-05, 15:16 | #35 |
Banned
Join Date: Jul 2007
Posts: 3,167
Norway
Location: Norway
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Quinling or Kashan all the way!
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2008-04-15, 17:44 | #36 |
Join Date: Feb 2007
Posts: 156
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These are the best maps.. (Please keep them in PR, dont do anything with them :D)
Almost all maps in PR v0.75 are good.. But here I will list some of them I like most..
Fools Road - VERY good map.. I love it.. The forest on this map is so nice.. I love this map ! =) Bi Ming - VERY good map.. I love it in daytime.. The forest on this map is so beautiful.. I love it.. EJOD Desert - Good map! Still works very well Operation Ghost Train - VERY good map.. It is one of the few jungle-maps that are in PR.. Please keep it! Dont do anything with it! It is such a nice map Assault on Mestia - Good map The Battle for Qinling - Good map Qwai River - Good map Sunset City - Good map Jabal Al Burj - Good map.. It works better in v0.75 than it did before Daqing Oilfields - Good map.. It works very well in PR actually The maps mentioned above is the best maps in PR.. Please keep them, DONT remove them! I like these maps |
2008-04-20, 11:03 | #37 |
Join Date: Feb 2008
Posts: 725
Sweden
Location: Stockholm
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Al Basrah is probably the best city map of any online FPS ever. It's huge, and the fact that you can enter/climb up on top of every building in the whole city makes it perfect for ambushes and unconventional tactics. Wonderful map.
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2008-04-21, 17:01 | #38 |
Join Date: Dec 2007
Posts: 1,539
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1. AL Brashah: that map is just ownage.
2. Fools road: good for firefights. 3. EJOD desert 32: great urban warfare. |
2008-05-07, 01:39 | #39 |
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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Re: 0.7 Map Poll
For someone looking for fun on a Saturday afternoon, a weapon and the ability to use it is all you really need. To that end, map popularity doesn't go much beyond that, since most maps offer quick action. Log in, have some fun, log out.
But if you're looking for something more, and if you look beneath the surface, you may start to notice certain negative design elements that make every map predictable, exploitable, and thus repetitively boring over time. When none or just one of these negative elements exist on a map (for example, Quai River), then it's enjoyed by all. But when two or more negative elements exist on a map (Zatar, Qinling), the fun factor begins to drop sharply. Negative Design Elements:
Negative design elements by map What maps have these elements? All maps have at least one. Most maps have 2, 3, and some have all of them. The more negative elements a map has, the less enjoyable and popular it is: 7 Gates Bowl terrain Open terrain Predictable movements Comments: Not much you can do to increase the playability of this map. Basically it's a bloodbath slug match around the river fort while HAT's, LAT's, APC's, and snipers exchange blows. The temple area is not much better; unless a brit squad is already inside when it becomes cappable, it's nearly impossible to successfully capture it when the entire Chinese team is defending, spawning in 10 different places, and all of them above the advancing Brits. Counter attack does nothing for this map. Al Kufrah Oilfield Bowl terrain Open terrain Main base proximity (flag near main base) Predictable movements Comments: the entire map is one huge bowl; infantry try to capture the sunken flags while tanks and apcs rain down hell from the edges. Once your team's tanks are destroyed, it's 20 minutes of rape while you wait for reinforcements. During that time, the enemy cap flags right to your main. Assault on Mestia Bowl Terrain (towers) Predictable movements Comments: Nothing fun about the mec having open sights and no medics who can revive. This map usually turns into a run'n gun fest with very few places to hide rallys. The Battle for Qinling Bowl terrain Open terrain Vehicle saturation Predictable movements Comments: Too many vehicles, too few infantry. Flags are sea-saw captured back and forth, back and forth. Terrain is a bit dull and flags are nearly impossible to defend. Bi Ming Bowl terrain Main base proximity Predictable movements Comments: Plays much better as a daytime map, but movements are far too predictable. Daqing Oilfields Main base proximity Flag proximity Bowl terrain Open terrain Predictable movements Comments: Fast and furious. Once your rally is destroyed, 1-2 flags are lost, and nearly impossible to re-advance without being seen from your main. EJOD Desert Bowl terrain (flags next to mountains) Open terrain (flags next to mains) Main base proximity (flag next to mains) Flag proximity (city flags) Predictable movements Comments: Plays better without tanks, but the APC's need to go too. This map should be infantry only. Fools Road Predictable movements Well designed map, but the predictable enemy movements make it dull. Gulf of Oman Rush tactics Bowl terrain Main base proximity Flag proximity Predictable movements Comments: Hope this map never comes back. Nothing but a kill fest. Jabal Al Burj Rush tactics (mec rush west beach w/apc: game over.) bowl terrain (beach flags) open terrain (usa base to beaches) Main base proximity (usa base) Predictable movements Comments: Can be fun IF the mec doesn't rush west beach. If usa doesn't get both beaches right away, the map is over. With the predictability of the flag capture points, rushing the flags is super easy. Kashan Desert Rush tactics (hold north/south village: game over.) bowl terrain (hills near bunker flags, south village) Comments: Rushing north/south village ruins the map. USA can easily roll tanks from the southeaster start point, take position on the mountain east of south village, and shoot any mec infantry who try to advance. This map would play better if the only starting position was the northeaster usa main, and southwestern mec main. Get rid of those other starting points, and put those starting vehicles in the main bases. The new Kashan 16 is probably the best infantry map to date (unless you like attack choppers and jets, in which case, you probably hate it). To me, this is what infantry combat should be: primarily infantry fights over a wide area, with coordinated ground and air transport. Operation Ghost Train Main base proximity Flag proximity Predictable movements Comments: Fun jungle map, but has too many flags that are too close together, making enemy movements predictable. Qwai River Predictable movements Comments: Probably the best map in PR. Period. Neither side has an advantage over the other in terms of location or weapons, and each flag has unique but balanced terrain. Road to Kyongan Ni Rush tactics Main base proximity Flag proximity Predictable movements Comments: Map is too small; PR has outgrown it. Sunset City Rush tactics Main base proximity Comments: Reducing the city area to 1 flag makes this map play much better, but the flag capture range needs to be increased. By alot.. enough to reach both bridges. The map does suffer from severe main base proximity, especially on the chinese side. Zatar Wetlands Rush tactics Bowl terrain Open terrain Main base proximity Fag proximity Predictable movements Comments: Mec spawns at west airfield, takes apcs north to hill over looking usa landing area... sets up firebase, AA, and HAT's. Game over. Rush tactics ruin this map, along with the other negative elements. Making old maps new, fresh, & unpredictable: easily The AAS system of flag capture is boring and predictable. You can see the enemy's objective, and they can see yours. In addition, and regardless of how many times you play the map, the objectives are always the same. Every time. Every time. Every damn time. After a while, it gets boring. But there's another way... Random flags When the map starts, you are given 1 or 2 random capture points somewhere on the map. It doens't have to be the bridge, dam or estate, it could be anywhere.. even in the middle of nowhere. Meanwhile, the enemy is also given 1 or 2 random capture points. Neither side can see the other side's objective. The objects might be different, they might be the same. Eventually, 1 of 2 things will happen: Your capture objective will be the same as the enemy's capture objective (and fighting begins) OR your team/squad will cross paths with the enemy team/squad on the way to different objective (and fighting begins). This means every time you play the map, it's different. You'll fight in different places, at different times, against different forces (instead of the predictability of knowing the other team's objectives which are always the same, every map). So imagine a map like Kashan: You begin in the USA main, grab your tank crew, and roll out. Your first randomly selected objective is the north bridge, west of your main. In route, you're wondering: are we going to see the enemy? How many of them will there be? You constantly scan the horizon. "Do you see anything? No. You? No. Damnit, not knowning is killing me!" Meanwhile, let's imaging you're now on the MEC side and your first randomly selected objective has two points: to secure a set of oil rigs in the east, and secure the south bunker. The team splits up, making sure it has enough armor support for both objectives. You're part of the south bunker squad and in route (just like the usa) you start to wonder: Where is the enemy? You don't know. And that's part of the fun. As you approach south bunker, your gunner spots two infantry in the northeastern mountain. Now you have to decide: is that just an enemy recon squad or is there a full tank column behind that hill? Of course, you have no idea that the entire american team is to the northwest. Neither side knows where the other side is, or what their objective is. You'll have to determine that for yourself or rely on recon intel. You'll then have to decide to fight, withdraw, or misdirect them. No flags Imagine removing all flags from a smaller map like Mestia, or Ghost Train. At the beginning, China gets to spawn anywhere on the map with temp rallys that disappear after the round starts. The brits start in their main, having no clue where the Chinese are. The patrol begins. Perhaps add a slow bleed for the brits, which is offset by building firebases which they have to defend. As long as the firebase is up, the bleed stops. Brits are forced to defend and go on patrols. China is forced to seek out firebases and hide from the brits. Multiple Layer Versions 64 layer: Random flags 32 layer: no flags 16 layer: infantry only (+ transport vehicles) This would dramatically change the way existing maps are played. Instead of maps being predictable and old, they're unpredictable and exciting: you never know what to expect. And with multiple layers, server admins can easily control which maps play better as which type (Kashan might play better as random, or it may play better as no maps). Variety. Unpredictability. Exciting & new, without new maps. |
Last edited by Wolfe; 2008-05-07 at 02:03..
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2008-05-07, 13:59 | #40 | |||||||||||
Retired PR Developer
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Re: 0.7 Map Poll
cheers for the detailed feedback, thou some things you have said you have contradicted yourself on and for alot of the problems I do not see any real solutions or proposed ones..
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[QUOTE=Wolfe;670268]Negative design elements by map What maps have these elements? All maps have at least one. Most maps have 2, 3, and some have all of them. The more negative elements a map has, the less enjoyable and popular it is: Quote:
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map, poll, v07 |
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