Go Back   Tactical Gamer > Tactical > Battlefield 2 > Battlefield 2 - Project Reality Mod


Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod

Reply
 
Thread Tools
Old 03-21-2008, 07:50 PM   #1 (permalink)
 
Join Date: Feb 2008
Posts: 16
Map Rotation: Qinling and 16 player

Hello TG. Long time player, first time poster.

Question:
Is it possible for the maps listed below to be removed from the rotation?
  • Ejod 16
    A good urban map for 16 people, and in theory makes a good "starter" map for servers that are starving for population but neither of these two reasons exist on the TG server. With TG's nearly round-the-clock population, it doesn't need a "starter" map (and even if it did, maps such as Mestia or Ejod 64 are much better choices that play well with 4 or 64 people. When the 16 player version is played, it almost always has 64 people and based on a 230+ player public poll, the vast majority do not enjoy 16 player maps with 64 people. Rarely are any flags captured, and usually ends up in a grenade or sniper war, seeing who can get the most kills before the timer runs out. Not exactly in the spirit of PR.
  • Kashan 16
    Same as above
  • Any 16 player map
    Same as above.
  • Qinling (any version)
    One of the most boring maps in the rotation. Too many vehicles which equates to too few infantry capturing flags. Those that do are often obliterated by the multitude of armor pieces perched high atop hills looking down upon the flags. In addition, many find this map buggy and laggy with armor that won't say still and frequent screen or sound freezes. All in all, a very uninteresting map with uninteresting combat. When it is played, quite a few people leave the server.
  • Zatar Wetlans (any version)
    One of the most unbalanced maps, the U.S. has virtually no chance. Even in the new .75 updated version with fewer APC's and tanks on the MEC side, the landing sites, flag orientation, and overall map design leads to the U.S. being slaughtered the entire round. Not a very sporting map for players looking for a fun round of gaming.

To replace these maps, is it possible to add Kashan 32? This is an enormously popular yet underplayed map that would win the favor of TG players everywhere. And although I'm not a big fan of placing the same map name in the rotation twice (i.e. Kashan 64, Kashan 32), this is an exception and imo is a far better choice than any 16 player version.

If this were done, I believe you would have the best map selection/rotation anywhere.
[TF21]Wolfe is offline   Reply With Quote
Old 03-21-2008, 07:54 PM   #2 (permalink)
 
Tweaky's Avatar
 
Join Date: Jul 2007
Location: Bay Area, California
Posts: 58
Re: Map Rotation: Qinling and 16 player

While I am loving Kashan 16 for pure infantry stuff, I still do miss 32 player version, which is great fun. 64 needs a break for a while, make 32 commonplace for a while.

Agreed on other points.
__________________
Tweaky is offline   Reply With Quote
Sponsored links
Old 03-21-2008, 08:13 PM   #3 (permalink)
 
Halcyon's Avatar
 
Join Date: Jun 2007
Posts: 30
Re: Map Rotation: Qinling and 16 player

I agree with all the points, especially the points about 16 player maps.
16 player maps are designed for 16 players, not 62. It's like trying to cram everyone into a basement with nerf dart guns and yelling "Go!"
Halcyon is offline   Reply With Quote
Old 03-21-2008, 08:50 PM   #4 (permalink)
 
Sabre_Tooth_Tigger's Avatar
 
Join Date: Mar 2007
Location: eurasia
Posts: 2,032
Re: Map Rotation: Qinling and 16 player

Quote:
the U.S. has virtually no chance
Not true since Usmc have won zatar many times. It does require a half decent team yes


kashan 16p is massive now, its the full size map actually so really its 64p without heavy vehicles

ejod 16p is over in 10 mins with 64 players, purely a fuse to start the server
__________________
New BMP-3 couches in PR 0.8
Sabre_Tooth_Tigger is online now   Reply With Quote
Old 03-22-2008, 01:31 AM   #5 (permalink)


 
d1sp0sabl3H3r0's Avatar
 
Join Date: Jun 2007
Location: Suburban Chicago
Age: 42
Posts: 1,344
Re: Map Rotation: Qinling and 16 player

Wolfe

Thanks for stopping by and posting. Agreed on all points but Kashan 16 - I love the way that map plays now with just infantry, transport and CO trucks!

We will be tweaking the rotation soon, expect changes.
__________________
|TG-X|d1sp0sabl3





It's all MY fault, so deal with it!





TG-X | PR Server Rules | TG SOPs | Kicked? Banned? READ THIS FIRST! | Contact an Admin
Expand your gaming horizons - TGU | How to nominate your teammates for a ribbon | Thinking of putting on TG tags? READ THIS FIRST!!!! The TG Primer


To crush your enemies, see them driven before you, and to hear the lamentation of the women.

d1sp0sabl3H3r0 is online now   Reply With Quote
Old 03-22-2008, 02:04 AM   #6 (permalink)
 
ReaperMAC's Avatar
 
Join Date: Jul 2007
Location: Southern California
Posts: 89
Re: Map Rotation: Qinling and 16 player

Quote:
Originally Posted by d1sp0sabl3H3r0 View Post
We will be tweaking the rotation soon, expect changes.
ReaperMAC is offline   Reply With Quote
Sponsored links
Old 03-22-2008, 08:43 AM   #7 (permalink)
 
Katanama's Avatar
 
Join Date: Mar 2008
Location: Denmark
Age: 20
Posts: 107
Re: Map Rotation: Qinling and 16 player

I would say remove kashan 64 and replace it by 32 end keep 16, I think the A10 is too powerfull compared to the frogfoot, maybe thats just me but it seems that way. I also think that the Ejod 16 is a good little map to start the server.
Generelly I would like more intence street fights where the right use of infantry and APC's wins the battle. Right now i think that Sunset City is the best map around simply because its pure infantry, where the right route is essential.
Katanama is offline   Reply With Quote
Old 03-22-2008, 09:36 AM   #8 (permalink)


 
d1sp0sabl3H3r0's Avatar
 
Join Date: Jun 2007
Location: Suburban Chicago
Age: 42
Posts: 1,344
Re: Map Rotation: Qinling and 16 player

A few changes were made to the rotation.
__________________
|TG-X|d1sp0sabl3





It's all MY fault, so deal with it!





TG-X | PR Server Rules | TG SOPs | Kicked? Banned? READ THIS FIRST! | Contact an Admin
Expand your gaming horizons - TGU | How to nominate your teammates for a ribbon | Thinking of putting on TG tags? READ THIS FIRST!!!! The TG Primer


To crush your enemies, see them driven before you, and to hear the lamentation of the women.

d1sp0sabl3H3r0 is online now   Reply With Quote
Old 03-22-2008, 10:29 AM   #9 (permalink)
 
oldirti's Avatar
 
Join Date: Oct 2007
Posts: 683
Re: Map Rotation: Qinling and 16 player

Quote:
Originally Posted by [TF21]Wolfe View Post
Hello TG. Long time player, first time poster.

Question:
Is it possible for the maps listed below to be removed from the rotation?
  • Ejod 16
    A good urban map for 16 people, and in theory makes a good "starter" map for servers that are starving for population but neither of these two reasons exist on the TG server. With TG's nearly round-the-clock population, it doesn't need a "starter" map (and even if it did, maps such as Mestia or Ejod 64 are much better choices that play well with 4 or 64 people. When the 16 player version is played, it almost always has 64 people and based on a 230+ player public poll, the vast majority do not enjoy 16 player maps with 64 people. Rarely are any flags captured, and usually ends up in a grenade or sniper war, seeing who can get the most kills before the timer runs out. Not exactly in the spirit of PR.
  • Kashan 16
    Same as above
  • Any 16 player map
    Same as above.
  • Qinling (any version)
    One of the most boring maps in the rotation. Too many vehicles which equates to too few infantry capturing flags. Those that do are often obliterated by the multitude of armor pieces perched high atop hills looking down upon the flags. In addition, many find this map buggy and laggy with armor that won't say still and frequent screen or sound freezes. All in all, a very uninteresting map with uninteresting combat. When it is played, quite a few people leave the server.
  • Zatar Wetlans (any version)
    One of the most unbalanced maps, the U.S. has virtually no chance. Even in the new .75 updated version with fewer APC's and tanks on the MEC side, the landing sites, flag orientation, and overall map design leads to the U.S. being slaughtered the entire round. Not a very sporting map for players looking for a fun round of gaming.

To replace these maps, is it possible to add Kashan 32? This is an enormously popular yet underplayed map that would win the favor of TG players everywhere. And although I'm not a big fan of placing the same map name in the rotation twice (i.e. Kashan 64, Kashan 32), this is an exception and imo is a far better choice than any 16 player version.

If this were done, I believe you would have the best map selection/rotation anywhere.
@ qinling: Be respectful to Rhino, because even if the map doesn't play as well as it's supposed to, I'm sure he put a hell of a lot of work into it. I don't really disagree, but i hate when people just spit on someones work.

@Zatar: Get your stuff together on the US team and you'll win. I just played a round yesterday and they win, if you have a good commander it's not impossible.
__________________
oldirti is online now   Reply With Quote
Old 03-22-2008, 03:09 PM   #10 (permalink)
 
Join Date: Feb 2008
Posts: 16
Re: Map Rotation: Qinling and 16 player

Quote:
Originally Posted by oldirti View Post
Be respectful to Rhino, because even if the map doesn't play as well as it's supposed to, I'm sure he put a hell of a lot of work into it. I don't really disagree, but i hate when people just spit on someones work.
I appreciate Rhino's workd but the amount of work someone puts into something doesn't make feedback disrespectful. If I built a map and players thought it had problems, I would want to know. So did Rhino, which is why he created map feedback threads in the PR forums where this and other similar feedback comments have already been requested and expressed.

Just the same, this thread is about map rotation based on playability of each map, and I don't apologize for having to state the obvious.
[TF21]Wolfe is offline   Reply With Quote
Sponsored links
Old 03-22-2008, 03:18 PM   #11 (permalink)
 
Join Date: Feb 2008
Location: Give you a hint. They sell bacon here.
Posts: 296
Re: Map Rotation: Qinling and 16 player

Quote:
Originally Posted by [TF21]Wolfe View Post
Hello TG. Long time player, first time poster.

Question:
Is it possible for the maps listed below to be removed from the rotation?
[*]Qinling (any version)
One of the most boring maps in the rotation. Too many vehicles which equates to too few infantry capturing flags. Those that do are often obliterated by the multitude of armor pieces perched high atop hills looking down upon the flags.


.
And your telling us kashan is a better option for that?
__________________

I am the leader Of the Zombie Defense Militia. We hold think tanks on how to live in a zombie apocalypse.
Baseless self confidence kills more people each year than bathtubs.
squadexodus is offline   Reply With Quote
Old 03-22-2008, 03:52 PM   #12 (permalink)


 
d1sp0sabl3H3r0's Avatar
 
Join Date: Jun 2007
Location: Suburban Chicago
Age: 42
Posts: 1,344
Re: Map Rotation: Qinling and 16 player

Qinling is a beautiful map - just too big with too many toys to make it a fun map because you can't cap/hold flags. Boots on the ground win the fight, not having 24/32 players on a side in either a tank, apc, helo or jet. Qinling needs about 40-44 players per team to be a decently playable map. This has nothing to do with the hours of labor Rhino put into it nor the skill he has. It's just that this particular map doesn't work well right now. To fix it, either reduce the number of assets or increase the number of players, and we all know which one is "doable" and which one isn't.
__________________
|TG-X|d1sp0sabl3





It's all MY fault, so deal with it!





TG-X | PR Server Rules | TG SOPs | Kicked? Banned? READ THIS FIRST! | Contact an Admin
Expand your gaming horizons - TGU | How to nominate your teammates for a ribbon | Thinking of putting on TG tags? READ THIS FIRST!!!! The TG Primer


To crush your enemies, see them driven before you, and to hear the lamentation of the women.

d1sp0sabl3H3r0 is online now   Reply With Quote
Old 03-22-2008, 03:54 PM   #13 (permalink)
 
Corporal_Cody's Avatar
 
Join Date: Feb 2008
Location: Maryland, USA
Age: 15
Posts: 152
Re: Map Rotation: Qinling and 16 player

You know, I really don't like the 16 player maps with 64-ish players.... it turns way too much into a spamfest similar to VBF2.
Corporal_Cody is offline   Reply With Quote
Old 03-22-2008, 04:37 PM   #14 (permalink)
 
westyfield's Avatar
 
Join Date: May 2007
Location: England
Posts: 1,299
Re: Map Rotation: Qinling and 16 player

Quote:
Originally Posted by Corporal_Cody View Post
You know, I really don't like the 16 player maps with 64-ish players.... it turns way too much into a spamfest similar to Hills of Hamyong.
Fixed it for you!

Ejod 16 with 62 players can always be fun at the start of P/W night. Well coordinated squads working together on TeamSpeak... nading the hell out of each other!
__________________
|TG-irr| westyfield

Thanks Oldirti for this sig!
Xfire: westyfield
Ikariam- Westopia, Quosios [18:35] (S). Colonies: Westyville, Nytios [18:29] (M), Westropolis, Tasetia [15:33] (CG).
Irregular since Sept 15th, 2007
westyfield is offline   Reply With Quote
Old 03-22-2008, 05:27 PM   #15 (permalink)
 
Corporal_Cody's Avatar
 
Join Date: Feb 2008
Location: Maryland, USA
Age: 15
Posts: 152
Re: Map Rotation: Qinling and 16 player

Quote:
Originally Posted by westyfield View Post
Fixed it for you!

Ejod 16 with 62 players can always be fun at the start of P/W night. Well coordinated squads working together on TeamSpeak... nading the hell out of each other!
Oh, i just LOVEEEE Hills....
Its perhaps the most tactical, realistic, strategic map of all of Project Reality, without a doubt.
Corporal_Cody is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off


All times are GMT -4. The time now is 03:42 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved