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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#1 (permalink) |
![]() ![]() ![]() Join Date: Dec 2005
Location: Las Vegas!
Age: 24
Posts: 3,178
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Too many maps...solution?
We all know that there are plenty of maps for PR, but you are probably thinking to yourself..."self...why does TG only play 6 maps?".
Quick answer, some maps have known bugs, some are CRAZY one-sided, and some are just too boring. After all, it is the BETA. But the problem is everyone has a different opinion on each map. Some can't stand Bi Ming, while others love it. Some hate Helmand, while others adore it. Here is what I want to propose to everyone at Tactical Gamer. What about having a different "map pack" every week. Switching maps and the rotations every monday. This way we will ALL be happy and some maps we will be played that havent really had a chance here on TG. Thoughts and opinions please ![]()
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|TG-6th| Dirtboy Need an Admin? | Want to help TG? | The 6th Devil's Brigade ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Jump on it! |
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#2 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 36
Posts: 8,919
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Re: Too many maps...solution?
This sounds like an excellent idea. Some players like maps that are easy to navigate and others like being able to take advantage of difficult terrain on "hard" maps. Personally, I like the deck stacked against me as much as possible as it makes it far more challenging for me on a personal level.
I think setting up a rotation of different maps each week would certainly help expose players to all the maps that are out there (short of the ones that are actually broken) and provide a good balance for all the different player types.
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#5 (permalink) | |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,885
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Re: Too many maps...solution?
Quote:
I agree to a point. Just playing Devil's Advocate here but the rotation each week could also drive players away from the server as well. I feel a poll coming on......
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"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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#6 (permalink) |
![]() Join Date: Apr 2007
Location: NY
Posts: 3,203
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Re: Too many maps...solution?
How about 3 sets of 6?
We can slowly come up with ideas for the sets over the next week. Plus rep for the idea ![]() Balence each of the 3 sets to have long ones, hard ones, and fast ones. Red fish blue fish green fish etc.
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|TG-6th|Skud 6.5 weeks Lackland AFB 8 months Keesler AFB, 1W0X1 - Weather The 6th Devils - Now with MORE Air Force! "...I simply stated "Video Games". They thought I was joking..." |
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#7 (permalink) |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,488
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Re: Too many maps...solution?
Interesting idea Dirt!
It would be cool if the map lists were published in the forum if this is implemented, so that players know what to expect/when to connect.
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Support your right to arm bears. ~Cleveland Amory I am a kind of paranoiac in reverse. I suspect people of plotting to make me happy. ~J.D. Salinger |
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#10 (permalink) |
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Join Date: Mar 2007
Age: 38
Posts: 562
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Re: Too many maps...solution?
See, to me, bad maps come in a few different types...
Type 1) These maps have poor map design, they are made to be in favor of one side or another, and reflect that by constant lopsided victories. Tpye 2) These maps may be ok on the surface, but due to ticket counts become bad maps as the setup doesn't reflect a solid ticket balance/bleed balance. Type 3) airdale maps: These maps have good intentions, but end up with to many people wasting time doing nothing waiting for air vehicles to spawn instead of doing something useful to their team... Type 1 you can't really do anything about, you either play it and take/give the lumps, or you leave it off the rotation. Types 2 and 3 however can be adjusted to increase their playability by tweaking various settings and equipment loadout. Example: the new Basrah I think would play wonderfully with a 30-40 minute time limit. That put's pressure on the Brit's to find and destroy the cache's while keeping the insurgents back in a proper defensive posture. I mean, let's face fact's. With the new method of tickets bleeding off and being added, the longer the map goes on, the advantage slides to the Brit's. Currently the Brit's can and should hang back, wait for all the weapon depot's to be revealed, then move in to destroy them. Just food for thought. |
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#12 (permalink) | |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,453
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Re: Too many maps...solution?
Quote:
Never played those but wouldnt mind a look sometime. This is a great idea. Long map lists cause the server to topple over afaik so 3 sets of 6 is probably good and would allow maps people like each week as well as new ones Agree with Morganan too, insurgency is biased to brits, though Ive yet to play in 0.6 |
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#13 (permalink) |
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Join Date: Nov 2006
Location: WV
Age: 36
Posts: 778
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Re: Too many maps...solution?
I am always up for swapping out maps for a different one that does not get played as much. I think the idea is ok but maybe if they can't do it for a whole week maybe one night or 2 out of the week. Just have it on a night that isn't passworded.
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#15 (permalink) |
![]() Join Date: Sep 2006
Location: Stockholm, Sweden
Age: 29
Posts: 678
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Re: Too many maps...solution?
How about taking the approach that the server run a number of permanent maps in rotation, but each week one or two maps are added to the rotations and feat. that week?
Having a series of maps as a solid backbone of the server will keep our regular players, while I guess that most of us can appriciate the flavour of one or two "new" maps each week.
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