Level Design Improvements: My Sweet Fjords
#2 Posted 14 March 2018 - 04:57 PM
#3 Posted 14 March 2018 - 05:19 PM
#4 Posted 14 March 2018 - 05:19 PM
#5 Posted 14 March 2018 - 05:21 PM
#6 Posted 14 March 2018 - 05:24 PM
#7 Posted 14 March 2018 - 05:27 PM
So you basically made the whole middle of the map one big open NO GO zone and called it an improvement? I really don't know what kind of bizarro universe you are occupying but big open fields are generally just a waste of map space, certainly if they are in the middle of it as you can not go there at all with any tank unless you want to go back to the garage swiftly.
Just look at Steppes or Campinovka, that field is completely unusable for the majority of the battle and only in the last stages can fast tanks use it to cross the map, this is bad as it's wasted space that could be occopied better with either buildings, bushes or terrain cover but NOT be made into corridors.
Also you've flattened out the map significantly which is bad for general gameplay, it means that everything can go hull-down everywhere which is bad. Gun depression is a balancing factor in tanks and if an Is-3 can go hull down everywhere you're just creating more drawn out boring slugging fests.
Cobra 6
Edited by Cobra6, 14 March 2018 - 05:32 PM.
#8 Posted 14 March 2018 - 05:27 PM
good job on remaking this map but wg have you ever though on making new maps such as kursk,minsk,berlin maps with some modifications for all types of tanks.pls do it community wants new maps or they will gey bored of the old ones

#9 Posted 14 March 2018 - 05:34 PM
Cobra6, on 14 March 2018 - 04:27 PM, said:
So you basically made the whole middle of the map one big open NO GO zone and called it an improvement? I really don't know what kind of bizarro universe you are occupying but big open fields are generally just a waste of map space, certainly if they are in the middle of it as you can not go there at all with any tank unless you want to go back to the garage swiftly..
Cobra 6
This!
The newest version is much worst than the current on live servers (as I already wrote on forums). In addition, the newly created hill is a clear advantage for the right side because the left side must go around and the right side can stop easily the push from the left side by having a tank or two in the south-east and control a very narrow road to the hill. Instead of making better maps, you make them MUCH worst! Seriously?!
#10 Posted 14 March 2018 - 05:48 PM
#12 Posted 14 March 2018 - 06:01 PM
This map is much more unbalanced now... IDK what is wrong with WG, you say you balance but you make things worse. Why ?
Oh...wait. They also said that Obj 268 v4 is balanced and would rather need a buff ! Now everything makes sense.
#13 Posted 14 March 2018 - 06:15 PM
#14 Posted 14 March 2018 - 06:21 PM
Putting this time and effort into new maps would been much better idea .
Now u already see some negative comments about the changes in maps .
Just put new maps in on regular bases and introduce some kind of map vote system .
Remove least popular maps out of mapcycle temporary or if happens more often permanent removel .
And keep adding new maps .
Really how hard can this be , wg has been making more then enough money , u would think some more effort could been made at this point .
Or is it really hard to make new maps with this new engine [ graphics ], just like it seemed to be with old engine .
Should this not be something u take into account when selecting an engine for a game .
#15 Posted 14 March 2018 - 07:11 PM
So, because only 1 side was good for arty they reworked it now neither side will have any decent arty spots. ![]()
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It's not even like that was a low risk place for arty to go to anyway, 50% of the time your team would let an enemy scout straight through the middle.
#16 Posted 14 March 2018 - 07:50 PM
Seriously, why not just remove arties?
#17 Posted 14 March 2018 - 08:13 PM
#18 Posted 14 March 2018 - 08:35 PM
So you say improvements wargamming? I will agree some things are improved, however the map is going to become even more unbalanced now as the north team will have a HUGE advantage.
I will use the markers of the old map (ince it has a lot more) to describe the problems on the new map.
The location number 2 is going to keep being a problem for the south spawn going to fight around the corner of position one. They will keep getting sniped as they go through the town to get to their fighting position! Why was this problem not solved?
Position 10 will still be able to shell position 1. It is true that it is a more exposed position now, however between a hill blocking view from the right side of the center and some tanks obviously going there and going to the position 4, the artillery should be safe there!.
The central hill as you call it only has one entrance from what I can see and that is the south entrance which makes it only really usable for the south spwan, woudn't be bad considering the north spawn so far has all the advantages, however considering the hill is completely devoid of any concealing terrain features, what will happen is that nayone going up there to spot will be spoted and die without actually contributing anything to the battle which makes that position worthless for the south spawn.
In order to balance this map, the central right side hill of the map must be leveled to prevent artillery from taking position 10 and shell posion 1 and position 2 must be reworked so that under no circunstances it can take shots at the heavy tanks going brawl at position 1. The new central hill should also not be accessible.
#19 Posted 14 March 2018 - 08:42 PM
Edited by imendars, 14 March 2018 - 08:47 PM.
#20 Posted 14 March 2018 - 08:48 PM
But hey since you're so worried about arty balance can't we have TD balance too? Add a properly elevated peninsula with tons of cover for the north spawn too so their brainless 45% TD bots of north spawn can also camp the base without having any shots at anything. Was it so hard to remove one of the most broken and infuriating positions in the game?
When you spawn north you will be forced to play the map in a narrower, campy way because any aggression close to the enemy base will be punished by the awesome peninsula campers who can shoot into any direction without being spotted. At least your comfort is that your own TDs are probably going to have to move and they just might shoot something you spot. When you spawn south and you have TDs going to the peninsula you already know they are deadweight [edit]bots who are first going to be involved when the map control(and often the battle) is lost.
The whole position is [edited]ing [edited] and it only serves to encourage terrible gameplay.
Edited by D4wiD3K, 14 March 2018 - 08:48 PM.
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