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Bring back the old maps! (m)
mardukDate: Thursday, 2015-10-08, 7:20 AM | Message # 181
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Quote
starking: "I think axis already have plenty of stuff that make them pretty effective at killing allied tanks. But still, I think allies can do well without better tanks (Pershing). If we step it up to that level (Pzfaust150), the lighter tanks are becoming more and more obsolete and weak on the map.

E6 flag is good for allies to be able to spawn close to the battle (the parachute spawn)."

Eagles Nest is supposed to be in April-May 1945. I think its very boring to play with normal Shermans and Pzfaust60. We have that on lots of other maps. Especially in such a late war map we should add better weapons for Axis as well as for Allies. At the moment Eagles Nest is hardly different to the FH-version.

Quote
"I don't know about that, but just bear in mind that "Zveroboy" literally means "beast killer" and it is a nickname for SU-152 and similar tanks that can kill the German "beasts" (tiger, elephant, etc.) so the heavy
tanks must have been in the original idea for the map."

That doesnt change anything about the missing logic in using heavy tanks in that terrain. In RL the heavy tanks would not have been able to move through that terrain and neither Axis nor Allies would have just them there cause it would have been a waste. I dont feel any immersion.
Also, on that map is just one Tiger and one SU-152, so the name beast killer is not appropriate for the map anyway.


This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
DeathDate: Friday, 2015-10-09, 4:24 AM | Message # 182
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I think for eagles nest throw some experimental stuff in, kinda the SECTOR 318 kind of vehicles, late war stuff, shermans and panzerfaust 60s would be boring for that map.

and I have to agree with duky, heavy tanks or tds aren't the best, light tanks and a few medium tanks. su-152 and tiger are out of place for the terrain


 
XenanabDate: Friday, 2015-10-09, 12:14 PM | Message # 183
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Just as mentioned more than once: IMHO Eagles Nest is not supposed to be a second Alpenfestung!
Back then, it was DICE's version of a Alpenfestung scenario. But now in FHSW we have:

Reichsbahn (incredible amount of secret heavy stuff)
Sector 318 (incredible and useless amount of heavy stuff)
Alpenfestung (incredible and justified amount of heavy stuff)
Siegfriedline (incredible amount of experimental and heavy stuff)
Remagen (some heavy but balanced stuff)
Gazaps (do I even have to tell you more about THAT monster?)

And with the mappack we may also get Trois Ponts back (a lot of heavy stuff)

And these are just the GER vs US/BRIT late war non-air maps...

Do we really need another late war map with heavy tanks? The Kehlsteinhaus (Eagles Nest) was no military building. There is no need for the Germans to defend this worthless building. In real life it's also very hard to climb that mountain up. No way the Germans would have put a Tiger up there (yes it's a fictional battle... but COME ON!)

The problem is that all these maps with their powerful equipment have a lack of tactical combat and COMBINED arms. A German King Tiger is often a no-brainer tank without the requirement of tactical skill.
What about quick and effective attacks of lighter armored vehicles? Tanks which protect infantry assaults? Smart use of artilliery? Snipers with silenced weapons? Spawn APCs?

Keep in mind that the terrain of the Eagles Nest map is still vanilla made and not suitable for heavy tank combat ... Or do you want to climb the paths up with a slow T29 and get shot by a Faust 150 which was fired by an inf that just has slided down the slopes?

Concerning the equipment in the latest testversion of that map: Yes there are normal M4A1 Shermans. They only spawn when the first push flag is taken so that allies have quick access to some tanks at the front. These tanks are such old fashioned because of balancing reasons. We really need to test the map in public to really think about improvements gameplay wise.

Concerning the amount of heavy tanks: I could add a T26E2 (105mm howitzer Pershing) at allied main base.

Concerning the amount of late war tanks:
I don't know what's so oldfashioned about Jagdpanzer IV, Panzer IV J, Wirbelwinds, Hetzers, Flettners, M4A3 76mm Shermans, T88s and Chaffees ?

Don't get me wrong. I like that you give criticism. But this criticism is not neccessary BEFORE we do some battles on this map in public. If the battle is fun, why do we need to completely change the vehicle equipment? If it's no fun, then we have to overthink it.

---------------------------------

I think we should keep the SU152 on Zweroboy. That's what people would expect on a map called like this.
 
mardukDate: Friday, 2015-10-09, 12:31 PM | Message # 184
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Quote
Xenanab: "I think we should keep the SU152 on Zweroboy. That's what people would expect on a map called like this."

We also have heavy tanks on lots of other maps. We dont have to keep them on that map if it is just not logical at all. And by the way, I dont think that more than a few players know what Zveroboy means and thus expect heavy tanks on the map. That is no argument. You wouldnt leave Pershings on Forgotten Jungle only cause it was called Heavy tank battle.

About Alpenfestung: Nobody was talking about Tiger, KT or T29 for that map. Sure, lets add more nice light weapons. But remove the vanilla weapons as usual Sherman cause it is too FHish at the moment.


This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
XenanabDate: Friday, 2015-10-09, 12:37 PM | Message # 185
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Quote marduk ()
About Alpenfestung: Nobody was talking about Tiger, KT or T29 for that map. Sure, lets add more nice light weapons. But remove the vanilla weapons as usual Sherman cause it is too FHish at the moment.
Sounds reasonable up
But let's do a big public testing of the whole mappack first.
 
Robert_von_EberhahnDate: Friday, 2015-10-09, 3:23 PM | Message # 186
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The PIV with MK 103 and recoilless 75mm would fit in eagles nest I could imagine ...

Gameserver admin on our FHSW Europ server
 
RADIOSMERSHDate: Saturday, 2015-10-10, 5:03 PM | Message # 187
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Quote Mr_J ()
@Radiosmersh: you've got green light to convert Westerplatte and Grodno, if you still wish to do that.
Ok, thank you, I will do that as soon as I finish Road to Ramelle.
 
(HH)BenjaminDate: Sunday, 2015-10-11, 1:17 AM | Message # 188
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Idk if anyone has already thought of this, but has anyone considered trying to revise some of the maps that are bugged and thus we can't play, such as Kota Bharu, and putting them into the mappack? I know we fixed Crete-1941, has any other maps been fixed as well?
 
RADIOSMERSHDate: Sunday, 2015-10-11, 12:18 PM | Message # 189
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Quote marduk ()
Foy_classic: Opel Maultier (Nebel) should have a wintercamoflage
 
Quote marduk ()
Road to Ramelle: -River should be dead zone. Otherwise is the area that Axis has to defend too wide.-add some MG 42's kits. One at each flag.
Done: https://drive.google.com/file....sharing
 
mardukDate: Sunday, 2015-10-11, 12:35 PM | Message # 190
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Quote
Robert: "The PIV with MK 103 and recoilless 75mm would fit in eagles nest I could imagine ..."

Good idea.
@Xenanab: would you add one or two of those tanks on the map?

@Radio: Thank you!

Is it correct that only Westerplatte and Grodno are left to get converted (plus some more fine-tuning for the other maps)?


This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
(HH)BenjaminDate: Sunday, 2015-10-11, 4:10 PM | Message # 191
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Quote marduk ()
Is it correct that only Westerplatte and Grodno are left to get converted (plus some more fine-tuning for the other maps)?
Regarding my most recent post, is Kota Bharu a possibility, among other maps that crash as well?
 
XenanabDate: Sunday, 2015-10-11, 4:47 PM | Message # 192
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Quote marduk ()
Is it correct that only Westerplatte and Grodno are left to get converted (plus some more fine-tuning for the other maps)?
No, that's not correct. Eagles Nest is still a test version, which we never have tested with at least 20 people.
Zweroboy has some weird soldier spawn classes and maybe I wanted to edit Ocean Town a little bit if some things still take more time.
 
crazygameloverDate: Monday, 2015-10-12, 4:13 PM | Message # 193
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Quote Xenanab ()
No, that's not correct. Eagles Nest is still a test version, which we never have tested with at least 20 people.
I'm pretty sure you're only gonna be able to test Eagles Nest with 20+ players once the mappack is officially released. Stop worrying about it so much Xen, any changes regarding balance can be done via SSM afterwards. Same goes for Ocean Town.
 
mardukDate: Monday, 2015-10-12, 4:58 PM | Message # 194
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@crazy: That's right, we need to finish that mappack as soon as Radio has the two Polish maps converted. The fine-tuning we will do via SSM.

This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
XenanabDate: Monday, 2015-10-12, 5:30 PM | Message # 195
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I still have to edit a bit on Eagles Nest since there is no loading screen and I wanted to remake the minimap.
As long as Radio is busy there, I could work on that. You have my word.


Message edited by Xenanab - Monday, 2015-10-12, 6:20 PM
 
mardukDate: Monday, 2015-10-12, 5:44 PM | Message # 196
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@Xena: sure, go for it! We are happy about every progress with the mappack smile

This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
(HH)BenjaminDate: Monday, 2015-10-12, 6:00 PM | Message # 197
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Regarding my most recent posts, is Kota Bharu a possibility for the mappack if not in the official release but in an addition to it in the future, among other maps that crash as well?
 
starking018Date: Tuesday, 2015-10-13, 7:53 PM | Message # 198
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Quote marduk ()
But remove the vanilla weapons as usual Sherman cause it is too FHish at the moment.


For the Sherman Jumbo - OK - it is replaceable with other comparable tanks. But I don't see anything that the Americans currently have in FHSW that is comparable to the Shermans with sandbags (which act like spaced armor to defeat hits by shaped charge weapons). It would be nice if more of the more advanced tanks had a version with sandbags, but currently there aren't many. I think they have to have something with sandbags on this map in order to have a better survivability when attacking flags.

Axis already have pzfaust 100s and one 150 as pick up kits, so they should be pretty effective against all tanks (depending on shot placement) as it is.

I noticed that the collision mesh of the villa at flag 3 is also a bit bugged. The roof looks sloped, but you can actually land on it with the Flettner or crash there 2 or 3 meters above the roof in some places.

Regarding destructible objects (on all maps):
They work fine on some maps, like Ramelle Neuville, right? I implore you to place them everywhere where they may be useful tactically. My understanding is that they can't be added via SSM but they can be reverted to the normal objects via SSM, if needed.


Air Troll a.k.a. starking018
 
XenanabDate: Thursday, 2015-10-15, 12:33 PM | Message # 199
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Where can I get an original 'empty' FH loading screen? Where no map name or year is written and the centre has no pictures in it.
I need one to create a nice screen for Eagles Nest.

I have already searched through the internet and the official FH website and found nothing :/

EDIT:

Nevermind, I found some patterns in the FH mod data !


Message edited by Xenanab - Thursday, 2015-10-15, 1:00 PM
 
XenanabDate: Friday, 2015-10-16, 1:20 AM | Message # 200
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Okay, I have finished my work on Eagles Nest !

But I won't upload the map file yet because I want to avoid the clusterf*** situation from the last time ... I will upload it when the mappack file will be created.

Quick changelog :

- changed heightmap at the ladder near the tunnel ( now it is very easy to climb up )
- edited terrain textures ( shadowy spots at new static objects )
- fixed weird lightmap bugs on the 2 wooden bridges ( not perfectly but better than in previous versions )
- increased rendered view distance and decreased density of fog
- removed allied ammo truck from main base
- longer respawn time for Jagdpanzer IV F
- correct Wespe camouflage ( late Marder II texture )
- Panzerfaust 150 kit now spawns twice
- Panzerschreck counterspawn now spawns twice
- changed position of Wurfgerät
- changed spawn position of hanomag apc
- longer respawn time for hanomag apc
- longer respawn time for B26 kits
- shorter respawn time for M3A1 apc
- unlocked Kübelwagen, Willy jeep, MG 42, MG 34 and MG 81-Z
- Chaffees now have random APCR
- added one mortar kit at the Nest
- reduced amount of cartridges for VG-1
- reduced amount of bullets for HEAT Kampfpistole
- reduced amount of Panzerfaust ammo boxes
- increased amount of cartridges for Colt
- some cosmetic changes
- edited multiplayer briefing text
- changed tickets for conquest mode
- removed backup .con files
- changed precache object list
- renewed minimap
- finished loading screen:



I'm afraid but it seems that the environment map now seems to be completely out of function. So no reflections on polished metal anymore.
I didn't do anything special for the entire amount of armor since the balancing fine tuning can be easily done via SSM.

The issue with the destructible static objects is still very time consuming to figure out ... Sorry but I didn't see any important neccessity of them here on this map.

My holiday time will end next week. But the last thing I would like to do is editing Ocean Town.
You will hear from me in the following week hopefully ..
Attachments: 7795356.jpg (395.3 Kb)


Message edited by Xenanab - Friday, 2015-10-16, 12:40 PM
 
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