Forgotten Hope Public Forum
Forgotten Hope 2 => Battle of the Bulge => Feedback => St. Vith => Topic started by: Eat Uranium on 14-07-2012, 00:07:07
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"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
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The map plays quite well, the pickup kits are a nice addition, we really liked the foxholes in the woods east of the town.
Sandre has seen this burning Panther (me) through the church, just FYI.
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thanks
yea, some effects renders wrongly through static objects.
It would be very nice with win vs loss statistics from the servers.
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the map don't load in sp. no navmesh maybe?
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The first northren flag the germans can capture should have relocated spawn points. ATM they spawn On and very close to the flag. But i have been spawnraped by shermans and counterattacking allies 3 times already
i advise moving the spawnarea a bit more to the east behind the hills.
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This has become one of my favourite maps, but sadly it's frequently skipped or stopped early as the Axis team is usually unable to cap the first two flags.
I've seen a couple of Axis total victories (entire map capped) and once the team can break out to the railway line the gameplay is always superb, but the potential is too great for Axis to get trapped in the woods at the start.
I think the big problem is the amount of armour that the Allies get at the start - unless Axis cap very quickly (i.e. before all the Allied armour arrives on the scene) the Shermans are able to sit back and make mincemeat of the attackers. Axis tankers are often ultra-cautious because of the lack of engineer kits, which only makes the problem worse.
I think it would play better if Allies had fewer tanks at the outset, to make the initial US defence infantry only. Alternatively, the first two flags could be individually non-recappable by Allies, rather than being sector push. Possibly a couple of granatwerfers and some more pickups (schrecks and engineer kits) might help tip the balance.
Really needs a little tweak for public play - great shame that this fantastic map isn't getting the play it deserves.
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This map looks good, but in fact it's unplayable... Germans has only Panther and Panzer IV and Americans has spam of tanks with OP M36 and OP Sherman76... Most of the time Panther can't shoot Sherman even at side with 1 shot... Moreover the fact that you can repair them using 1 pickup kit is sth ridiculous...
But I'm not surprised when I think about the fact that this map was tested 10 vs 10... ::)
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But I'm not surprised when I think about the fact that this map was tested 10 vs 10... ::)
Look, if you can provide 44 reliable testers who show up twice every week, be my guest... ::)
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One could argue about that good looking too. It's not my favourites.
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But I'm not surprised when I think about the fact that this map was tested 10 vs 10... ::)
Look, if you can provide 44 reliable testers who show up twice every week, be my guest... ::)
Just make an open beta event and problem solved... ::)
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If only it were that simple.
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The problem is downloading the map or what?
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No, it isn't.
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The problem is downloading the map or what?
I may be wrong with this assumption.
Basically you have another version of FH2 for betatesting. Normal FH2.45 is 5.4GB the Beta is currently 5.37GB.
It usually has new stuff that needs testing, some weeks stuff is removed/added/removed again/added again/bugs/problems are found/solved etcetc. So it's not as simple as just downloading a map.
I'd say St Vith as it is being played now is already an open Beta, and the map designer + devs are aware of the faults + complaints of the community.
And no doubt the map will be improved for the next patch (hopefully!) :)
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Ok, this would be good solution, if only next patch appeared quicker than middle of 2013...
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you are playing the open beta :) 2.45
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Can someone tell me what the load music is for St. Vith?
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Sure, it is the opening music for the movie Battle of the Bulge from 1965
http://www.imdb.com/title/tt0058947/
(http://ia.media-imdb.com/images/M/MV5BMTQwNTA1MTA3M15BMl5BanBnXkFtZTcwNDIwNTgyMQ@@._V1._SY317_CR26,0,214,317_.jpg)
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Awesome map, only the bleed for the americans is too little.
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Just FYI: when only a small number of players were left on the preceeding round's end -
our auto-mapresizer set St.Vith to "small size" (which it does not have, afaik).
It loades the 64p mapsize but only with 125 tickets on each side and no crosses on the flags.
Edit: Knallkopp just told me, that the same happens with other maps that don't have "small" 16p sizes (e.g. Cobra). Hope that helps.
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Does the auto-mapresizer check what sizes are available for a map? St. Vith doesn't have 16 and 32 layers, even hidden. I suppose, when the server was commanded to launch St Vith 16 and it couldn't find that layer, it just launched what it could find - St Vith 64, identifying it as 16.
Anyway, I'll contact Knallkopp.
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After spent some time on mapping, I must admit that the mapper had so much spare time! :P I launched the map in the editor and I could only admire how detailed this map is and how much work this map cost. I always wonder on some tips, how to speed up the mapping, for example I looked at the cablepoles and I was quite shocked of how many objects 1 cablepole is built. Is there any tip of copying such objects in the editor? Because when I copy such object which consists of many smaller objects, the result is that all objects don't match each other and I have to connect them again - is there any solution for this?
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2.46 changelog for St Vith 64 (German bias!)
- Rosenhuegels Farms: reduced captime from 75 to 60sec.
- Trainstation: reduced captime from 90sec to 60sec.
- Wiesenbach: reduced captime from 120 to 60sec.
- Wiesenbach: made non recappable.
- Crossroads: reduced captime from 90sec to 45sec.
- All the flags in the last sector now have 30 sec grey and capture times.
- Friedensstrasse Bridge and Rosenhuegels Farms: moved flagzones to make them a bit easier to capture for the Axis.
- The Allied spawnpoints moved back from the flags a bit.
- Buchlers Turm: moved the Allied spawn points in the open watermill back to the house where the rest of the spawns are.
- The Allies have zero tanks at the start of the round. They get 2 M4A3 when sector A is taken by the Germans. They get additional Sherman 76 and M36 when sector B is taken by the Germans.
- Removed the 3 American 57mm AT guns at Crossroads, Ober Emmels and Nieder Emmels.
- Lowered the Panther's spawntime from 120sec to 60sec.
- Lowered the Axis base Hanomags' spawntime from 60 to 30sec.
- Doubled the limit for the Panzerfaust kit.
- Reduced the limit for the Bazooka kit by one, to 2 players on full 32 player team.
- Removed the German MP40 assault kit, put the engineer kit with AT mines instead. Also, removed all the German engineer pickup kits as a consequence.
- Cosmetic (visual) fixes.
Minimap for reference:
(http://i58.tinypic.com/2e16eqr.jpg)
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2.48 changelog for St Vith 64 (German bias!)
- Removed trunk blocking static MG
- Fixed hole in the terrain
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It does not stop the other flags from getting capped.
If you hold it until the end of the round, still you get the fastbleed and lose.
5hitm4k3r said it is intended to serve no purpose,
but I replied there must be a point to this flag.
Otherwise, why would anyone put it there...right? Right?
(http://i.imgur.com/e3d7u2Bl.jpg) (http://imgur.com/e3d7u2B)
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IIRC it serves as a forward tankspawn, so axis have some extra tanks and can keep their armor in the frontlines (more) continually.
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Yeah IIRC the idea is that the Germans can take it optionally to get more tanks.
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This flag should be part of the city sector, or at least should unlock some flags, so americans who stay there will have any chances to counter attack insead of being surruounded by crossed out flags. If capturing all 3 flags in the city could open the last sector like it does now, but with exception that sector won't lock untill Wiesenbach is also captured it can result in very interesting gameplay, with two front lines from both side of St. Vith ;)
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This flag should be part of the city sector, or at least should unlock some flags, so americans who stay there will have any chances to counter attack insead of being surruounded by crossed out flags. If capturing all 3 flags in the city could open the last sector like it does now, but with exception that sector won't lock untill Wiesenbach is also captured it can result in very interesting gameplay, with two front lines from both side of St. Vith ;)
Mmm, makes it harder to win for axis. In my experience it is already quite hard to win, so dunno about this solution.
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One thing we could do: Make it so the flag becomes automatically German once the third sector falls.
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Maybe this flag,when it is American,should keep Trainstation open. With this Germans can go forward to last flag,but Americans will be able to capture Trainstation from this flag and keep germans tanks harder to go forward.