Author Topic: Ramelle 64  (Read 18501 times)

Offline Toddel

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Ramelle 64
« on: 01-10-2010, 23:10:24 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

Offline Nissi

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Re: Ramelle 64
« Reply #1 on: 01-10-2010, 23:10:09 »
(Cut it out of the thread in general discussion)

Some players were complaining about the old "it's fiction"... but the grand majority was just overwhelmed. It's so far THE masterpiece. The gameplay was fun as one could decide what kind of action he is seeking. I appreciate that very much. The battles against the tigers are epic.. and as well the allied counterattacks when they shell the city with the mortars and rush in with the bazookas and the shermans.
The details are too many to realize within 1.5 hours. But I saw so many details that I was really more than happy. Wow! It really gives FH2 a map that was needed!

Bugs(?): I'm not sure whether it's a bug. I told it Otolikos ingame but I didn't understand he's answer. :-)
- some of the players didn't see the flag caping sign
- I had the problem with the "alamo" flag. The sign appeared right when I neutralized it. I saw it afterwards and when we had the flag. But playing on the german side the flag zone was not visible unless I stand around and obviously neutralized it.
- Names of flags: dummy name? Is this intentionally?

Ramelle I love you! This is a really something that FH2 was lacking before! I believe once the players know the ways through the city it will be even better. Some houses are so cool to hide / snipe / wait with bazooka... that I can't wait for it. Really god job!

Offline Kelmola

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Re: Ramelle 64
« Reply #2 on: 01-10-2010, 23:10:07 »
It's a matter of taste.... Ramelle plays very linearly, you have "attack lanes" and "choke points" and "fire zones". The tactics are totally different as opposed to an "open" map, even when compared to other infantry maps, so it takes some time getting used to. Also, the fact that spawn zones are much farther away from the flags than ever before is something that requires moar playtime before it can be commented upon. However, the nice and well laid-out ruins alone would make the map fun to fight... if I hadn't a personal grudge. :P

Something of note, many players complained about lag/low fps, although I couldn't detect any and my FPS was always more than my screen refresh rate (but with my new rig, that was kind of expected).

Something that might or might not be improved is that the air strike does not arrive exactly when the bridge falls, but at seemingly random moment after that, so the dramatic effect it could have is pretty much wasted.

Offline Sander93

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Re: Ramelle 64
« Reply #3 on: 02-10-2010, 20:10:31 »
One of the Allied spawnpoints is very inconviniently placed.

Scenario: Germans have captured the entire town including the south 'Crossroads' flag. Americans only have their HQ and the eastern city 'Clearing' flags. Now, (one of ? ) the spawnpoints of this 'Clearing' flag is far east of the city, in the middle of a field full of advancing Germans.
Problem: you will get killed every time you spawn there.

Here's the map to make it all clear.

Solution: this spawnpoint should either be removed, moved northward, or be disabled once the Germans capture the southern flag.

As for the rest: really awesome map. I'm glad you guys finaly decided a bit of fiction is fun aswell. I've had a great time on this map so far playing Sherman, Tiger and bazooka spammer. It is a bit CoD style as mentioned above, but it's just something to get used to. By far the best map of 2.3 imo.

« Last Edit: 02-10-2010, 20:10:55 by Sander93 »

Offline Ts4EVER

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Re: Ramelle 64
« Reply #4 on: 02-10-2010, 20:10:50 »
I suspect that spawn point is supposed to be german only but was overlooked during coding.

Offline otolikos

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Re: Ramelle 64
« Reply #5 on: 02-10-2010, 21:10:52 »
thx guys for your comments and feedback  :)

First, if the planes spawn instantly after the bridge is taken, there will be no more surprise 2 weeks after 2.3 release.You will see germans taking the flag and run around to take cover.

Maybe some of you will have low fps on the map. I've tried to do my best to prevent that when mapping but by nature, urban maps are laggiest than open maps.

About the spawnpoint, maybe the better solution is to remove this one. Never noticed on betatest sessions:/  Maybe due to Clearing flag was often lost before crossroad flag.

Offline General Tso

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Re: Ramelle 64
« Reply #6 on: 03-10-2010, 06:10:35 »
Great map, but I noticed a bit of lag online (haven't played SP yet).  Wolfgaming's server was a little unstable the last couple of nights, so that could be the problem.  My guess is that it would be worse for me (East Coast U.S.) to try it on Hslan or 762 or whatever Euro server is running.

I shouldn't, in theory, lag: Phenom II 1055T CPU, 4 GB DDR3 1600 RAM, and ATI 5670 Radeon GPU.

Overall, the map plays really well.  I've been on two German teams now, both of which won the map.  I've yet to see the Amis use the mortars, which might help their cause.

I have a feeling a large amount of playtesting went on to balance the map.  I'm curious as to why the German's kits are mostly limited.  I'm not complaining (it adds a good wrinkle, IMHO), but interested in how the betatesters came up with that suggestion.

Offline Ts4EVER

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Re: Ramelle 64
« Reply #7 on: 03-10-2010, 08:10:30 »
Scout is limited cause it has the G43, engineer is limited so the explosives don't get spammed.

Offline :| Hi

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Re: Ramelle 64
« Reply #8 on: 03-10-2010, 17:10:10 »
Plenty of times where I could have used a grenade but found I didn't have one!

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline THeTA0123

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Re: Ramelle 64
« Reply #9 on: 03-10-2010, 18:10:34 »
An ammo kit at "US reinforcements" for the mortar.

-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline otolikos

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Re: Ramelle 64
« Reply #10 on: 03-10-2010, 23:10:02 »
An ammo kit at "US reinforcements" for the mortar.



Omg
Let to Germans a chance to cross the bridge  ;)  planes + unlimited mortars   :o

Offline THeTA0123

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Re: Ramelle 64
« Reply #11 on: 03-10-2010, 23:10:03 »
An ammo kit at "US reinforcements" for the mortar.



Omg
Let to Germans a chance to cross the bridge  ;)  planes + unlimited mortars   :o
you gotta be goddam kidding me right? is 2 tigers and 2 marders at the BEGIN off the map not enough FFS?

7 times did i played ramelle now, all ended in massive german Killwhorefests
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline Gregermei$ter

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Re: Ramelle 64
« Reply #12 on: 04-10-2010, 01:10:08 »
Well on atleast two occations while playing as Allied, we managed to push the germans back from the bridge to the first flag and destroy their tigers, thus winning the battle.

At first it seems as if it would be impossible but really it isnt, it just requires some teamwork, wich has been lacking abit since there are alot of newcomers playing at the moment.

My early impression of this map is that it is very well done and nicely balanced. Sure i have only been playing it for two days, but I do like it alot!

The bridge is where the battle is won or lost really, just like the old FH42 Ramelle map. That's what I like most about this map. Really captures the essence that made the old one great.


Offline Abuzer

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Re: Ramelle 64
« Reply #13 on: 04-10-2010, 03:10:49 »
Jesus can't wait to play it.. Damn internetproviders!
Nobel prize winner/available at dutchreview.com

Offline [A9]Bard

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Re: Ramelle 64
« Reply #14 on: 04-10-2010, 08:10:57 »
lol @ tanks.. 88 kills, 157,  200 kills etc.. not only from me... havn´t decided if it´s fun or not but it seems wrong.
It´s been like that every time I played that map. But it´s a nice map, maby even better without tanks?


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