Author Topic: Gold Beach 64  (Read 2392 times)

Offline gavrant

  • (Almost) retired dev
  • Moderator
  • ***
  • Posts: 598
    • View Profile
Gold Beach 64
« on: 11-04-2014, 09:04:44 »
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

Minimap (somewhat broken):

Offline Surfbird

  • Full Member
  • ***
  • Posts: 1.101
    • View Profile
Re: Gold Beach 64
« Reply #1 on: 12-04-2014, 13:04:05 »
At the end of a trench at Swamps (I think in F3 where the beach facing MG is on the map), there is a little ladder out of the trench that does not work.

Offline Tankbuster

  • Jr. Member
  • **
  • Posts: 921
    • View Profile
Re: Gold Beach 64
« Reply #2 on: 12-04-2014, 14:04:59 »
Can confirm Surfbird's bug.

Offline gavrant

  • (Almost) retired dev
  • Moderator
  • ***
  • Posts: 598
    • View Profile
Re: Gold Beach 64
« Reply #3 on: 13-04-2014, 16:04:23 »
At the end of a trench at Swamps (I think in F3 where the beach facing MG is on the map), there is a little ladder out of the trench that does not work.
Do you mean this ladder:

Offline Surfbird

  • Full Member
  • ***
  • Posts: 1.101
    • View Profile
Re: Gold Beach 64
« Reply #4 on: 13-04-2014, 16:04:33 »
Yes, that is the right one. I remember it, because I used that little bump to the right to jump out of the trench as the ladder did not work.

Offline M_Striker

  • Newbie
  • *
  • Posts: 8
    • View Profile
Re: Gold Beach 64
« Reply #5 on: 17-04-2014, 06:04:45 »
I was playing this map the other day on single-player, and was getting massive lag spikes/ full on screen freezes in the corner of the map by the crossroads flag on the road leading out of the map. Not that it's such a huge issue - thought Id let the DEV team know.

Offline Jimi Hendrix

  • Full Member
  • ***
  • Posts: 1.182
  • Knowledge speaks, but wisdom listens
    • View Profile
Re: Gold Beach 64
« Reply #6 on: 17-04-2014, 08:04:05 »
 The Dorchester(Armoured Command Vehicle) Spawns at British Base once Swamps is capped
 The W.A.S.P. spawns on left beach spawn once Hable is capped

 There is no commander artillery on this map only supply
 The Dorchester is virtually useless. The FH2 Commander has absolutely nothing if he has no Artillery.


 I recommend adding a 2nd W.A.S.P. to replace the Dorchester.


Great Map.
 8)



Offline jan_kurator

  • FH-Betatester
  • ***
  • Posts: 2.546
  • Magnificent Mustard
    • View Profile
Re: Gold Beach 64
« Reply #7 on: 18-04-2014, 13:04:39 »
I would add commander artillery for Brits since this map proved to be extremely hard for them to win. It would be more fun for people who prefer to play as commander and Dorchester will become usefull. I think commander artillery will fit, since it can simulate naval artillery barrage and they had plenty of ships available on D-Day.

Offline Surfbird

  • Full Member
  • ***
  • Posts: 1.101
    • View Profile
Re: Gold Beach 64
« Reply #8 on: 18-04-2014, 14:04:10 »
Sounds like a good suggestion. The map is a lot of fun, but beachhead is quite easily accessable for Axis, so once it's capped it gets so heavily attacked that it often does not stay up for long or there are no people left to attack the upcoming flags, because they are needed defending beachhead. Some artillery support can certainly make sense and help the Allies advance a bit more easily/quickly.

Offline Matthew_Baker

  • FH-Betatester
  • ***
  • Posts: 1.920
    • View Profile
Re: Gold Beach 64
« Reply #9 on: 18-04-2014, 17:04:11 »
I recommend adding a 2nd W.A.S.P. to replace the Dorchester.

But... but the Mickey Mouse camo :'(

but yea if commander has no arty it's truly pointless

Offline Sparks

  • Newbie
  • *
  • Posts: 37
    • View Profile
Re: Gold Beach 64
« Reply #10 on: 26-04-2014, 04:04:24 »
I concur.
Artillery is needed for the allies also to be historically accurate it should be added.
An idea came to me as I was posting this comment, would it be an idea to have quick turn around artillery salvos at the beginning of the map to simulate actual occurrence and minimising allied teamkills? Then once the first 3 flags are captured disable the artillery.
Any thoughts?
This is one of my personal favourite maps, I play in coop as ping is too high to play on US or EU servers.

Offline Ts4EVER

  • Banner of THeTA0123
  • Developer
  • ******
  • Posts: 7.812
    • View Profile
Re: Gold Beach 64
« Reply #11 on: 01-06-2014, 13:06:19 »
2.47 changelog for Gold Beach 64

  • Added commander artillery for the British
  • British Dorchester now spawns from the start
  • Adjusted spawn points in order to make them less vulnerable to camping
  • Added Honey Recce
  • Marders now spawn after the beachhead flag is taken by the British
  • Deleted German static mortar and one howitzer
  • Added MP34 in German assault kit

Offline gavrant

  • (Almost) retired dev
  • Moderator
  • ***
  • Posts: 598
    • View Profile
Re: Gold Beach 64
« Reply #12 on: 01-06-2014, 13:06:23 »
At the end of a trench at Swamps (I think in F3 where the beach facing MG is on the map), there is a little ladder out of the trench that does not work.
The ladder is fixed now.

Offline Matthew_Baker

  • FH-Betatester
  • ***
  • Posts: 1.920
    • View Profile
Re: Gold Beach 64
« Reply #13 on: 26-06-2014, 00:06:27 »
Forgot to post this before. Don't know if it's a bug or mapper intended but as a German you can pretty much walk onto the beach. (sq 5&7 in the pick)


imo I'd have an ABC line along the #2 grid line, or at least halfway between #1 & #2 grid. No reason for the germans to be on the Beach

Offline Berkolok

  • Jr. Member
  • **
  • Posts: 195
  • Desert maps sucks
    • View Profile
Re: Gold Beach 64
« Reply #14 on: 02-07-2014, 11:07:10 »
when allies captures crossroad and arty post with their heavy tanks axis start bleed but its too hard to recapture should be extra tanks for german its very hard with little marders