Forgotten Hope Public Forum
Forgotten Hope 2 => Normandy maps => Feedback => Purple Heart Lane => Topic started by: Toddel on 09-09-2009, 20:09:16
-
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
-
not a good idea to put sandbags on barrels.
(http://img5.imagebanana.com/img/b35xaavy/screen017.jpg)
-
Do we really need to have the under-handed paths on the eastern side? I mean they're so cheap and depend mostly on the player's, no matter which side, knowledge of the map to really exploit it rather than skill in the not-so-literal field in this instance. I realize that this map can be almost insurmountable but relying on a path which can bring allies to the most important flag out of the first three or be camped by a mortar detracts from the map in my view.
-
not a good idea to put sandbags on barrels.
Most likely those barrels are full of sand.
-
not a good idea to put sandbags on barrels.
Most likely those barrels are full of sand.
He's talking about how you can see through the sandbags if you look underneath them. But I guess that would happen if you place the sandbags on top of anything, not just the barrels (the barrels are most obvious because they are not flush with the bottom of the sandbags, so you can see it easier).
-
Ever heard of sarcasm? ;)
-
Ever heard of sarcasm? ;)
Not in text, no. I have a very hard time discerning sarcasm in text unless someone adds a smiley or some other obvious depiction that they are just kidding.
-
so what about do the squirrel dance?
Edit: 2e r
-
Do we really need to have the under-handed paths on the eastern side? I mean they're so cheap and depend mostly on the player's, no matter which side, knowledge of the map to really exploit it rather than skill in the not-so-literal field in this instance. I realize that this map can be almost insurmountable but relying on a path which can bring allies to the most important flag out of the first three or be camped by a mortar detracts from the map in my view.
do you mean where you can slip through the out of bonds on the other side of the hedges?.. They were missed in testing and will be fixed for sure.
sandbags on barrels are OK, as barrels are sandfilled.. that bug with see-through bottom is not ok and will be corrected though.
thanks :)
-
This map is awesome and very tactical, but I think it can be very frustrating for noobs who don't know the flanking routes or that you can take the first three flags in no particular order. I think 75% of all "I got shot all round without seeing one enemy" type comments can be traced back to this map ;)
Anyway I like it.
-
Yeah. Even a lousy infantry player like me can get a good amount of kills by playing as Germans and choosing a good spot along a canal where you can shoot the unsuspecting swimmers. What, first three flags taken? Fear not, there are plenty of those who do not realize that running across the field while the Lafette says BRAAAP BRAAAP might not be such a good idea.
Seriously, even a n00b player should realize to try something different (a different route, hand grenades, smoke, follow your teammates, anything) when he's shot the third time in a row in the exactly same place ;D
-
Do we really need to have the under-handed paths on the eastern side? I mean they're so cheap and depend mostly on the player's, no matter which side, knowledge of the map to really exploit it rather than skill in the not-so-literal field in this instance. I realize that this map can be almost insurmountable but relying on a path which can bring allies to the most important flag out of the first three or be camped by a mortar detracts from the map in my view.
do you mean where you can slip through the out of bonds on the other side of the hedges?.. They were missed in testing and will be fixed for sure.
sandbags on barrels are OK, as barrels are sandfilled.. that bug with see-through bottom is not ok and will be corrected though.
thanks :)
No dont fix that, makes me feel so Sneaky with uber ninja habilities..
Yeah, fix it please :D
-
Don't you just hate it when you get a noob team as German? Sometimes I feel I am the only one guarding the eastern flank.
-
Don't you just hate it when you get a noob team as German? Sometimes I feel I am the only one guarding the eastern flank.
Oh my yes... Me with a Beretta and Ciupita in the 88 defending the eastern flank was actually pretty epic. The other 30 guys were sitting in the middle of the causeway. Then the Ami's flanked from the right and bridge № 4 fell.
-
I don't get it why Germans get bleed in the end when they got only 2 flags. Germans lose so commonly because of that, also it would be much more fun to fight in the town. Now Germans need to counter-attack and there wont be any fighting in town plus Germans got bleed so its unbalanced as well.
It should be "last stand" as Germans don't stand a chance if they try to attack(if both teams are as good) plus it would be much more fun to fight in the town. So sad that the town is hardly in any use :(.
In my opinion it would work much better that way.
-
I don't get it why Germans get bleed in the end when they got only 2 flags. Germans lose so commonly because of that, also it would be much more fun to fight in the town. Now Germans need to counter-attack and there wont be any fighting in town plus Germans got bleed so its unbalanced as well.
It should be "last stand" as Germans don't stand a chance if they try to attack(if both teams are as good) plus it would be much more fun to fight in the town. So sad that the town is hardly in any use :(.
In my opinion it would work much better that way.
amen to that
-
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
-
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
Have played that map like 50 times or more, never seen axis win. Very close of winning though.
-
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
Have played that map like 50 times or more, never seen axis win. Very close of winning though.
Obviously, we're playing on different servers ;D At first, this was a rapefest for Germans, Amis charged straight in and got slaughtered on the causeway already. Nowadays, it's more or less even, since players know to circle around the edges as Americans. The causeway is thus usually taken and the battle revolves around FJG position and The Farm, with the victory being solved by points difference. Rarely, Amis do cap all flags, but not very often (unless they have a very good team and Germans have a bad team).
-
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
That would make no sense at all.
-
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
Have played that map like 50 times or more, never seen axis win. Very close of winning though.
Obviously, we're playing on different servers ;D At first, this was a rapefest for Germans, Amis charged straight in and got slaughtered on the causeway already. Nowadays, it's more or less even, since players know to circle around the edges as Americans. The causeway is thus usually taken and the battle revolves around FJG position and The Farm, with the victory being solved by points difference. Rarely, Amis do cap all flags, but not very often (unless they have a very good team and Germans have a bad team).
Yeah amis might not always capture all flags but almost always they get all but the last, then Germans will have bleed and will lose. It would work better as I suggested just admit it ;D.
-
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
That would make no sense at all.
What do you mean?
(http://img685.imageshack.us/img685/7600/85380152.jpg)
-
This is a great map. Maybe my favorite of the Normandy maps. Thats basicly cause i like infantry maps. Its alot of places with concealment to sneak and hide, and at the same time its not too hard to defend. A good balance. The combat area is quite narrow, which create a realistic battle-view.
I dont always pay attention to who win, but i would say the germans are quite superior sometimes. Many times ive seen the americans dont even manage to pass the 3 first flags. I think its quite good balanced between the germans and the americans too. I hear people say the germans never win, but thats not right. And even if they never did, the battle in itself is quite good balanced, even if the points arent.
Anyhow, a perfect map :)
-
In my opinion the only thing wrong with this map is the ability to single handedly cap a flag once you get around the first three. Once the Germans are pushed back far enough its just a matter of keeping the flags flipping. Many times once you cap one, the other drops. There just doesn't seem to be any opportunity to get back to the farm.
-
one suggestion: change nebelwerfer spawn from taking of second flag to third. Now it just encourages allies to take third flag first, and makes it much harder to the third flag last.
-
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
That would make no sense at all.
Or would it? ;D
I saw both sides winning equally on this map. Imo their shouldnt be much change in the next release.
Maybe a M7 Priest for the allies though
Have played that map like 50 times or more, never seen axis win. Very close of winning though.
Obviously, we're playing on different servers ;D At first, this was a rapefest for Germans, Amis charged straight in and got slaughtered on the causeway already. Nowadays, it's more or less even, since players know to circle around the edges as Americans. The causeway is thus usually taken and the battle revolves around FJG position and The Farm, with the victory being solved by points difference. Rarely, Amis do cap all flags, but not very often (unless they have a very good team and Germans have a bad team).
Ye in the beginning it was a rapefest for the germans and the allies never got further then the first 3 flags
Now it is still a rapefest, but once FSJ6 and Farm is captured, it can be the opposite
And then it is Engie time in the last 2 flags! My god the carbine is next to the STG44, your best friend in a city. And not to mention the Compo B! (In both ways, you can blow up tons of germans, or have people like Corvax Teamkilling the entire squad. The record by the way is 8 in one blow)
Ye their is a diffrence amongst servers, but not truly that much. I see the same map results on Hslan as i see them on 79Th tbh
-
Is BF2 engine able to change Anty baserape line while flag is capped. now when the causeway is capped by
US&A 10 next minutes of game is getting killed on spawns and back shoots. This is annoying becouse germ players dont know how to play that map. ABC should just move to next flag killing/pusing germans out of captured flag.
-
This is annoying becouse germ players dont know how to play that map.
Apart from the fact that I think it is impossible, ^this is oindeed annoying, but if players don't know how to play a certain game/map/vehicle/kit, etc, they just have to learn.
Learning will make them smarter, which is good. Adjusting the game to players who don't understand it, is dumbing down the game and the rest of the community, which is bad.
-
I rather see the Mortar replaced by a stationary 75mm Pack Howitzer M1 imo.
The gun should be allowed to reach FSJ-6 and surroundings, but not the farm/ most rear flags.
-
Is BF2 engine able to change Anty baserape line while flag is capped.
sadly not. :-[ this is a great idea and I have wanted this in FH since years back, even in FH1 maps. But no, we can't do it as in BC2 where the combat area is re-drawn after certain flags/objectives are taken.
we could fake it, by spawning a huge kill-object at each flag, that kills only german players.. but this feels like a haxx, and I dont know how we would communicate this to players.. perhaps by drawing push-similar huge red circles around the kill objects on the minimap, but tbh.... this is not intended to do in this engine, and the only thing we would end up with is a messy, buggy and un-clear feature that would annoy more people than it would please.
I love the idea though, it would allow us to move away from the old "conquest" maps and create "mission" styled maps never seen before in battlefield. :)
-
Is BF2 engine able to change Anty baserape line while flag is capped.
sadly not. :-[ this is a great idea and I have wanted this in FH since years back, even in FH1 maps. But no, we can't do it as in BC2 where the combat area is re-drawn after certain flags/objectives are taken.
we could fake it, by spawning a huge kill-object at each flag, that kills only german players.. but this feels like a haxx, and I dont know how we would communicate this to players.. perhaps by drawing push-similar huge red circles around the kill objects on the minimap, but tbh.... this is not intended to do in this engine, and the only thing we would end up with is a messy, buggy and un-clear feature that would annoy more people than it would please.
I love the idea though, it would allow us to move away from the old "conquest" maps and create "mission" styled maps never seen before in battlefield. :)
Please tell me you are working on another map because PHL has such incredible detail it would suck if you didnt do another
-
Is BF2 engine able to change Anty baserape line while flag is capped.
sadly not. :-[ this is a great idea and I have wanted this in FH since years back, even in FH1 maps. But no, we can't do it as in BC2 where the combat area is re-drawn after certain flags/objectives are taken.
we could fake it, by spawning a huge kill-object at each flag, that kills only german players.. but this feels like a haxx, and I dont know how we would communicate this to players.. perhaps by drawing push-similar huge red circles around the kill objects on the minimap, but tbh.... this is not intended to do in this engine, and the only thing we would end up with is a messy, buggy and un-clear feature that would annoy more people than it would please.
I love the idea though, it would allow us to move away from the old "conquest" maps and create "mission" styled maps never seen before in battlefield. :)
Please tell me you are working on another map because PHL has such incredible detail it would suck if you didnt do another
He claims he is, but he doesn't let anyone see it. ;)
-
I have seen it.
-
BTW, isn't there a bug on the loading screen, or more like a typo? Robert Cole was Lieutenant Colonel during the Op. Overlord, but in the briefing says "Colonel Robert Cole"
-
It should be Lt. Colonel Robert Cole.
-
I haven't seen the germans win this map in 2.26 (playing mostly on 762 and hslan). I think it would be better for balancing if the americans needed to cap the flags in a row... or if the other german flags would be defendable (most of the time the americans just rape the germans to death now once they have capped their first flag).
-
I haven't seen the germans win this map in 2.26 (playing mostly on 762 and hslan). I think it would be better for balancing if the americans needed to cap the flags in a row... or if the other german flags would be defendable (most of the time the americans just rape the germans to death now once they have capped their first flag).
Their wassent any change at all
I have played this map 10 times now and 8 times was i americans and 7 of them i lost
Map statistics bring up results, not a few matches where you loose
-
I'm pretty sure the Americans win it more often than the germans, at least on a full server. The map has much bigger room to maneuvre and more sneaky flanking routes than say PdH, making it impossible to cover all approaches to the flags. Usually the Germans only win if they manage to hold on to the last bridge flag, which is the only real bottleneck of the map. Because of this it is vital for one German squad to stay back, so the Americans can't backcap it eraly, because after that the map becomes too open to defend (at least for public player who for some reason feel the need to attack uncappable flags).
-
Its funny how the americans winning this more despite the more firepower they face.
Then again, this map forces you to teamwork. No teamwork=fun killwhoregame for the germans
and i saw plenty of them :(
-
It's not a lost case for Germans even if the Bridge No 4 falls. The bleed will continue until the Amis cap either the Farm or FJR6 position and a teamwork defense can hold them even if it is difficult.
Of course, people have the tendency to spawn on one or the other. In addition, they often make the fatal mistake by assuming that any backcappers flanking behind the fence and through the ditch in the northwest (or southeast IRL, but let's not confuse people) would always go for the FJR6 flag - no they don't always, sometimes they do go for the Farm instead, attacking it from the lightly defended north/east side so having a forward-only defense of the Farm (the river and the MG nests) will result in a besieged German position on FJR6 that gets overrun more often than not, putting the Germans on bleed.
-
Its funny 'cause its a map where Americans win more often instead of being another German rapefest.
-
Its funny 'cause its a map where Americans win more often instead of being another German rapefest.
its always a german rapefest.
-
There's a funny noclipping bug on PHL, the small boxes beside the 88 can be crawled through (and you can see from inside them as well when you're partway through). Screenshots:
(http://img824.imageshack.us/img824/8351/screen000d.th.jpg) (http://img824.imageshack.us/i/screen000d.jpg/)
(http://img834.imageshack.us/img834/6961/screen001f.th.jpg) (http://img834.imageshack.us/i/screen001f.jpg/)
(http://img535.imageshack.us/img535/8669/screen002ph.th.jpg) (http://img535.imageshack.us/i/screen002ph.jpg/)
-
Have you tried if they have bullet collisions?
-
Not yet, must do that in the next game.
-
Yes, it block bullets (tested in singleplay), or at least they leave visible marks on the box. At least fired from outside. However, crawl in it and fire a riflenade, and the nade bursts at the outer side of the box, but since the box is "between" you and the nade, it will not hurt you. Didn't have the patience to wait for bot attack and test further.
-
It is not a bug but it is intended by the maker of them. They have no collisions because otherwise players would start complaining they get stuck to every little object scattered around. It is just bad placement by the mapper.
-
Yes, it was not intended to have many of them stacked like that. The collision was removed after the map was made, so... both bad placement but also bad planning/communication.
seems like a critical bug though if it is inside the CZ and you can spam nades from inside, still protected... :-\
-
SINCE THERE IS NO PHL 32 THREAD...
Was playing WOLF and grabbed a shotgun, my god the ambience is amazing. Props to the devs, shotguns also sound amazing too. Had great fun turning a corner in Vernah from WaW and having a shotung duel, with semi-synchronized blasts until we killed each other at the same time. Awesome map.
-
This route should be blocked.
-
NON I think not!
One squad can acomplish what 32 players cant on that map
And one stationary Axis soldier with a Smine can ruin the entire squad ;D
-
NON I think not!
One squad can acomplish what 32 players cant on that map
And one stationary Axis soldier with a Smine can ruin the entire squad ;D
Exactly. If the devs wanted to totally block that off, they would have
-
I agree with tosh. If dev's wanted to make path there, why make it so that you go out of bounds half the route? Intended or not, it sucks.
-
There is just one thing that bothers me, along with other maps
The americans are the attackers
The germans are the defenders
The germans get=A flak 88 with 2 mortars. Then a nebelwerfer with 2 mortars. And on the end of the map they still get a mortar pick up kit
The americans get just one mortar... When in reality, the 502'nd had 75mm Pack howitzers and M3 105mm airborne howitzers.
And we all know how seriously difficult it is to assault the defenses on this map when both teams are proper equipped with skilled players. I experienced this many times on Hslan
What i suggest=
-Add in the future a 75 or 105mm airborne howitzer in Ami mainbase
-Give it a range just sufficient to reach That one flag with the nebelwerfer
-Americans capture Point No 4(flak 88 position) and the 2 mortars near the flag gets locked
-Allow a second 75 or 105 to spawn near No 4 bridge with range for the rest of flags
I know its very difficult to see something properly suggested for the allies, but its just stupid to give the germans more artillery when IRL they lacked proper artillery. Villers-bocage is another example. The germans get a LEFH18, Stuka zu fuss, Wespe and 3 mortar kits. While the allies get 2 stationary mortars in mainbase with limited range.
-
Americans already win way more than germans on the map, cant give them more advantages
-
Americans already win way more than germans on the map, cant give them more advantages
My suggestion actually gives the germans a better fighting chance later on. As then the ami's only have one artillery piece, instead of the 2 captured nebelwerfers and US mortar.
-
They can also use the german mortars. Whatis your obsession with equipment anyway? On a map liek this where there is a clear progression it makes zero difference.
-
They can also use the german mortars. Whatis your obsession with equipment anyway? On a map liek this where there is a clear progression it makes zero difference.
Its the US airborne. they used airborne equipment?
FH2 was all about historical accuracy right??
The airborne howitzers can also be used on Bastogne and where actually used by regular army units aswel
-
Can we change Engineers' and NCOs' kits to the ones with M1A1 Carbines, please. I can understand why there aren't correct playermodels, but why after 4 releases there are still M1 Carbines on a paratrooper map... :-\ ;) The same goes for Bastogne as well, of course.
-
I agree with tosh. If dev's wanted to make path there, why make it so that you go out of bounds half the route? Intended or not, it sucks.
if that route is intended my suggestion would be to remove the out of bounds so newer players know that people could come from there.
-
It is not intended at all, it is a flaw in the tool which is used to draw combat area.
So it's being fixed in a way so you won't think you can walk there anymore.
-
The problem is not that people think they can go there. They KNOW they can go there, so they exploit it. So just close up the whole with another hedgerow and problem solved.
-
Hopefully this is not superfluous due to repetition, it is a screenshot I took of PHL after 30mins of playing.
(http://www10.pic-upload.de/thumb/18.07.12/7hnm53istqam.png) (http://www.pic-upload.de/view-15177973/screen004.png.html)
Now that the first 3 flags are no more locked to "uncap" one by one, the Germans see that they can fall into the American's backs and always recap one of the first 3 flags by sneaking through backwards.
The effect is, that it is near to impossible for the Americans to cap all first 3 flags and "lock" that sector to unlock the next flags.
The times we played on PHL the Americans were not able to cross the river because of that.
I would opt for a reinstatement of the former way of locking the first 3 flags (one by one).
-
thanks for reporting!
The goal with the sectors is to offer an attack<->defense game play. but if you're telling me no allied players defend the back base (understandably, it's boring to wait there), it could be tweaked indeed.
also pls let me know if you do have rounds where the allies manages to lock the first sector.
-
During my last rounds the Allies managed to push the Axis out of that pocket, but it took considerably more time to do so than in 2.4.
I believe the sector push setup works best for flags which are orthogonal to the line of advance (kind of like the second and third sector on PHL). Having them parallel makes it harder for the attacking team to advance.
-
Question: Why is there still M1 Carbine in the NCO kit instead of the M1A1 version? I love all the changes, except perhaps for the first sector (flags need to be one time cap only), but this just eludes me. Engineer already got the paratrooper version, so why not the NCO?
-
May I propose to replace the current M1A1 Carbine recon kit with a new, M1A1 Carbine rifleman kit? The kit would contain M1A1 Carbine, a couple of Mk2 Frag grenades and a knife. There's already enough scouts as is, and giving another weapon variation of that class only makes the number higher. Riflemen should be the most common class on the battlefield, IMO.
-
Can for god sake
somebody remove the ammo resupply boxes in B4 with the mortar? It is very lame that people stand there and spam grenades at attacking allies at no4 bridge, with NO possible way of striking back
This is something that should be removed
-
If there's a scout smart enough to spot that place for a mortar, it shouldn't be bothering you anymore... I agree though, it is a lame "vanilla-spammy" 'tactic'.
-
If there's a scout smart enough to spot that place for a mortar, it shouldn't be bothering you anymore... I agree though, it is a lame "vanilla-spammy" 'tactic'.
you cant spot it, the bocage blocks it.
-
remove the ammo box, or remove the mortar? Mortar has 30 shells IIRC... why should we have a static weapon that "dies"? what happens if the german blows the mortar, then repairs it? does he get 30 new shells? should there be an ammokit? IIRC there alrready is ammokit at the nebel werfer, so removing the ammo box will give us 45 seconds more, while he jogs over and grabs that ammo kit?
suggestions? :)
FYI: Im all for ripping that mortar out... germans dont need it to defend.
-
Natty the problem is not with the mortar, but with Germans standing near the ammo box and spamming hand grenades over the river into the American spawn.
-
Could you please tell me what you think of the rifleman Carbine idea, Natty? I'd like to know your opinion on the matter. Also, can we expect the NCO carbine being changed to the paratrooper version?
-
hm yea, well they can do that with most ammoboxes, we can't make players play perfectly as we want, but this is a bottleneck so, of course it can be removed
@McCloskey: I really haven't any opinion about it. I dont do much weapon and kit distributions, other devs have better knowledge about such stuff than me :)
-
Ah, alright. It's just that it's not really hard/doesn't require much work to create a kit (afaik) and I thought mappers did that and decided themselves what kits they want on their maps. :)
-
2.46 changelog for Purple Heart Lane 64
- The sector push on the first 3 flags was reverted back to the 2.4 state - the flags can be captured only by the Allies, the Axis team can't recapture them after that.
- The Germans start bleeding when all the flags are captured by the Americans.
- The G43 rifle in the German assault kit was replaced with the G41(W). On this map, the G43 can be found only in the pickup kits.
- Removed the ammo box in B4 by Theta's request (http://fhpubforum.warumdarum.de/index.php?topic=2032.msg271346#msg271346).
- A lot of cosmetic (visual) fixes.
Minimap for reference:
(http://i58.tinypic.com/jv0rut.jpg)
-
2.5 changelog for Purple Heart Lane 64
- Closed some (all?) secret routes behind hedgerows and fences between Bridge no. 3 and Bridge no. 4.
- American NCOs got the proper "paratrooper" M1A1 carbine instead of the M1 carbine.
- Few cosmetic fixes.
Minimap for reference:
(http://i64.tinypic.com/11tblut.jpg)
-
2.5 changelog for Purple Heart Lane 64
- American NCOs got the proper "paratrooper" M1A1 carbine instead of the M1 carbine.
Oh YEAH. I love you.
-
Capturing the the first 3 flags for the American team is way too easy. I don't know if it's just me, but it seems like the first 3 flags are nothing but a minor chore the Americans accomplish regardless. It's just a question of whether it will take them 5 or 10 minutes.
I also remember the previous system, where it was kind of the opposite and the Americans had way too much trouble capturing all 3 flags. Is there a middle ground? I don't know, perhaps make a flag locked only if the Americans control the flag that's below/above it?
Example:
U = unlocked
L = locked
Bridge #4 | German/U | German/U | German/U | US/L
Causeway | German/U | German/U | US/U | US/L
Bridge #3 | German/U | US/U | US/L | US/L
Is the ammo box in the screenshot below placed well? I'm not sure if it cheapens the gameplay, but it's easy to stand there and lob rifle grenades up the causeway.
(https://s13.postimg.org/fn0ks7bcz/screen080.jpg) (https://postimg.org/image/fn0ks7bcz/)
-
I kinda like the way it is now. As you mentioned, previously it was too hard to cap these 3 flags and the map kinda stalled.
I see the 3 flags as a delaying action by the Germans down the causeway before they fall back to more prepared positions. Having these flags capped easily allows the map to progress which is arguably always more fun than having it stall like it used to.
The tickets are at a good place where this delaying action can actually make or break a German win later on in the round.
-
Lately US wins or loses in the last sector (in my experience). I think that's showing that the map is in the good spot right now.
-
It makes sense in that case then, if the first part is only meant to delay the attackers as much as possible.
-
info folder contains a 1.5 MB psd file in both server and client versions called 'gpm_cq_32_menumap.psd'
-
info folder contains a 1.5 MB psd file in both server and client versions called 'gpm_cq_32_menumap.psd'
Good lookin' out
-
2.56 Changelog for Purple Heart Lane 64
-Add Fallschirmjäger Player Models
-Add M1A1 Carbine to mortar kit
-
In my opinion, the German spawns in the last sector are too close to the flags, especially considering that the 1st and 2nd sectors are already quite difficult, and that the Americans have a long walk from their spawnpoints to the last sector as well.
At Crossroads, the German spawns are about 20-100m, or 5-15 seconds, away from the Flag zone, and the closest area of the flag zone is decently defensible (it's behind the wall the flag itself rests on). At Orchard, the spawns are all very close to the flag, including one in a two-room-two-story building in front of the flag, and one IN the flag zone.
The Orchard spawn in the flag zone is especially egregious, as it's on the 2nd floor of the nearby two-story building It's the building type with four square rooms on the 2nd floor, and to make things worse, the door from the staircase to the spawnpoint is blocked with a door (only case I've seen of a door in one of those buildings, I think). This is an incredibly defensible spawnpoint, as the windows face the German side of the flag, making tossing a grenade in difficult for the US). Plus, as you're clearing this building, you aren't even in the flag zone until the very end anyways, adding to the trouble.
So my suggestion is thus: move the German spawns in the 3rd sector back, some distance from the flags. (If they want to spawn closer, the Germans have squad leaders too...) There's even a nice train station back there that I think few players have seen, so possibly spawn them there?
-
I moved the spawns in the last sector out of that house.