Forgotten Hope Public Forum

Forgotten Hope 2 => Normandy maps => Feedback => Brest => Topic started by: Toddel on 01-10-2010, 23:10:55

Title: Brest 64
Post by: Toddel on 01-10-2010, 23:10:55
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Brest 64
Post by: phillip on 02-10-2010, 03:10:42
here is some floating stuff.

(http://i157.photobucket.com/albums/t64/phillipwilson/screen002-1.jpg)
Title: Re: Brest 64
Post by: THeTA0123 on 02-10-2010, 17:10:20
more flamethrowers
Title: Re: Brest 64
Post by: kettcar on 02-10-2010, 18:10:02
sure? with this range i see as a storming german the hole fountain in flames. not possible to cross. and if the guy with the flamthrower hiding a bit, its effctive like a tank.

and thx for the screen.
Title: Re: Brest 64
Post by: THeTA0123 on 02-10-2010, 19:10:55
I was just kidding  :)

But this map has to be the thoughest map ever made for FH2 right?

Edit=
An extra sherman for the allies issent out of place here guys. If the german can have 2 tigers and a marder at ramelle, surely the allies can get some more tanks? This map is a very chokepoint map and it is very difficult for the allies to advance.
Title: Re: Brest 64
Post by: Gregermei$ter on 04-10-2010, 02:10:06
I'll share my early impressions of this map.

First of all it is Really intence! If the allies manage to capture fountain, it really is a nightmare to defend the next 4 flags for the germans. There are flags getting capped all the time so you have to be everywhere at once in order to keep them. This adds to intencity of the action and while it at first felt almost too messy, it's now starting to make sence.

This means you always find new ways to attack the flags from any angle and defend them and this adds variety to the battle. However if the germans manage to get a good foothold of the fountain flag, it seems to be very hard for the allies to recap it, despite having two tanks. I don't think more tanks is the solution here tough.

Now i've only been on the allied side once so far so I really need to play it more for a better verdict here.

But overall I have to say this is one of the best maps in the mod, it has so many details and so many different paths everywhere, and just feels very realistic with people shooting and screaming. Thumbs up for this one!
Title: Re: Brest 64
Post by: THeTA0123 on 06-10-2010, 20:10:16
This map is goddam awesome. a big congrats for whoever made it
Title: Re: Brest 64
Post by: phillip on 06-10-2010, 22:10:04
imo, this map falls one of 2(3) ways.

It can suck bad (if the allies cant advance past fountain)
It can be awesome
It can suck bad (if the axis get stuck in the harbor)

If the teams are relatively even, then there can be a really great back and forth battle.  If one side is better than the other (better shooters, teamplayers)  they can pin down the enemy side and the enemy does not have alot of options to try and move forward.  The allies cant be capped out to end the map, and realistically the axis cannot either.  It is a rare allied player that can even get near the harbor flag.  Let alone survive long enough to grey and cap.

I am sure you can say the same thing about most maps.  If your team sucks, the map will suck.  But the tightness of this map seems to magnify it.  A good even battle in the middle of the map can be epic. Bonus suckage if you are pinned down and have to watch for 500+ tickets to bleed off.  I think that reason is the nature behind the Surrender idea in the Suggestions forum.
Title: Re: Brest 64
Post by: Jimi Hendrix on 07-10-2010, 03:10:56
 This is hands down the best urban themed map in FH2...if not THE best overall!!!





Quote
and God said.......kettcar.........make a spectacular map for fh2.......and it was so...
8)
Title: Re: Brest 64
Post by: :| Hi on 07-10-2010, 06:10:04
Indeed
Title: Re: Brest 64
Post by: THeTA0123 on 07-10-2010, 07:10:35
As for the stalemate that can happen on Brest in the beginning, i found the perfect way to get rid of those chokepoints

will post them later after my sleepy time (ffuuu nightshift)
Title: Re: Brest 64
Post by: DLFReporter on 07-10-2010, 07:10:59
The chokepoint in the beginning actually is the fight for the flag. I wouldn't declare that a chockepoint, especially since the Americans get their trusted flamethrower. I saw a team wrench that flag from our side with ease with that thing alone. ^^
Title: Re: Brest 64
Post by: THeTA0123 on 07-10-2010, 13:10:29
The chokepoint in the beginning actually is the fight for the flag. I wouldn't declare that a chockepoint, especially since the Americans get their trusted flamethrower. I saw a team wrench that flag from our side with ease with that thing alone. ^^
Their we have it

at the fountain, their is this low stone wall, crawl under it and go to the point

Fire into the choke point=watch germans go crispy=profit
Title: Re: Brest 64
Post by: Ts4EVER on 07-10-2010, 13:10:38
You can actually shoot the flamethrower over the church
Title: Re: Brest 64
Post by: THeTA0123 on 07-10-2010, 15:10:23
That aswel.

Also the claims that the germans cannot defend the rest of the flags after the fountain is rubbish

Yesterday we holded them off right after the fountain. Despite we where opposing a team wich worked together

Brest is a map in wich the most agressive team wins.
Title: Re: Brest 64
Post by: Kelmola on 07-10-2010, 17:10:15
Also the claims that the germans cannot defend the rest of the flags after the fountain is rubbish

Yesterday we holded them off right after the fountain. Despite we where opposing a team wich worked together

Brest is a map in wich the most agressive team wins.
+3

I remember a round playing as Germans, where the Americans had a lucky streak in the beginning and pushed us all the way back to the Harbour flag. In a furious spasm of nerdrage, our team gathered itself and we then proceeded to cap each and every flag including the Fountain. The rest of the game was spent in the most intense firefight I've ever seen in FH2, finally the Americans managed to recap the Fountain and after more wholesale slaughter in the streets, managed to grey out the Navy HQ flag just as their tickets ran out.

But then again, I also remember a round where the German team zergrushed the Fountain in the early game. The American team hid behind the church, venturing out in ones and twos, and were promptly cut down. Only the tanks tried to do something but without supporting infantry there was little they could achieve.

Massed infantry charge supported by tank(s) is what caps a flag on Brest.
Title: Re: Brest 64
Post by: Slayer on 07-10-2010, 22:10:46
Massed infantry charge supported by tank(s) is what caps a flag on Brest.
It is how FH2 should be played ;)
Title: Re: Brest 64
Post by: Jimi Hendrix on 08-10-2010, 01:10:35
 The Design & flow of the map is textbook.

 From what i have read, kettcar spent about a year working on Brest and it shows.

 I've picked out a few choice spots at the flags that i like, but there is so much more to explore.

 The detail is staggering......i played a 1 Hr round on WOLF last night and had so much fun, it felt like 15 minutes.



 8)
Title: Re: Brest 64
Post by: RN_Max on 09-10-2010, 07:10:07
The map provides intense urban combat, pretty much as near as FH2 gets to Day of Defeat's team deathmatch style ... which may be the Source (pun  ;D) of its appeal.  However, like Ramelle it can so easily turn into a miserable epic fail for either side.

You can blame the players as much as you want for this and blab on about teamwork, aggression, organisation, ad nauseum, but at the end of the day that is irrelevant.

This knife edge balance is the risk you take when deciding to make chokepoint corridor maps to close in the combat zone ... and something you have to take on the chin when things go pear shaped.

Nonetheless, when it does go right and the teams are roughly matched, this map provides an epic tidal firefight.

I'm not entirely sure about this type of map in FH2 other than as an occasional variety piece, as its not really what I play the mod for.
Title: Re: Brest 64
Post by: THeTA0123 on 09-10-2010, 11:10:11
An extra tank is still not out of place for allies here. 4:1 was the numbering of allies vs german tanks in normandy

Maybe a 75mm sherman or if it can be done, an M8 scott would fit in nice in this map

I think an M8 scott is a good choise. A good infantery support tank, but open topped and only a .50CAL on top of the turret, so it requires far more support then a sherman. It would just require the MG's to be removed from a stuart and a new turret (ok i know this is still alot of work, but the M8 scott is just another allied vehicle not implented that still saw massive action)
Title: Re: Brest 64
Post by: kettcar on 09-10-2010, 12:10:27
(http://An extra tank is still not out of place for allies here. 4:1 was the numbering of allies vs german tanks in normandy)

you sure? i dont care about historic numbers of tanks in a infantery map. the balance is, like RN-Max says, on the knifes edge. if i add a third US tank, its too overpowerd for the allies. and i dont want to add a second pzIV.
if you have a tanker on the US side, wich have a view on the minimap for infanterymoving and support them, its really hard for the germans to deal with. the tank can bomb out the dangerous corners and the inf can move in.

@RN-Max
yes, this map is very special. far away from big battlefields like cobra or villers. it needs a different movement from the players. you will die more, the action is a view seconds away. defend is sometimes better then storming forward. i know that not everyone love inf-only maps, and 2.3 has two very special infantery maps. i hope the most players learn how to play, and can enjoy the new experience with this maps. its faster, louder, closer, more dangerous like the maps before.
dont be afraid, we have lots of really big maps work in progress  ;)
Title: Re: Brest 64
Post by: THeTA0123 on 09-10-2010, 13:10:50
What about replacing the Stuart with a sherman (Or an M8 scott  shouldnt be extremely difficult to make)
Title: Re: Brest 64
Post by: RN_Max on 09-10-2010, 14:10:14
I have thoroughly enjoyed rounds of Brest and Ramelle, but in others have wanted to bang my head on the keyboard with the futility of it all.

Both are quality examples of gritty urban combat which add to the FH trademark variety.  A couple of these maps per theatre is probably about right for the mix without becoming too infantry bound.



Title: Re: Brest 64
Post by: Beaufort on 12-10-2010, 01:10:07
I love this map, but it could use one extra way toward the last flag. It's easy to get stuck there.
Title: Re: Brest 64
Post by: Potilas on 12-10-2010, 12:10:51
Longer spawn times for the tanks. Bloody thing appear too soon after you have destroyed it by hard work.
Title: Re: Brest 64
Post by: kettcar on 12-10-2010, 15:10:44
yes i keep in mind. also spawndelay from start for pz4.  ;)
Title: Re: Brest 64
Post by: Vernah on 20-10-2010, 17:10:52
Imo, if the axis lose all flags a new tank should spawn for the axis. It is extremely difficult to get out of the main base once all flags are captured and usually results in uber rapage for the axis if they attempt a break out.
Title: Re: Brest 64
Post by: THeTA0123 on 20-10-2010, 17:10:02
it is extremely difficult to Even capture the flags dammit

Also axis ticket bleed should start when boulangerie and flak position has been taken, not when all but 1 flag has been taken

Also i still stand with adding another tank for the allies
Title: Re: Brest 64
Post by: ajappat on 20-10-2010, 21:10:30
Am I just good becouse I have won every time on this. I don't count first week tough, as it was still learning of map for everyone. When I play as german, we always form line near abc line and hold our ground for whole round and on US we always push to last flag raping germans there until they bleed out.
Title: Re: Brest 64
Post by: THeTA0123 on 20-10-2010, 22:10:11
Its weird yes. 

Brest is   HAUNTED    CURSED


Title: Re: Brest 64
Post by: sheikyerbouti on 21-10-2010, 01:10:04
 I find the lack of overwatch positions allows for an exceedingly strong chance to rape the Germans without proper retaliation. Once the german main is camped, it's game over and I normally just quit because i don't feel like eating nade spam and tank shells.

 I find the east side of this map particularily difficult to enjoy as the possible routes are far more canalized than the west side of the map which features great action around the HQ and more possibilities for infiltration through the streets and buildings.

 Good effort for a first map and with some tweaks, it will be infinitely replayable.
Title: Re: Brest 64
Post by: Beaufort on 09-11-2010, 00:11:55
What about an extra tank for the allied when "Ruins" is taken, to finish off the germans ? Because a sherman and a light tank against a Pz IV, a PaK 40, the arty, schrecks and fausts, and finaly an 88...

Im not sure if any filled server ever saw the capture of the harbour...
Title: Re: Brest 64
Post by: THeTA0123 on 09-11-2010, 14:11:56
Nope. It became a rapefest for both sides.

The extra allied tank should be added much earlier though..
Title: Re: Brest 64
Post by: corsair89 on 14-11-2010, 18:11:09
Not really feedback, but not a bug. Yesterday, while playing Brest, I spawned on my SL, who was probably against a wall. I ended up in some closed place I couldn't escape. While it's ok to not have an exit since you're not supposed to be in, it would be nice to have something to escape without having to suicide, like some box you can jump on.

And some nitpicking but one of the tree and most of the wall is floating in the air.

Here are links to screenshots :

Floating tree but no exit (http://img560.imageshack.us/img560/5920/screen070.png)

Floating wall (http://img715.imageshack.us/i/screen071w.png/)

There, maybe ? (http://img101.imageshack.us/i/screen073.png/)

Damn, no exit =( (http://img241.imageshack.us/i/screen072.png/)
Title: Re: Brest 64
Post by: kettcar on 17-11-2010, 00:11:18
thx corsair, but you have not the right permissions to walk around in the backstage area of brest  ;D ;D

the stuff is floating, cause its looks better from outside. normaly you are not able to walk around in this area. and i dont can make a combat area like an island in the middle of the map. best way:kill yourself. i know, this is sometimes happen when you spawn at your SL.
Title: Re: Brest 64
Post by: naoko on 06-12-2010, 16:12:29
why many Europe map not give german panzerschreck??? i have to die 3-5 to kill 1 tank.  That crazy. Beside tank fire have large explode.
Ally always have bazoka and german not always. Why?
Title: Re: Brest 64
Post by: ajappat on 06-12-2010, 16:12:06
Panzershreck was simply rarer than bazooka. Panzerfaust was main antitank weapon for german infantry.
Title: Re: Brest 64
Post by: DLFReporter on 06-12-2010, 17:12:43
Tanks get High Explosive (HE) Ammo against infantry units, that explains the big explosion radius.
Try using the Faust with a bit more stealth. One good shot to the engine deck brings down any Sherman. :)
Title: Re: Brest 64
Post by: THeTA0123 on 08-12-2010, 12:12:59
why many Europe map not give german panzerschreck??? i have to die 3-5 to kill 1 tank.  That crazy. Beside tank fire have large explode.
Ally always have bazoka and german not always. Why?
Germans get a rifle AND an anti tank weapon wich destroys most allied tanks in one shot

Trust me, Spawnable shrecks was present on operation luttich in the past, and it was very imbalanced and very hatefull for the allies


+ the faus and PIAT are so epic vs infantry
Title: Re: Brest 64
Post by: kettcar on 10-01-2011, 13:01:48
there are two panzerschrecks on this map for the germans, that should be enough.
Title: Re: Brest 64
Post by: hankypanky on 15-01-2011, 19:01:30
I do not know if anyone agrees with me, but this map is too small and spammy for my tastes. It is fun with like less than 32 players, which is great for late night NA players on wolf. But I gotta say the map itself is breath taking, great work.
Title: Re: Brest 64
Post by: Ciupita on 18-04-2011, 18:04:25
I do not know if anyone agrees with me, but this map is too small and spammy for my tastes. It is fun with like less than 32 players, which is great for late night NA players on wolf. But I gotta say the map itself is breath taking, great work.

I do.
Title: Re: Brest 64
Post by: Kwiot on 10-06-2011, 18:06:24
My suggestion to avoid fest baseraping is no tanks for side which isn't on the bleed. Should work...
Title: Re: Brest 64
Post by: Slayer on 10-06-2011, 18:06:22
My suggestion to avoid fest baseraping is no tanks for side which isn't on the bleed. Should work...
Still, a side which has the tank can keep it alive for the rape then. But to make it not respawn is a good suggestion: +1.
Title: Re: Brest 64
Post by: evhgear on 11-06-2011, 00:06:43
+1

When US are being raped, US people are waiting, TKing themselves to get the Sherman and then when the Sherman get out of ABC lines it get killed by the Panzer IV or the already numerous Panzerfausts/shrecks waiting for the Sherman going out of ABC...

Same for germans, when they only get the last flag, all the US team are waiting the Panzer IV, so the poor Panzer IV get raped 5seconds after he spawned...

It's a great suggestion you've made Kwiot
Title: Re: Brest 64
Post by: General_Henry on 24-08-2011, 20:08:09
The epic kill-fest during the last assault on harbour is due to:

1. you probably won't want to charge forward as Americans as there is almost no cover and no effective way to suppress the Germans

2. If you overextend as an American- Germans love to sneak from that sneaky "secret" path.

3. It is too easy to lock down the only path of advance of the Americans with explosive weapons, like the mortar, or the 88, you simply could just spam shells as they won't run out any soon.

4. camp-killfest is the best tactic to drain the German tickets and avoid dying. (note: all players want to avoid dying when it takes a while to get to the front)

5. The Germans have no choice but to "resist" and hope they could kill more Americans to win the map - but usually they can't, also, there is no room for any sort of ambush or traps so the action is rather "simple" and expected.

6. tickets usually run out before the harbour flag is capped.


A suggestion would be to add more firepower (especially things like flamethrowers/tanks/mortars/HMG) for the Americans while opening up a few buildings (on the way to harbour - especially places where there are a lot of grenade-spam) for the Germans to take cover from and shoot Americans from - it also would allow Americans to get into cover when advancing by "capturing" those buildings.

Be noted that I don't think it is a good idea that the American player have to get their pick-ups from main base and get to action - it is simply too far away. Things like HMGs are almost never used.

Please remove that hole of the "secret" path as it is simply of no point - camp with a Stuart (or flamethrower) and nothing could get through.
Title: Re: Brest 64
Post by: kettcar on 13-09-2011, 00:09:56
thanks for this suggestions, i will think about it when i have time for the map. the secret path will stay, cause there are many rounds on brest, where this path was very usefull to get back into the city. i like the idea of some destroyed buildinds on the way to the harbour.
Title: Re: Brest 64
Post by: SnakeTheFox on 23-04-2012, 23:04:14
In my opinion this map has far too many explosive weapons in both deployables, vehicles, and kits. The map is far too limited in available paths and such to warrant such egregious amounts of explosives. I recommend removing mortars from both sides entirely. It's of dubious realism to have them in such a small, urban environment anyway, and given the very "constricted" nature of advancing paths for both sides it generally turns into an ez-mode kill machine even in the most inexperienced of hands; and in the hands of a moderately experienced mortar/spotter team you're basically lucky if you don't spawn into HE rounds 50%+ of the time. A very unenjoyable experience for anyone except the mortar/spotter, no doubt.

I think vehicles should also be changed up. I'd recommend removing the 76mm Sherman and replacing it with an M18 Hellcat (which doesn't get nearly enough love in the maps released so far), as featured on the loading screen image. The open top aspect of it will also force the user to play more realistically, advancing only with moderate infantry support to prevent close-in attacks, not just jetting forward with impunity and mowing down countless players like some vanilla Battlefield tank.

When I first saw this map it occurred to me it'd make an excellent infantry combat map if grenades and mortars were more limited, and the armor available changed to more vulnerable/less effectual ones like open-topped TD's and such. Maybe even change the Panzer IVH to a Panzer IIIN, that's another tank that hasn't gotten much love on maps so far.
Title: Re: Brest 64
Post by: Surfbird on 24-04-2012, 00:04:48
Well, afaik the Hellcat is a Tankhunter. Would be okay, but a Sherman probably fits better for city fight, but i am not an expert.

The mortar thing pisses me off a lot yea. But there are a lot of players who consider the mortar as part of realistic warfare and i respect that.

But i have to agree. The paths are very small, you can barely hide because of the mortar and set up a defensive/offensive position. Mortars are game deciding on this map.

Furthermore, mortar guys tend to shoot so close to the own units, because the front lines are very close together which causes tons of teamkills for people that try to advance.

But mortar guy gives a shit, he got over 9000 points anyway. Especially when you made it to break through, you get killed by your own mortar so often, which is totally frustrating because it is hard enought to make a breakthrough. Especially as German when you got psuhed back to the western parts of the town and try to recapture some flags.

The problem is that i do not know if the US team is able to capture their first 1-2 flags without a mortar. I have experienced that US got locked down at main base. When they have the first 2-3 flags, the thing turns. The US mortar is too powerful and has 2 or 3 spots to shoot at and Germans really struggle to come back into the game.

In my opinion you can abolish the mortars on this map, but i respect when they stay, because people like it for historical warfare reasons or something and because it might be too ahrd for US at the beginning. I do not like the map at all though.
FH2 players favorite dictum when someone cries about mortar: "Go play CoD ****** !" :)
Title: Re: Brest 64
Post by: TASSER on 24-04-2012, 00:04:22
Not quite sure about the M18, the open roof would make it very very difficult to use, and as Surfbird pointed out it's a tank hunter. However I would like to see the mortars gone on the map.

Every round the two highest scoring members on the team are the two mortar-men, and the in game chat is always filled with people complaining about the mortars. Not just sometimes, always and constantly. Red flag as to there is an issue.

I feel that it would improve the player's experience on the map having the mortars removed. They would be more focused on looking out for enemy MG's and tanks when crossing the streets rather than mortar shells falling from nowhere.

Perhaps the loss in firepower could be balanced out by another light tank for each side? You could keep AT assets the same which would increase their effectiveness. I'd much rather fight a light tank than an untouchable mortar.
Title: Re: Brest 64
Post by: SnakeTheFox on 24-04-2012, 04:04:45
The reason I recommend the M18 is because it's actually the vehicle featured on one of the (only) combat pictures from the real Battle of Brest, as seen on the loading screen (http://upload.wikimedia.org/wikipedia/commons/b/b7/Battleforbrest.jpg), so it seems like an appropriate and topical inclusion for the battle even if, doctrine/tactics wise, it's not an ideal application of it. The open topped aspect is actually rather interesting I think, it will force the driver to maintain a closer concert with infantry and not just run around all willy nilly like a chicken with its head cut off, as tanks in this map tend to do. This will also make the M5A1 feel less like the lesser "bastard" of the two tanks and actually feel like it has a strength of its own (lack of crew vulnerability).

It's often overlooked, but the hull MG on the Sherman is rather overpowered for a map like this, considering the tank will almost always be facing the avenue of approach for the Germans, it pretty much doubles the tanks expected firepower, and is far more useful on this map than any other I can think of (except perhaps that of the Tigers hull gun on Ramelle). The M18 doesn't have this.

Really just a minor suggestion though, the explosive prevalence on the maps being of far greater concern.
Title: Re: Brest 64
Post by: Yoghurt on 16-07-2012, 15:07:15
Has anything been changed on Brest with the last update? Because the one battle I had on Brest since that was so unbelievably unbalanced that it was no fun at all. The Americans were basically raped over the whole fight, the Germans sat in the church and shot the American base with everything they had including artillery. The admins didnt do anything (dunno whetere any admin was there). It wasnt pssible to even get the Fountain because if you were lucky you could reach the church wall without getting killed. For some reason, the US had no artillery and didnt get the opportunity to get rid from at least some of the German campers.

It was a mess.
Title: Re: Brest 64
Post by: Ts4EVER on 16-07-2012, 15:07:52
The only thing that was changed was removal of artillery and addition of the new american grenade I think.
Title: Re: Brest 64
Post by: Yoghurt on 16-07-2012, 15:07:55
May I ask why the artillery was removed? Maybe the US won the fight a bit too often yeah, but now the balance seems to be ******. Our team had won any map before, of course apart from Mareth Line which obviously cant be won by any average allied team at the moment.
Title: Re: Brest 64
Post by: hyperanthropos on 16-07-2012, 20:07:54
I think the Panzer IV doesnt spawn at the beginning of the round - when does it spawn now a days?- so that should be quite an advantage for the allies, but I think they lack the stuart now? Am I correct?

Also it always way harder to attack with a noob team see Saint Vith, mareth Line etc...
Title: Re: Brest 64
Post by: Slayer on 17-07-2012, 15:07:40
...of course apart from Mareth Line which obviously cant be won by any average allied team at the moment.
Eeehm, played Mareth once in 2.45 and won it: http://awards.fh2.ifihada.com/round-detail/10971/
Title: Re: Brest 64
Post by: DLFReporter on 17-07-2012, 15:07:36
Ach Slayer... you and your godlike powers on any server don't count. ;)
Title: Re: Brest 64
Post by: Slayer on 17-07-2012, 16:07:45
Ach Slayer... you and your godlike powers on any server don't count. ;)
Heh, I almost ragequit that round because it went so bad ;D
Title: Re: Brest 64
Post by: ajappat on 30-07-2012, 09:07:58
Just played this yeasterday for first time on full server and it did work. Sector push really made wonders to this map, I enjoyed that round very much, even though we only managed to capture first sector.
Title: Re: Brest 64
Post by: THeTA0123 on 09-09-2012, 15:09:37
Why doesnt the allies get

-A mortar
-Rifle grenades


Really the firepower is lacking for them. Even with the PZIV removal it still is a rather easy german victory.
Title: Re: Brest 64
Post by: Slayer on 09-09-2012, 15:09:39
The mortar was removed because it was considered too spammy, iirc.
Title: Re: Brest 64
Post by: McCloskey on 09-09-2012, 16:09:29
What the hell? Why didn't the German mortar get removed then as well? It is less spammy?
Title: Re: Brest 64
Post by: Ts4EVER on 09-09-2012, 16:09:45
If it's really still there then it's probably an oversight.
Title: Re: Brest 64
Post by: BaskaBommi on 22-10-2012, 20:10:29
Perhaps some sort of balance on Harbor. Take off the 88 and voila! A far more balanced Brest!
Title: Re: Brest 64
Post by: hyperanthropos on 23-10-2012, 00:10:48
The Harbour is definitly easy enough to capture right now, the falg zone has been placed far up front which is good. No need to take the last defence against the tanks away.

Also dont forget the Germans lost their Panzer IV! (also okay for me)
Title: Re: Brest 64
Post by: BaskaBommi on 23-10-2012, 05:10:17
The Harbour is definitly easy enough to capture right now, the falg zone has been placed far up front which is good.

http://www.youtube.com/watch?v=ztVMib1T4T4
Title: Re: Brest 64
Post by: hyperanthropos on 23-10-2012, 11:10:45
What do you want to acchieve with that post? I am willing to argue over that game, because I really like it, but please dont waste my time with unsubstatial posts.
Title: Re: Brest 64
Post by: BaskaBommi on 23-10-2012, 15:10:07
What do you want to acchieve with that post? I am willing to argue over that game, because I really like it, but please dont waste my time with unsubstatial posts.
That was my honest reaction to your idea about the anti-camp measures on Brest Harbor. Germans are still OP there, even if they took the PZ IV away. 88 + Panzershreck + Marder + mortar + assload of panzerfausts + MG42 + (PZ IV-PZ IV)=Cap-proof Harbor
Title: Re: Brest 64
Post by: Surfbird on 23-10-2012, 18:10:59
The 88 in the harbour is the least problem. The German mortar/ the lack of the US mortar is the problem. I'd favor removing the German mortar too and giving the p4 back would make the map better. But the game won't fail because of a single 88 that can easily be taken out in the German mainbase. When the Allies got to harbour the game is going quite good already, that this 88 makes a big difference is nonsense and it's good as it prevents the US tanks from just driving on the flag, which wouldlead to an easy capture of harbour flag along with the regular ifnantry support. Furthermore it's still not hard to take the 88 out.
Title: Re: Brest 64
Post by: BaskaBommi on 23-10-2012, 20:10:08
Many people seemingly don't know how to or can't get to it. Because there is so much poop lying around you that an accurate shot to destroy the 88 requires a Divine Intervention. Tanks are out of the question, because there is only two of them. Infantry has a hard time to do it due to German infantry.
   But yes, an US mortar would do miracles on Brest.
Title: Re: Brest 64
Post by: Berkolok on 27-10-2012, 07:10:14
The Harbour is definitly easy enough to capture right now
and after removed panzer iv allied have huge armor support at least remove that sherman or stuart maybe  ::) brest is my favorite map but in last patch its not fair for germans
Title: Re: Brest 64
Post by: BaskaBommi on 27-10-2012, 16:10:05
Considering the fact that the offensive capabilities have been reduced from the Germans. But in general it's still a hard poop to capture Brest completely...
Title: Re: Brest 64
Post by: Surfbird on 27-10-2012, 23:10:15
Yes in many cases, Allies win here and there as well though. The point is that once the US manages to get close to harbour, the game does not go bad and is not a massacre like sometimes. Making it easier to cap the harbour makes the Germans last stand pretty weak. I still think German mortar should be removed and Panzer IV should be added again to make the gameplay more fluid and more enjoyable - but that's just my personal opinion.
Title: Re: Brest 64
Post by: BaskaBommi on 28-10-2012, 06:10:18
Yes in many cases, Allies win here and there as well though. The point is that once the US manages to get close to harbour, the game does not go bad and is not a massacre like sometimes. Making it easier to cap the harbour makes the Germans last stand pretty weak. I still think German mortar should be removed and Panzer IV should be added again to make the gameplay more fluid and more enjoyable - but that's just my personal opinion.
That would be a good idea. It would force the Germans to actually make a counter-offensive to win.
Title: Re: Brest 64
Post by: MrPolska on 19-01-2013, 22:01:20
Please get rid of this German mortar. This destroyed gameplay totally. There is one lame German guy , who is just pushing the button and scoring 200 points and the end. This is remembering me on FH1 and the lame arty   pixel-shooting on the enemy main base.
Title: Re: Brest 64
Post by: Matthew_Baker on 20-09-2013, 07:09:38
Is that Bedford wreck on the street East of Church supposed to be a GMC since the Americans are on this map? or was it planned?

EDIT: actually all the Bedfords :P

And also the map description says the 2nd ID while the patches on the player models are 29th ID.

Not trying to be a dick :-\ just pointing out some minor inconsistencies that are easily overlooked.
Title: Re: Brest 64
Post by: Flippy Warbear on 20-09-2013, 10:09:42
Back then there was no american trucks, so a Bedford was used. Despite multiple times of pointing this out, nothing has changed.
Title: Re: Brest 64
Post by: Ts4EVER on 20-09-2013, 14:09:37
29th ID was also in Brest, so it is ok.
Title: Re: Brest 64
Post by: gavrant on 09-04-2014, 17:04:34
2.46 changelog for Battle of Brest 64


Minimap for reference:
(http://i58.tinypic.com/vpz11y.jpg)
Title: Re: Brest 64
Post by: x4fun ODIUM on 21-06-2015, 17:06:10
Brest ended in a deadlock again.
This map is not working right.

Team USA hardly ever gets past the first flag.
There is no possibility to flank Navy HQ or Plaza.
All you can do is run into Panzerschrecks, MG42s, rifle fire head on.
I was playing as German and can say that both teams were bored here.



USA needs at least the mortar back and should be able to flank through
the gardens at the northern and southern ends of the map.

Right now the map works like a garden hose (single player COD).
(http://i.imgur.com/qEN7hIf.jpg)

Before there are complaints: numbers were around 45,
so the problem exists not because of 64+ players.
(http://i.imgur.com/gJFfa2G.jpg)
Title: Re: Brest 64
Post by: Jimi Hendrix on 21-06-2015, 19:06:45
They should create an alley path at E5 to get to plaza.

 From Main Street to south of the flag (where blding is at a 45 degree angle)

 ;)
Title: Re: Brest 64
Post by: Ts4EVER on 22-06-2015, 02:06:37
They should create an alley path at E5 to get to plaza.

 From Main Street to south of the flag (where blding is at a 45 degree angle)

 ;)

Looked into that but that is easier said than done because of how the buildings are placed. many of them glitch into each other which you can only see from behind, so if you let players get there you need to introduce major changes to the surrounding buildings as well and it kind off snowballs from.
Title: Re: Brest 64
Post by: Jimi Hendrix on 22-06-2015, 04:06:30
 Would it be possible to make the 45 degree building an "Open Bldg"?

 It would allow access to the plaza without bothering the other buildings.


 ;)
Title: Re: Brest 64
Post by: jan_kurator on 22-06-2015, 08:06:58
Would it be possible to make the 45 degree building an "Open Bldg"?

 It would allow access to the plaza without bothering the other buildings.


 ;)
The way buldings are placed prevents that, take a closer look at them in game and you will find out why. I spent some time in the editor on this map years ago and believe me, there is very little you can do without major changes to static placement.
Title: Re: Brest 64
Post by: Jimi Hendrix on 22-06-2015, 18:06:28
 Ok then give the US a M8 Light Armored Car.


 ;)
Title: Re: Brest 64
Post by: jan_kurator on 22-06-2015, 19:06:43
why?
Title: Re: Brest 64
Post by: Ivancic1941 on 22-06-2015, 19:06:08
I think he said Americans should have more asets like mortar and M8 so they can win sometimes. ;D
Title: Re: Brest 64
Post by: Ts4EVER on 22-06-2015, 19:06:28
Sherman 105 might be more useful.
Title: Re: Brest 64
Post by: jan_kurator on 22-06-2015, 19:06:02
I know what he's saying but I'm trying to find a link between both of his suggestions. Mortar for attacking team would be nice tho, but this map isn't really very vehicle friendly and adding an armored car won't change much.

Sherman 105 might be more useful.
This would be an overkill, but IIRC there is sherman 76mm with a flamethrower somewhere in the game files. Flamethrower can be very usefull in urban environment ;)
Title: Re: Brest 64
Post by: Ts4EVER on 22-06-2015, 19:06:44
Historically incorrect though.
Title: Re: Brest 64
Post by: Ivancic1941 on 22-06-2015, 19:06:15
Maybe put Sherman spawn all time. Now it spawns until sector A is secured.
Title: Re: Brest 64
Post by: Slayer on 22-06-2015, 21:06:50
Mortar plus this?
Maybe put Sherman spawn all time. Now it spawns until sector A is secured.
Title: Re: Brest 64
Post by: gavrant on 22-06-2015, 21:06:21
The Sherman does spawn all the time. Are you confusing the Sherman with the Stuart?
Title: Re: Brest 64
Post by: Ts4EVER on 22-06-2015, 22:06:35
OK I readded the mortar and made the G43 unlimited but moved it into the scout kit. I will not do any modifications to the map itself since that would be too much effort and would require remaking the singleplayer mode, which we can't do atm.
Title: Re: Brest 64
Post by: Ivancic1941 on 04-08-2015, 08:08:50
2.46 changelog for Battle of Brest 64

  • All Allied vehicles except for the Sherman spawn in the Allied main all the time (including the Stuart tank). The Sherman stops spawning when the Allies secure sector A (the first 3 flags).

The Sherman does spawn all the time. Are you confusing the Sherman with the Stuart?


I stoped by here because Brest is realy hard to play.I saw TS made changes that will turn this and push Americans but gavrant made me confused. Sherman doesnt spawn all the time and will that stay like this or change?
Title: Re: Brest 64
Post by: jan_kurator on 04-08-2015, 17:08:03
Sherman (medium tank) DOES spawn all the time, Stuart (light tank) does not.
Title: Re: Brest 64
Post by: gavrant on 08-02-2016, 14:02:27
2.5 changelog for Brest 64


Guys, consider Brest as an open beta test for the new Adaptive push. If it succeeds here, we will spread it to some other maps.

Minimap for reference:
(http://i68.tinypic.com/25sr8go.jpg)
Title: Re: Brest 64
Post by: Berkolok on 18-02-2016, 16:02:54

 if an Allied flag becomes surrounded by enemy flags, the "cut off from supply" mode will be turned on for this flag, with no soldier spawning available on the flag (this works only for the attacking US team on this map).

sounds great nice work
Title: Re: Brest 64
Post by: Matthew_Baker on 11-05-2020, 18:05:05
2.56 Changelog for Brest 64

- bicycle removed
- flamethrower replaced with M1917A1 tripod
- 2 forward spawning 30cals replaced with M1917A1 tripod
- sniper rifle now spawns in the US main (swapped with the Grease Gun kit in the warehouse) to prevent sneaky Germans from nicking it from the church tower