Forgotten Hope Public Forum

Forgotten Hope 2 => Africa maps => Feedback => Sidi Bou Zid => Topic started by: Eat Uranium on 14-07-2012, 00:07:39

Title: Sidi Bou Zid 64
Post by: Eat Uranium on 14-07-2012, 00:07:39
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Sidi Bou Zid 64
Post by: pizzzaman on 15-07-2012, 01:07:23
Could you expand this area of the map?
So the "counterattack" could spread out the tanks more.

Everything else on this map is nice.  :)
Title: Re: Sidi Bou Zid 64
Post by: THeTA0123 on 15-07-2012, 17:07:26
This map needs serious rework. The balance is completly off the scale and it is impossible for the allies to hold any flag, and impossible to recapture them with a counterattack

The tiger is unstoppable, the Axis aircraft rape everything. And the defenses placed at the flag before allied main base? to frakking powerfull

Dont give me the "People just need to learn to play" excuse because thats always used in any axis favoured map. And this is a map where the axis is very OP......
Title: Re: Sidi Bou Zid 64
Post by: Slayer on 15-07-2012, 18:07:51
Funny thing is: during testing it was impossible for axis to take any flags, so...

Actually, yes, I'm gonna give you the "players need to learn to play this map". It is a tad too early to discuss balance on a new map.
Title: Re: Sidi Bou Zid 64
Post by: Capten_C on 15-07-2012, 20:07:51
Played a public round for the first time last night.

Allies held. Lost 1st flags, then recapped. Axis couldn't manage to re-take and they bled out very quickly.

Maybe the first flags ( apart from Sidi itself) should become uncaps one taken by Axis?  :-\  ???
Title: Re: Sidi Bou Zid 64
Post by: LuckyOne on 15-07-2012, 22:07:23
Maybe the first flags ( apart from Sidi itself) should become uncaps one taken by Axis?  :-\  ???

Might not be that bad of an idea. But Allies need a better opportunity for a counterattack in the end... Get rid of some of those flak guns on Kern flag and open up the area in the back so the Allies aren't cornered and spawncamped so much.
Title: Re: Sidi Bou Zid 64
Post by: Surfbird on 15-07-2012, 22:07:10
I also experienced hard times as Axis, could hold 1 flag for some time, but Allies won with a big advance of tickets. No clue how to solve the problem though. But let's see, maybe strategies still got to be developed on how to break the Allied defenses.  But the layout and appearance of the map is awesome !
Title: Re: Sidi Bou Zid 64
Post by: Ts4EVER on 15-07-2012, 22:07:15
I also had my suspicions that the Tiger could lead to another Ramelle, but testing showed that planes and mines make it a lot easier to hold the line. The 75mm assault gun can also knock out the Tiger, which was what stopped Eat_Uranium's run on Friday.
Title: Re: Sidi Bou Zid 64
Post by: kingtiger1891 on 16-07-2012, 12:07:40
Dear Mr. Theta just avoided the fact that those bazookas can cut pzIII,IVs like butter. Not every map with tiger needs serious rework. Actually I play it 3 times yesterday and try to see what kind of reinforcement the American got, and all 3 times German fail to capture all the flag.
Title: Re: Sidi Bou Zid 64
Post by: hyperanthropos on 16-07-2012, 17:07:14
Dear Mr. Theta just avoided the fact that those bazookas can cut pzIII,IVs like butter. Not every map with tiger needs serious rework. Actually I play it 3 times yesterday and try to see what kind of reinforcement the American got, and all 3 times German fail to capture all the flag.

exactly, lets just imagine a situation in which a squad leader falnks the tiger which isnt very hard because of shrubbery and other cover. Now two guys with bazzokas spawn on him. How many shots to rear do you need for a Tiger 3 or 4? Doesnt sound like much of a problem.
Title: Re: Sidi Bou Zid 64
Post by: gavrant on 16-07-2012, 21:07:07
Meanwhile one of the American guns can shoot at German airfield. On the attached screenshot the gun looks at German runway, planes spawn to the right of that tower. I'm not sure that this was done deliberately by map designer.
Title: Re: Sidi Bou Zid 64
Post by: DaWorg! on 17-07-2012, 04:07:43
This map needs serious rework. The balance is completly off the scale and it is impossible for the allies to hold any flag, and impossible to recapture them with a counterattack

The tiger is unstoppable, the Axis aircraft rape everything. And the defenses placed at the flag before allied main base? to frakking powerfull

Dont give me the "People just need to learn to play" excuse because thats always used in any axis favoured map. And this is a map where the axis is very OP......

They said that about St. Vith too  ;D

And no, tiger is not unstoppable. Ambush by two M3 td's can put it down quite fast.

For defenses at last flag before allied main, it takes just good spotter+105 gunner, or few good tankers
Title: Re: Sidi Bou Zid 64
Post by: ajappat on 21-07-2012, 19:07:31
Meanwhile one of the American guns can shoot at German airfield. On the attached screenshot the gun looks at German runway, planes spawn to the right of that tower. I'm not sure that this was done deliberately by map designer.
Yep, I already reported this in beta. That just brings more work for admins, as shooting into main is not allowed on hslan or 762. (don't know about vbios)
Title: Re: Sidi Bou Zid 64
Post by: Steel_Lion_FIN on 21-07-2012, 23:07:27
I want to get one thing straight: is shooting into mainbases allowed on either server if you're in, let's say, a Spitfire and you're strafing, let's say, enemy artillery or the Focke-Wulf that was taking off?
Title: Re: Sidi Bou Zid 64
Post by: ajappat on 22-07-2012, 13:07:32
On hslan you can freely attack mainbases with planes.
Title: Re: Sidi Bou Zid 64
Post by: gavrant on 23-07-2012, 01:07:33
The 762 rules are:
- No attacking of uncaps/ABC lines/crossed out flags
- Planes: only attack fixed positions behind ABCs
As I understand them, you can strafe arty or static AA guns at main bases, but not Focke-Wulfs taking off.
Title: Re: Sidi Bou Zid 64
Post by: Gotkai on 24-07-2012, 10:07:54
This interpretation is correct.

By now you can say that Sidi Bou Zid is really balanced. Although germans can use a tiger, but it hasn´t the impact than i assumed during test sessions. There are toys for the US to deal with it. Not that much, but a tiger should be a behemoth on the battle field
I´d like to change the fact, that germans tickets will raise up to 1000 if they manage to take the last flag, because this isn´t really needed at this point. Allied counter attack would be useless, because it´s impossible to take another 1000 tickets.
Title: Re: Sidi Bou Zid 64
Post by: Slayer on 24-07-2012, 10:07:25
Allied counter attack would be useless, because it´s impossible to take another 1000 tickets.
No, because when US take back Kerns Crossroads and Sidi Bou Zid, Germans bleed rapidly to zero, so US wins. So even if Germans would get 5000 tickets, it wouldn't matter.
Title: Re: Sidi Bou Zid 64
Post by: Gotkai on 24-07-2012, 10:07:43
This happened not the last time allied recapped the flag. Ticket bleed for germans was not faster than before.
Title: Re: Sidi Bou Zid 64
Post by: Slayer on 24-07-2012, 14:07:35
This happened not the last time allied recapped the flag. Ticket bleed for germans was not faster than before.
Iirc it should be instant win for allies when theyr ecap those two flags. If it doesn't happen -> bug.
Title: Re: Sidi Bou Zid 64
Post by: Kwiot on 03-09-2012, 18:09:13
I think on push maps, there shouldn't be such situation when there is no bleed for both sides. On Sidi theres such moment where Axis caps all flags, apart Counter attack. And then it last really long until someone manages to cap a flag.... I suggest to stay Axis on bleed until they cap Counter attack flag, maybe add them more tickets. 
Title: Re: Sidi Bou Zid 64
Post by: Matthew_Baker on 07-05-2014, 01:05:09
Could you expand this area of the map?
So the "counterattack" could spread out the tanks more.

Everything else on this map is nice.  :)

After a long time seeing this map in rotation I can agree with this, I've only seen the counterattack work once. (maybe?) I just don't think there's enough room to take on a tiger+88+whole German army head on. The Americans need to flank.

It's an epic map otherwise 8) from the loadouts to the paint schemes to the way the map looks and plays. VERY well done.
Title: Re: Sidi Bou Zid 64
Post by: bloody_sunday4 on 15-09-2014, 10:09:10
Crash to desktop with "Sidi Bou Zid"map...only with this map.
Odium gave some ideas;
"you can try to set all your graphics settings to "medium" and load the map.
 Try also loading it on your private LAN server.
 
If that does not fix it, try the "REPAIR" button on your FH2 launcher.
 
If all of these 3 steps don't work, make a post here and tell them what you did and what did not work"

I try these 3 ideas same result
Title: Re: Sidi Bou Zid 64
Post by: Mayhemic.MAD on 15-09-2014, 16:09:03
Did you run in windowed mode? If not, try it to see if you get a error message popping up on crash.
You can enable the windowed mode in the launcher.
Title: Re: Sidi Bou Zid 64
Post by: bloody_sunday4 on 15-09-2014, 17:09:56
i try windowed game that s the result.
thx by advance
Title: Re: Sidi Bou Zid 64
Post by: Mayhemic.MAD on 15-09-2014, 19:09:48
Strange.. there is no 30cal_Camera in the 30cal files..
My first guess would be something didn´t properly update, in which case a Launcher "repair" should fix it.
Otherwise I´m too tired to get more ideas right now  :(
Title: Re: Sidi Bou Zid 64
Post by: SkyHammer on 13-07-2015, 11:07:35
In this map germans win in first 10/15 mints ! lol
Title: Re: Sidi Bou Zid 64
Post by: Kinryu on 28-08-2015, 04:08:13
A Sherman will spawn in the town of Sidi Bou Zid even after the Germans capture it. Destroyed twice and it spawn after both times.
Title: Re: Sidi Bou Zid 64
Post by: Ts4EVER on 13-06-2016, 17:06:32
2.52 changelog for Sidi Bou Zid 64

Title: Re: Sidi Bou Zid 64
Post by: MoustachAttack on 14-06-2016, 12:06:50
Hi, I noticed this next to the AA gun at Kampfgruppe Reimann position :
Title: Re: Sidi Bou Zid 64
Post by: MajorMajor on 13-11-2016, 17:11:59
The Outpost flag displays a British flag when captured by the American team.

(https://s17.postimg.org/jr42on9j3/screen040.jpg)
Title: Re: Sidi Bou Zid 64
Post by: Matthew_Baker on 13-11-2016, 20:11:57
this is fixed in the latest build afaik. Should be fixed next patch
Title: Re: Sidi Bou Zid 64
Post by: Matthew_Baker on 11-05-2020, 18:05:48
2.56 Changelog for Sidi Bou Zid 64

-replaced M1903A1 Springfields with M1903A3 Springfields in the spawn menu
-removed grenade launcher from riflemen kit and added it to the engineer kit with the M1903A3 Springfield
-Replaced Mk II Pineapple grenades with "early" variant painted yellow