Forgotten Hope 2 > Ramelle

Ramelle 64

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Toddel:
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"

Nissi:
(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!

Kelmola:
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.

Sander93:
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.

Ts4EVER:
I suspect that spawn point is supposed to be german only but was overlooked during coding.

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