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Forgotten Hope 2 => Africa maps => Feedback => Invasion of Crete-1941 => Topic started by: Toddel on 29-03-2009, 11:03:37

Title: Invasion of Crete 64
Post by: Toddel on 29-03-2009, 11:03:37
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Invasion of Crete 64
Post by: DesertRat40-45 on 30-03-2009, 16:03:32
Hey

I played this map and i must say, im really dissapointed with how it looks.

1st of all i think its too big. And too much AA guns around.

If you could make it smaller with 3 or 2 AA guns as targets for axis that would be nice.

German transport planes should be faster.

And more trees and stuff on the Crete, right now it looks like its being still devloped and its borring running around hills.

And diffrend cammouflages for Matildas, and Fallshirmjagers not Gebirsjagers would be nice. Also german gliders with extra equipment.

Gliders could work as spawnpoints after landing on crete, and allies could reduce ticket ratio for axis if destroyng them with shatchels etc.

Also germans could reduce allied ticker tratio by destroying AA guns (3-2) on map.

And one man cant operate with 1 bofors, where is the guy who load ammo and the one who sat on the second place on it?

And bigger villages, those right now are like 2-5 houses. Instead of making 6-7 flags you could makke 5-4 but more interesting.

Greets DesertRat :)
Title: Re: Invasion of Crete 64
Post by: Ts4EVER on 30-03-2009, 16:03:10
You do realise that you have only 32 players per team and that the map would be pretty empty if you need 3 guys to man an AA emplacement? Also, do you think it is fun feeding ammo the whole round?
Title: Re: Invasion of Crete 64
Post by: DesertRat40-45 on 30-03-2009, 20:03:32
Yes i think so Ts4Ever, dont get upset only because im giving feedback lolo
Title: Re: Invasion of Crete 64
Post by: Kubador on 30-03-2009, 22:03:42
It saddns me that there are so many people that dislike crete. It's my fave map. It can be awesome when you play it right.
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 30-03-2009, 23:03:27
i always wondered why cretes bofors are locked for the axis?
Title: Re: Invasion of Crete 64
Post by: Mspfc Doc DuFresne on 30-03-2009, 23:03:03
They'd sweep the brits from the skies if they weren't. Duh.
Title: Re: Invasion of Crete 64
Post by: Biiviz on 31-03-2009, 15:03:46
i always wondered why cretes bofors are locked for the axis?

To lower the amount of infantry rape they inevitably cause.

Btw, Kubador I agree, it's one of my favorites as well.
Title: Re: Invasion of Crete 64
Post by: Schneider on 31-03-2009, 16:03:44
The infantry rape actually causes them to make the map even more difficult for the axis. Too bad they can't be positioned in a way to prevent this.
Title: Re: Invasion of Crete 64
Post by: Fuchs on 31-03-2009, 16:03:28
It saddns me that there are so many people that dislike crete. It's my fave map. It can be awesome when you play it right.
Me too. I love the infantry combat on it. And another thing to love this map is FJ tactics. It's a challenge to fly with your belly on the water then go really high and bail with your men. Ah I love parajumping in FH2  ;D
Anyways, it's an epic map for FH2.
Title: Re: Invasion of Crete 64
Post by: azreal on 31-03-2009, 17:03:22
One thing that I think would add to the awesome-ness of this map would be to make the SL spawn a paratrooper spawn, although I'm not sure if this can be done only for the Germans.
Title: Re: Invasion of Crete 64
Post by: Kildar on 31-03-2009, 17:03:56
I love this map. It just is missing something. It's not tough enough for the Brits and Not tough enough for the Germans. I'd say get rid of German SL spawns till they capture a flag on the island and make AA a lot tougher to repair, so if a fighter or something blows it up the  JU has a healthy window before the AA comes up again.
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 31-03-2009, 17:03:50
i always wondered why cretes bofors are locked for the axis?

To lower the amount of infantry rape they inevitably cause.

Btw, Kubador I agree, it's one of my favorites as well.

not quite logical.

so to lower the "amount of infantry rape" one side is denied its use, while the other side can "rape" all day long?

remember, unlike tobruk, crete is a map where all flags can be taken in no particular order. while i understand the reasons why those bofors are locked on tobruk, i still have to see a valid reason making this necessary for crete.

Title: Re: Invasion of Crete 64
Post by: DLFReporter on 31-03-2009, 18:03:55
Why do people care so much about the Bofors? You can't really do much with them, they are locked, so what? ^^
Title: Re: Invasion of Crete 64
Post by: Biiviz on 31-03-2009, 18:03:27
If it wasn't locked, the rape would increase by 100% (i.e. double, as both sides can do it). Atleast the Brits have a real motive for using it (vs. axis planes), unlike the Germans who would only use it against infantry. As far as I've seen while playing, the flak rape isn't so bad atm. I imagine the testers found that having Bofors unlocked led to increased flak rape, so they were locked. I'm just guessing here, so wait for a dev/tester to answer that one.

Anyway, the problem I see with this map is that there is really no safe place to drop. The AA guns completely cover the island so what usually happens is that the Junkers flies a couple of meters above the water and when they come close to land everyone bails out into the water. They take almost zero damage from this and takes away from the immersion as you don't get to see any paradrops (and axis doesn't get to perform paradrops). Perhaps remove an AA gun or two in the area around the eastern most landing zone marked on the map. I know the point of this map is to have the Stukas take out the AA guns, but if that fails, what then? This way there is atleast a slim chance of a paradrop succeeding.

Comments on this?
Title: Re: Invasion of Crete 64
Post by: Flippy Warbear on 31-03-2009, 18:03:06
I've told Pepe to optimize and tune this map a bit for next release. But I doubt he will flinch. It would be cool to have a bigger Chania, more vegetation around, cliffs, more farms and fields and of course, small villages scattered around which serve no other purpose than being safe-havens for the paratroopers, places to gather up at.
Title: Re: Invasion of Crete 64
Post by: Kubador on 31-03-2009, 19:03:38
I think that making bofors less acurate or harder to use would do the trick. As one of my clan colleagues said: the problem with bofors is that that you see the bullet (you didn't have this in FH1). Maybe making invisible bullets for bofors could make it harder to hit enemies without actually altering its accuracy. It would allow to make a paradrop 'head on' with adrenaline gameplay :). If not, making a few 'holes' in sky defence is the answer.
Title: Re: Invasion of Crete 64
Post by: Toddel on 31-03-2009, 19:03:26
Beside that you can only Global lock or unlock Vehicles in Bf2. if you want it locked on one map you have to lock it on all others too. only chance is to make a copy of the Vehicle and rename it to _unlocked.con or something like this.
Title: Re: Invasion of Crete 64
Post by: Eat Uranium on 31-03-2009, 19:03:05
Beside that you can only Global lock or unlock Vehicles in Bf2. if you want it locked on one map you have to lock it on all others too. only chance is to make a copy of the Vehicle and rename it to _unlocked.con or something like this.

I might be thinking of something different, but I thought it was on a spawner by spawner basis.  Adding the line "ObjectTemplate.teamOnVehicle 1" in the gameplayobjects.con of each map.
Title: Re: Invasion of Crete 64
Post by: Kildar on 31-03-2009, 20:03:59
"You can't really do much with them"

You sir haven't been on the other end of a British guy raking a hill top with a Bofors and killing a entire squad.

"there is really no safe place to drop."

Technically, however if you had cohesion on a pubby server[Yea, when is this going to happen] and had three Ju's in the air and went around the side with Suda bay flying low and then climbing and parachuting into Allied HQ [The back flag I have no clue it's actual name] You could drop with only small amount of casualties.


I do agree that there needs to be some holes in the AA defense that allows for high altitude paradrops. Making parachutes fall faster and be steerable to a degree would be a good fix. As the current chutes allow you to be shot down easily. [Did the Germans really paradrop in broad day light?]
Title: Re: Invasion of Crete 64
Post by: Fuchs on 31-03-2009, 20:03:55
Early morning, so yes, it was already light. And the fact that it was a victory with heavy losses for the Germans shows that they should have done it at an earlier time.
Title: Re: Invasion of Crete 64
Post by: Toddel on 31-03-2009, 21:03:51
Germans have more then enough Planes to do this Job. Like in the Old FH1 you have to work together like in many ther maps in FH1 . Stukas prepare the attack on the harbour destroying the AA and Ju52 paras can attack without problems. Secure your Position and you will win.  Flying like a duck over the Bofor will kill you and give the AA player lot of nice and easy Kills. man be creative fly low fly high drop in the coorect zones. Far west. the halfisland on the north beetween the Harbour and the city .

Title: Re: Invasion of Crete 64
Post by: Wilhelm on 31-03-2009, 22:03:23
I find infantry paradropping to be too vulnerable to small arms fire.  It is insanely easy to pick off the individual troops floating down from above.
Title: Re: Invasion of Crete 64
Post by: Kildar on 31-03-2009, 22:03:53
Is there a reason why you can't steer much and you drop like a feather?
Title: Re: Invasion of Crete 64
Post by: Fuchs on 31-03-2009, 22:03:20
Parachutes from the 40's weren't like the ones we got today. Nowadays you can steer, back then you just floated down. The wind did the steering I guess  :P
Title: Re: Invasion of Crete 64
Post by: Wilhelm on 31-03-2009, 22:03:09
Parachutes from the 40's weren't like the ones we got today. Nowadays you can steer, back then you just floated down. The wind did the steering I guess  :P

Yea.  However, the ability of a single man on the ground with a rifle being able to pick off individual troops parachuting towards the ground is too great in FH2. In FH1, it was much more difficult to shoot down a guy on a parachute without a highly accurate gun (like the flak38) or a machine-gun. 

In FH2, I can pick off a guy some meters away in the distance parachuting without the need to be directly beneath him.
Title: Re: Invasion of Crete 64
Post by: Uberhauptstormfuhrer on 31-03-2009, 23:03:43
Germans have more then enough Planes to do this Job. Like in the Old FH1 you have to work together like in many ther maps in FH1 . Stukas prepare the attack on the harbour destroying the AA and Ju52 paras can attack without problems. Secure your Position and you will win.  Flying like a duck over the Bofor will kill you and give the AA player lot of nice and easy Kills. man be creative fly low fly high drop in the coorect zones. Far west. the halfisland on the north beetween the Harbour and the city .

That's not true
Even in the best case, if the stuka's and bf 109 destroys the 2 bofors in the eastern most flag (there are 3 actually in that area) the brits can easily repair it before the ju52 arrive. And i doubt that even in clan matches they can time the arrival of planes to a degree of constant suppressing of 3 bofors. In FH1 it was still possible to make some decent drops, but then again you could open your chute 10 feet above ground.

Isn't it possible to add some random swaying of the parachute when coming down. I think bf2 parachute never whent straight down.
Title: Re: Invasion of Crete 64
Post by: Kildar on 01-04-2009, 03:04:52
Well there is never a time when you wanted to go straight down that wasn't in an alleyway.  Can't we just goof on the physics a bit and let us drop a little faster to make it not so easy to shoot down a paratrooper. *shrug* I don't have a big problem with not being to paradrop effectively in Crete, the other way works just as effective. It's just something fun not many games have.
Title: Re: Invasion of Crete 64
Post by: Fuchs on 01-04-2009, 16:04:52
Parachutes from the 40's weren't like the ones we got today. Nowadays you can steer, back then you just floated down. The wind did the steering I guess  :P

Yea.  However, the ability of a single man on the ground with a rifle being able to pick off individual troops parachuting towards the ground is too great in FH2. In FH1, it was much more difficult to shoot down a guy on a parachute without a highly accurate gun (like the flak38) or a machine-gun. 

In FH2, I can pick off a guy some meters away in the distance parachuting without the need to be directly beneath him.

Oh I totally agree with your post, something should change with parachutes. I hate how they use bofors against paratroopers trying to land. Anyways I was replying to the guy who asked why he couldn't steer with the parachute.
Title: Re: Invasion of Crete 64
Post by: bolovoneichkamp on 01-04-2009, 16:04:30
I love Crete,
              i also love Sfakia......great maps great game.....My favorites
Title: Re: Invasion of Crete 64
Post by: bolovoneichkamp on 01-04-2009, 16:04:10
im quite sure if you were a German Paratrooperer and a Battalion of British Infantry were advancing on you ,and A Bofors was your only defence ...then you would use it on vehicles and infantry...as they were used in WW2......The 88 was a Flak gun and a deadly tank killer   so why do guys complain about the bofors...all weapons that can kill or destroy can and were used
Title: Re: Invasion of Crete 64
Post by: Fuchs on 01-04-2009, 17:04:29
Yes well, in real life people didn't get spawnraped by a Bofors while some other guy is laughing at them and showing off his 'awesome' kill to dead ratio.
Title: Re: Invasion of Crete 64
Post by: Knitschi on 01-04-2009, 18:04:10
 I agree! This map needs more detail in between the CPs.
The detail of Sfakia on the whole map would be nice  ::)
Title: Re: Invasion of Crete 64
Post by: Ts4EVER on 01-04-2009, 18:04:47
Well, Sfakia has not the massive size and view distance of Crete.
Title: Re: Invasion of Crete 64
Post by: rattovolante on 02-04-2009, 14:04:33
Three suggestions:

- introduce altitude and virtual horizon displays for the Ju52. This would help pubbie pilots a lot (you could just tell them "fly level at altitude X"). Right now on a typical pubbie server very, very few people know how to properly pilot a Tante Ju. I know devs don't like having HUD-like displays for planes, but IMO they're almost required for the Ju52, as they must effectively do instrumental flight above sight range (or ground-effect flight, which is way unrealistic IMO). It's very easy to lose orientation when flying above the clouds in BF2's fake-gravity world.

- reduce vulnerability of parachutes. Right now most paratroopers are killed in the air by rifle fire or AA, which defeats the whole purpose of having a paradrop-themed map. The currently most effective tactic is to drop a SL in a remote area near the map edges, have his squad spawn on him, and then trek to the flag (in other words, squads don't actually paradrop but spawn on ground).

- set a flag as uncappable by allies (that is, if they lose it, they can't cap it back), to reduce dependency on decent Junkers pilots.
Title: Re: Invasion of Crete 64
Post by: Cpl. Mallard on 05-04-2009, 06:04:18
I will agree with him on the parachutes. Personally it doesnt bother me because i refuse to be German, but for the sake of reality the parachutes could move a little faster. I was once told a properly deployed WWII circular  personnel parachute would cause a man to impact at the same speed as if he was to jump off a two story building. Now, im not sure but i would suppose a parachutist wouldnt exactly be floating like they do in FH.
Title: Re: Invasion of Crete 64
Post by: Schneider on 05-04-2009, 11:04:18
I have come to the point that I didn't use a chute once the last four or five times playing Crete. It just doesn't work, landing the junkers is more probable to succeed than using the chute..
Title: Re: Invasion of Crete 64
Post by: Fuchs on 05-04-2009, 11:04:52
Glider tactics  :P Well landing the Tante Ju is always succesfull, even when I bail it wont blow up when it crashes, it's so though.
Title: Re: Invasion of Crete 64
Post by: Ts4EVER on 05-04-2009, 14:04:43
I will agree with him on the parachutes. Personally it doesnt bother me because i refuse to be German,

on crete or in general?
Title: Re: Invasion of Crete 64
Post by: Rawhide on 05-04-2009, 23:04:44
The map is OK

The Axis just needs a bit more tickets
Title: Re: Invasion of Crete 64
Post by: altfuture on 06-04-2009, 04:04:40
One of my favorite maps.

Could use more work though. Some details seem to be lacking, especially on the southern part of the map. Some more rocks, houses, plants, terrain dynamics, etc. The area around the airport is great, too bad whole map doesn't have the same level of detail.
Title: Re: Invasion of Crete 64
Post by: Ts4EVER on 07-04-2009, 12:04:44
The map is running on the test server right now.
Title: Re: Invasion of Crete 64
Post by: Lightning on 07-04-2009, 13:04:40
The map is running on the test server right now.
We were testing something with the award system. The map is the same as in 2.15.
Title: Re: Invasion of Crete 64
Post by: DLFReporter on 07-04-2009, 14:04:31
More detail will lead to the map becoming more hardware hungry and I don't know if that is too good.
Title: Re: Invasion of Crete 64
Post by: HusMuseN on 07-04-2009, 18:04:22
I would love to see that all classes in the german team have parachutes. But couldnt the weapons be dropped i canisters from the planes? So you land with only a pistol and have to find a canister and grab a mauser? This is my favorite map, except when Normandy comes out because then you will find me in a bunker on a Mg42 overlooking a famous beach  ;D
Title: Re: Invasion of Crete 64
Post by: General_Henry on 08-04-2009, 11:04:21
Perhaps when Hill 107 and the Aerodrome are both captured , the 2 flags would be locked.
Title: Re: Invasion of Crete 64
Post by: Slayer on 11-04-2009, 00:04:16
From the old forums: Please make it so that the Ju is not sliding backwards once one guy enters it. It makes waiting for passengers lethal. A small ramp at the back of the airstrip could already prevent this.
Title: Re: Invasion of Crete 64
Post by: Niebler on 12-04-2009, 23:04:26
Great map, my only little tidbit is the 'safe drop zones' on the map are actually some of the worst places you could land, save for the far eastern one heh :P
Title: Re: Invasion of Crete 64
Post by: Cory the Otter on 27-04-2009, 21:04:38
Great map, my only little tidbit is the 'safe drop zones' on the map are actually some of the worst places you could land, save for the far eastern one heh :P

maybe put those safe areas as out of bounds for brits, or put so many trees up that they can't see, or something like that.
Title: Re: Invasion of Crete 64
Post by: DarkPepe on 28-04-2009, 22:04:03
Hey guys!

After reading your comments about the map Im very happy on how the ppl took it :)

indeed there are lots of stuff that must be tweaked, speacily in the "looks" department. I'll like to add more objects to the map, creating more locations but we have to fight with the perfect combination between ammount of objects, viewdistance and gameplay.

If I add more objects and mantain the same viewdistance, the map could use more memory and become a very laggy map for low spec systems, so If we reduce the viewdistance, the planes wont be as effective as they supose to be agains AA (stukas) and that will make the map even more hard for the germans.


In the mean time I will try to find a solution to balance the looks with the way the map plays atm, imo it has a great gameplay and it requires lots of teamwork to win the map.. for both sides.

Keep posting suggestions so we can make this map a bit better!.
Title: Re: Invasion of Crete 64
Post by: azreal on 29-04-2009, 00:04:48
Quote
If I add more objects and mantain the same viewdistance, the map could use more memory and become a very laggy map for low spec systems, so If we reduce the viewdistance, the planes wont be as effective as they supose to be agains AA (stukas) and that will make the map even more hard for the germans.

Yes but it will be equally hard for the AA gunners to hit the Ju52s. And whats the view distance/fog level at now?
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 29-04-2009, 00:04:47
@DarkPepe:

your map is excellent in terms of looks. the single problem is the balancing. there are way too many powerfull bofors compared to the resources given to the axis. two stukas and a single 109 can hardly breach THAT air-defense properly to secure a landing area, even on an organized level.

and maybe the greatest problem of the map: when axis finally get a base, they cant utilize the nearby bofors as a defense against the masses of allied soldiers and tanks that throw themself against that spawnpoint.

i asked the question before, and seeing the mapmaker finally respond, i will ask it again: why are those bofors locked for axis on this map? the reason given by some forumers (to reduce infantry-rape) is not satisfying.



Title: Re: Invasion of Crete 64
Post by: Eat Uranium on 29-04-2009, 00:04:54
If I could personally change one thing about crete, it would be to place all the bofors inside those high sided circular wall bunker things* to prevent ground rape.

*What the supercharge 88s are emplaced in.
Title: Re: Invasion of Crete 64
Post by: Kubador on 29-04-2009, 02:04:36
Hey guys!

After reading your comments about the map Im very happy on how the ppl took it :)

indeed there are lots of stuff that must be tweaked, speacily in the "looks" department. I'll like to add more objects to the map, creating more locations but we have to fight with the perfect combination between ammount of objects, viewdistance and gameplay.

If I add more objects and mantain the same viewdistance, the map could use more memory and become a very laggy map for low spec systems, so If we reduce the viewdistance, the planes wont be as effective as they supose to be agains AA (stukas) and that will make the map even more hard for the germans.


In the mean time I will try to find a solution to balance the looks with the way the map plays atm, imo it has a great gameplay and it requires lots of teamwork to win the map.. for both sides.

Keep posting suggestions so we can make this map a bit better!.

I think you can reduce view distance a bit becouse the way it is now it gives AA more of advantage than to stukas or messer as they are seen almost from every part of map. On ground battle basis view distance isn't needed since there is no widely open area and hill make for a natural view blocker.

Anyway, when people bomb AA position they do it with a help of a map and memory (cocpit view is only used in last seconds of dive - at least in my case). Also you can't tell if bofor is destroyed or not when your far away (smoke does not render) but AA gunner can tell if you're flying quite easily.

IMHO adding view distance of Mersa Matruh would be a good choice.
Title: Re: Invasion of Crete 64
Post by: Lobo on 29-04-2009, 02:04:45
i will ask it again: why are those bofors locked for axis on this map? the reason given by some forumers (to reduce infantry-rape) is not satisfying.

I am sorry if it doesn't satisfy you but that's the real bare truth, the british use the AA against planes (reasonable) and against infantry (undesirable side effect), germans would use them only against infantry and this would lead fast and furious to a stupid, messy and annoying gameplay. The best situation is if our mappers place them in a way that doesn't allow ground raping but believe me, it's not that easy to get this and keep their efectivity against planes at the same time.

I think the siege of tobruk bofors were unlocked in 2.0, the gameplay when germans take first line was a terror movie, and I doubt nobody will disagree.

So no way, sorry.
Title: Re: Invasion of Crete 64
Post by: luftwaffe.be on 29-04-2009, 22:04:15
Acctualy, the concept of this map is fine, but it lacks in certain details.

One part of the problem is that it is infact not realy worth it to destroy AA enplacements, since engy's can just grab their wrench and repair it.

Therefor, I would sugest removing the engy kit from the spawnmenu for the allies, and place some pickup engy kits at logical locations troughout the map (airfield, town, tankflag and backflag seem quite logical.

This would mean that it is more rewarding to take out AA since it will take longer to repair it (they must first go and pickup the kit and then back, or their is the chance they can't repair it if some jackass took the kit from that flag.

Just a taught
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 29-04-2009, 23:04:45
@lobo:

you cant compare a pushmap (siege of tobruk), with enemy bases in direct shooting line and a very limited angle of possible enemy attacks, with a map like crete, where the bases can be taken in no particular order, with no possiblity to "boforsrape" another spawnpoint due to leveldesign.

so besides using the bofors for the obvious (aa-duty), allies have the chance to include those very effective weapons in their ground defense/attack plans, while axis dont have that advantage, even when they manage to capture the base. add the allied tanks to that situation, and you get what we have now, an allied superiority resulting in an average 6-7 vs 1 win count for a battle, which has historically been won by the axis.

seriously, unlock that bofors, and the map will be balanced! that step will in no way reduce the level of allied airdefense, it will only even the chances of the groundtroops battling each other.





Title: Re: Invasion of Crete 64
Post by: Lobo on 29-04-2009, 23:04:09
believe me, boforsrape will happen always unless they are sunk into a well.

No, we will never balance this map unlocking bofors and allowing this cheap gameplay, we don't want groundtroops battling each other with bofors, ever, it's enough pain that british can still use it for this.

Crete is the kind of map very tricky for balance, because it's designed around a key factor not under our control: how well and fast the german pilots place their people on ground. If they do it well and axis gets a nice beach head the round is enjoyable and they can win with no doubt, if the pilots fail there is no way to win for them...or for us to fix it.
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 30-04-2009, 00:04:46
honestly, is it fair to give the possibilty of "cheap gameplay" only to one side?

you dont want groundtroops battling each other with bofors, with a sidestatement that its bad that the allies can (and fully) use that possibilty?

there is no bofors that can shoot another base on crete. they only can be used to controll the base they are located in. no more, no less. whats the problem? a more equal win/loss ratio?

 
Title: Re: Invasion of Crete 64
Post by: sheikyerbouti on 30-04-2009, 00:04:01
 I think a couple fewer Bofors would even things up pretty well.
 When I play 64 size, I generally find very few issues apart from the parachutes not deploying fast enough, the para deploy timing could be made more favourable for the germans in my opinion which may help more paratroops hit the ground without going splat or eating 40 mm flak shells.

 My favourite crete version is 32 player but I think that map would rule as a push map instead of its current conquest style.


@ Faust,
 Would you be content if the AA disappeared at a flag position once it was captured by the German side?
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 30-04-2009, 00:04:13
@ Faust,
 Would you be content if the AA disappeared at a flag position once it was captured by the German side?

a better suggestion would be to make the bofors only usable for the side controlling the flag.
Title: Re: Invasion of Crete 64
Post by: Lobo on 30-04-2009, 15:04:06
honestly, is it fair to give the possibilty of "cheap gameplay" only to one side?

you dont want groundtroops battling each other with bofors, with a sidestatement that its bad that the allies can (and fully) use that possibilty?

there is no bofors that can shoot another base on crete. they only can be used to controll the base they are located in. no more, no less. whats the problem? a more equal win/loss ratio?

It's not a matter of fairness, british need AA, germans don't need AA, so they stay locked, period.
All our repairable guns: AA, AT guns, static mg's, have infinite life, can't dissapear, can't be assigned to the other team
Title: Re: Invasion of Crete 64
Post by: DesertRat40-45 on 01-05-2009, 18:05:25
How ever you could give a bit more... meat to this map, like trees bushes envoierment etc. because right now it looks more like its 25% done.
Title: Re: Invasion of Crete 64
Post by: luftwaffe.be on 02-05-2009, 16:05:04
Quote
It's not a matter of fairness, british need AA, germans don't need AA, so they stay locked, period.
All our repairable guns: AA, AT guns, static mg's, have infinite life, can't dissapear, can't be assigned to the other team

I agree.

I only wished you would think the same of side rezegh, and lock the 88 for allies. They don't need such AT weapons on that map. They get enough 2 pounders, tanks and PAK38 to finish the axis tanks.
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 02-05-2009, 23:05:53
It's not a matter of fairness, british need AA, germans don't need AA, so they stay locked, period.
All our repairable guns: AA, AT guns, static mg's, have infinite life, can't dissapear, can't be assigned to the other team

lobo: basically we are talking about an average 6 to 1 win/loss ratio in favour of the allied forces on a somewhat full public server! dont you think that there is something seriously wrong in terms of balancing?



Title: Re: Invasion of Crete 64
Post by: luftwaffe.be on 07-05-2009, 16:05:43
Sigh, what about my old sugestion to lock passagers in their seats when the door of the JU52 is closed ? Currently, the door has no use at all. If the pilot was allowed to controle where troops landed, drops would be more organised.
Title: Re: Invasion of Crete 64
Post by: Lobo on 08-05-2009, 23:05:58
hslan today, full server, germans overran us, 150 tickets advantage.

I guess this was the one of the 7:1  ::)
Title: Re: Invasion of Crete 64
Post by: hslan.Faust on 09-05-2009, 00:05:07
yes, that truly seems to be the way the map works normaly.
Title: Re: Invasion of Crete 64
Post by: Lobo on 09-05-2009, 00:05:48
well, as I explained you the key for the balance of this map is the skills of german pilots to place on ground their airborne troops, in this round they fared pretty well and fast, in 1-2 minutes axis got their first flag, and this, my friend, is not in our hands. The locking/unlocking of bofors doesn't change this fact, and so they remain locked
Title: Re: Invasion of Crete 64
Post by: vic fontaine on 22-05-2009, 19:05:12
Sigh, what about my old sugestion to lock passagers in their seats when the door of the JU52 is closed ? Currently, the door has no use at all. If the pilot was allowed to controle where troops landed, drops would be more organised.


This could be a good idea--the only problem is that griefers would probably like it more than you would, hah.

It's not a matter of fairness, british need AA, germans don't need AA, so they stay locked, period.
All our repairable guns: AA, AT guns, static mg's, have infinite life, can't dissapear, can't be assigned to the other team

Is it not possible to disable the bofors once the axis team has taken a flag?
Title: Re: Invasion of Crete 64
Post by: Cory the Otter on 22-05-2009, 22:05:19
I'm not sure if it's hardcoded, but I don't think so. You'll just have to get some good Stuka pilots.

PILOTS: Try circling the mainbase a few times to get altitude!
Title: Re: Invasion of Crete 64
Post by: Kelmola on 29-05-2009, 17:05:05
Is it not possible to disable the bofors once the axis team has taken a flag?
There's already a method for that. It's called Panzerbüchse 39. I like to spawn with the AT kit as soon as possible if I'm playing Germans, primarily to take down the Boforses (and only secondarily the tanks), preferably even before the flag is taken (die, spawn at SL with new kit). Suddenly, infantryrushing Rearguard or Hill 107 without Stuka support becomes far less suicidal...

The Boforses are located badly to be of any use as offensive weapons, and on the defensive, two ATR shots take it out. So even if it's for Britons only, it's not really so imbalanced. The real problem for the Germans are the inexperienced Tante Ju drivers who do not even listen to advice and fly at low/medium altitudes straight into the worst flak zones - then repeat the excercise time and again. ::)
Title: Re: Invasion of Crete 64
Post by: Marksman on 04-06-2009, 01:06:27
Hey

I played this map and i must say, im really dissapointed with how it looks.

1st of all i think its too big. And too much AA guns around.

If you could make it smaller with 3 or 2 AA guns as targets for axis that would be nice.

German transport planes should be faster.

And more trees and stuff on the Crete, right now it looks like its being still devloped and its borring running around hills.

And diffrend cammouflages for Matildas, and Fallshirmjagers not Gebirsjagers would be nice. Also german gliders with extra equipment.

Gliders could work as spawnpoints after landing on crete, and allies could reduce ticket ratio for axis if destroyng them with shatchels etc.

Also germans could reduce allied ticker tratio by destroying AA guns (3-2) on map.

And one man cant operate with 1 bofors, where is the guy who load ammo and the one who sat on the second place on it?

And bigger villages, those right now are like 2-5 houses. Instead of making 6-7 flags you could makke 5-4 but more interesting.

Greets DesertRat :)








You Know There are not many people in a map and  the FH team will have to do alot of modding for that and it will just beone level like a waste o ftime   Crete is my fav level and i think it is really good how it is know and better than FH1's Version  ;D
Title: Re: Invasion of Crete 64
Post by: Royal_Marine_Machine on 09-06-2009, 14:06:44
Crete is an awesome map, it's completely different to anyother map I've seen.

If you have good Pilots then they won't get shot down, they can get enough Altitude to allow the paratroopers to drop behind the British Lines and start taking out those Bofors!

Stop complaining about the AA because you get shot down, get decent pilots then capture the AA.

One nice Addition would be Transport Boats, so a squad could get ashore and start taking out Bofors so the Paratroopers can land.
Title: Re: Invasion of Crete 64
Post by: Captain Pyjama Shark on 11-06-2009, 15:06:47
I'm pretty sure that there were no transport boats used to invade Crete, as the whole point of the paratroopers was to avoid going by sea.
Title: Re: Invasion of Crete 64
Post by: Flippy Warbear on 11-06-2009, 15:06:23
Transport ships came after the airborne troops had established bridgehead to northern crete and when the Royal Navy had moved away from the area to support the evacuation convoys at the south.
Title: Re: Invasion of Crete 64
Post by: Aggroman on 11-06-2009, 16:06:51
They could spawn when the germans took some flags. ;)
Title: Re: Invasion of Crete 64
Post by: Captain Pyjama Shark on 11-06-2009, 21:06:28
Transport ships came after the airborne troops had established bridgehead to northern crete and when the Royal Navy had moved away from the area to support the evacuation convoys at the south.
Precisely, his idea would have been the other way around, a bridgehead for the airbourne which is rather pointless.
Title: Re: Invasion of Crete 64
Post by: Eat Uranium on 11-06-2009, 21:06:29
They could spawn when the germans took some flags. ;)
What would be the point then?  As soon as the Germans gain a flag, they all spawn on the island.
Title: Re: Invasion of Crete 64
Post by: Slayer on 11-06-2009, 22:06:29
They could spawn when the germans took some flags. ;)
What would be the point then?  As soon as the Germans gain a flag, they all spawn on the island.

Yes, but with the boats the Germans could have another option to get on the island somewhere else. This would avoid the Germans being cornered by the Brits at one flag.
Title: Re: Invasion of Crete 64
Post by: Eat Uranium on 12-06-2009, 00:06:24
Did the germans land any 'heavy' equipment at the airfields once they captured them?  Stuff like light tanks and artillery?

Because if they did, maybe a couple of these 'heavies' could spawn at the airfield if the German team can keep hold of it for 10 minutes uninterupted.
Title: Re: Invasion of Crete 64
Post by: Flippy Warbear on 12-06-2009, 00:06:38
AFAIK no.
Title: Re: Invasion of Crete 64
Post by: Eat Uranium on 12-06-2009, 00:06:16
What about the recoiless guns that the FJs used?  I think they could be parachuted in, which could be done ingame either with the commander's vehicle drop or as a 'weapon' of the Ju52.

Have them with a few HE shells, and like the moveable AT guns (only faster to move to represent the lower weight).
Title: Re: Invasion of Crete 64
Post by: Flippy Warbear on 12-06-2009, 01:06:41
Maybe sometime later in the future. :)
Title: Re: Invasion of Crete 64
Post by: General_Henry on 12-06-2009, 08:06:50
Did the germans land any 'heavy' equipment at the airfields once they captured them?  Stuff like light tanks and artillery?

Because if they did, maybe a couple of these 'heavies' could spawn at the airfield if the German team can keep hold of it for 10 minutes uninterupted.

i like your idea! the Airfield should be locked if the FJ defended it for long and act as a main with some heavier weapons like mortars, machine guns... whatever.
Title: Re: Invasion of Crete 64
Post by: Slayer on 12-06-2009, 17:06:01
They didn't fly in tanks, but they did transport Pak35s, Kettenkrads and heavy MGs.
Title: Re: Invasion of Crete 64
Post by: Kubador on 13-06-2009, 00:06:07
Well we do have mgs and kettens but the latter is some kind of a joke.
Title: Re: Invasion of Crete 64
Post by: General_Henry on 13-06-2009, 02:06:30
Well we do have mgs and kettens but the latter is some kind of a joke.

it's a deathtrap !
Title: Re: Invasion of Crete 64
Post by: Fuchs on 13-06-2009, 12:06:35
Yes, the Kettenkrad need a unique sound and tweaking. It steers like crap, however that may be correct. And it can't get up a tiny hill, it's a tracked vehicle  :-\

http://www.youtube.com/watch?v=gRShBN3gMl8

Look at the mud! Hear the sound of that engine! Thats how we want them!
Title: Re: Invasion of Crete 64
Post by: Cory the Otter on 14-06-2009, 17:06:45
and because of the casualty rates, he decided not to have large-scale paratrooper invasions ever again.
Title: Re: Invasion of Crete 64
Post by: THeTA0123 on 05-07-2009, 11:07:13
AFAIK, The british also had 20MM cannons and a Few 3.7Inch AA guns


Can we have those on Crete? ;D
Title: Re: Invasion of Crete 64
Post by: Slayer on 05-07-2009, 17:07:41
Yesterday someone ingame suggested the following:

Since Crete was out of supplies, Vickers tanks and other assets shouldn't respawn once destroyed, symbolizing the lack of supplies.

I don't know if the Brits were that much out of supplies on Crete, so if anyone could clarify, please post.
Title: Re: Invasion of Crete 64
Post by: [F|H] Duc on 05-07-2009, 18:07:41
Yesterday someone ingame suggested the following:

Since Crete was out of supplies, Vickers tanks and other assets shouldn't respawn once destroyed, symbolizing the lack of supplies.

I don't know if the Brits were that much out of supplies on Crete, so if anyone could clarify, please post.

Hah I saw the same comment.  I would opt for this sort of change as it would greatly balance the map.  In my experience, in a server with 64 players in it, it becomes rather hard for the Germans to win; hard to the point where i rarely see them win.  This would allow the Germans to stand more of a chance against the British guns.  It would also give the Stukas more importance as  it would make destroying an AA gun more meaningful. 
Title: Re: Invasion of Crete 64
Post by: Nerdsturm on 05-07-2009, 19:07:45
Yesterday someone ingame suggested the following:

Since Crete was out of supplies, Vickers tanks and other assets shouldn't respawn once destroyed, symbolizing the lack of supplies.

I don't know if the Brits were that much out of supplies on Crete, so if anyone could clarify, please post.

Hah I saw the same comment.  I would opt for this sort of change as it would greatly balance the map.  In my experience, in a server with 64 players in it, it becomes rather hard for the Germans to win; hard to the point where i rarely see them win.  This would allow the Germans to stand more of a chance against the British guns.  It would also give the Stukas more importance as  it would make destroying an AA gun more meaningful. 
You certainly couldn't have all the AA guns be allowed to be permanently destroyed since if you did the German pilots would destroy them all in the first 15 minutes and then have a complete field day for the rest of the round. Applying it to maybe half of the AA guns and several tanks might work well though,  because as you said if there are enough Brits to man all of their equipment the map is a nightmare for the Germans.
Title: Re: Invasion of Crete 64
Post by: Vomar on 06-07-2009, 19:07:59
I think in all Creta maps,the Bofors should be unable to aim downwards to r*p*e infantry.
Might be good for all aa guns in all maps 2.


Edit: My idea is SO stunning no replies have been made for a week or so! 8)
Title: Re: Invasion of Crete 64
Post by: naoko on 16-07-2009, 09:07:12
the airplane transport is very easy destroyed by AA gun. only about  2-3 fire.
Title: Re: Invasion of Crete 64
Post by: Sturmbocke on 16-07-2009, 13:07:38
the airplane transport is very easy destroyed by AA gun. only about  2-3 fire.
That is realistic and shouldn't be changed. You just need to learn how to fly if there is AA.
Title: Re: Invasion of Crete 64
Post by: Cory the Otter on 16-07-2009, 16:07:05
the airplane transport is very easy destroyed by AA gun. only about  2-3 fire.
That is realistic and shouldn't be changed. You just need to learn how to fly if there is AA.

I.E; Circle over the german airfield until you're up so high they can't see or hear you.
Title: Re: Invasion of Crete 64
Post by: luftwaffe.be on 16-07-2009, 20:07:01
Quote
You certainly couldn't have all the AA guns be allowed to be permanently destroyed since if you did the German pilots would destroy them all in the first 15 minutes and then have a complete field day for the rest of the round. Applying it to maybe half of the AA guns and several tanks might work well though,  because as you said if there are enough Brits to man all of their equipment the map is a nightmare for the Germans.

That's why I suggest not let brits respawn with wrenches, but letting them grab the wrenches from the 2 south bases and the airport. This would make it feel like a lack of supplies, reduce the "I spawn and repair in 30 seconds" tactic.
Title: Re: Invasion of Crete 64
Post by: luftwaffe.be on 29-07-2009, 01:07:24
Well, actually I got a new idea.
What about adding a deployable mortar kit (with chute) in the axis base ?
That way, axis can get a better support blasting out AA guns wich are on the hunt for infantry.
Title: Re: Invasion of Crete 64
Post by: Slayer on 29-07-2009, 01:07:25
I got a new idea as well. Actually, it is very likely someone else in the grey past has suggested it, but that would be before my time, then ;)

Why not make Maleme Airport the place where the Stuka and BF109 spawn after axis caps it? This way you can represent the fact that when the FJ conquered the airfield as first objective in the real Invasion of Crete, they used it as a close support airfield in the rest of the campaign. Just a little touch of reality extra.

Opinions?
Title: Re: Invasion of Crete 64
Post by: Aggroman on 29-07-2009, 02:07:12
Well, they already have 2 Stukas and a Messerschmidt, that should be enough.
Title: Re: Invasion of Crete 64
Post by: [F|H]Deek_101 on 29-07-2009, 03:07:21
He said why don't you make the allied airfield a triggerable for one of the stukas and the bf109 to spawn when axis capture it to represent the airfield as being the main target as it was in the operation.

I think this would be a very good idea and maybe even see axis capturing it instead of landing the Junkers on the beach next to Suda bay :P .
Title: Re: Invasion of Crete 64
Post by: Aggroman on 29-07-2009, 04:07:51
What should it bring if have have 2 planes more?
The most people complain about the bofors, and with 2 planes more, it would be the same like before.
With the right teamplay, the map is fine as it is, the only thing I would change is the spawnable wrench kit, like luftwaffe.be already said. That's a good idea.
Title: Re: Invasion of Crete 64
Post by: Stonechater on 29-07-2009, 12:07:52
What should it bring if have have 2 planes more?
The most people complain about the bofors, and with 2 planes more, it would be the same like before.
With the right teamplay, the map is fine as it is, the only thing I would change is the spawnable wrench kit, like luftwaffe.be already said. That's a good idea.

I think he mean that the stukas and 109 will stop spawning at the german airfield and only spawn at the british(under german controll ofc) one.
Title: Re: Invasion of Crete 64
Post by: Aggroman on 29-07-2009, 12:07:49
Ah now I got it.
Yeah, but would it be useful? You would take off and get shot by the bofors.
Title: Re: Invasion of Crete 64
Post by: Slayer on 29-07-2009, 13:07:17
Ah now I got it.
Yeah, but would it be useful? You would take off and get shot by the bofors.

And I thought it was a simple idea  :P

Yes, of course it will be dangerous, so the Germans should cap airfield and immediately try to disable the nearby Bofors (the ones at Hill 107, the others are firther away and less of a threat). But it will also be an advantage, being able to give close air support much faster.
Title: Re: Invasion of Crete 64
Post by: sheikyerbouti on 06-08-2009, 00:08:39
Well, actually I got a new idea.
What about adding a deployable mortar kit (with chute) in the axis base ?
That way, axis can get a better support blasting out AA guns wich are on the hunt for infantry.

 I like this idea alot. With an organized squad or two, it would be a hell of a lot of fun to set up a mortar firebase and use it to cover an advance. If we ever get smoke shells for the mortar, then this would be an incredible kit to have on Crete.

 It's DarkPepe's mapand i haven't seen him around for ages but it would be interesting to see what changes he would support.
Title: Re: Invasion of Crete 64
Post by: Vomar on 16-08-2009, 04:08:21
The bofors is the main reason vvhy i dislike Creta along vvith the emptiness,is it not possible to make the bofors unable to aim dovvnvvards,like the bren on the stilts or vvhat ever? :-\
Title: Re: Invasion of Crete 64
Post by: Cory the Otter on 18-08-2009, 06:08:12
junkers need to be spawnable in...
Title: Re: Invasion of Crete 64
Post by: Torenico on 26-08-2009, 05:08:04
Why dont you use W instead of vv?

Deployable mortar kit is a damn good idea, germans needs some more support than the Stukas.. sometimes they do a fine job, others, when Boforers are just good, they get shot down like Sick birds.
Title: Re: Invasion of Crete 64
Post by: Kelmola on 13-01-2010, 09:01:11
An idea.

Would it be possible to have waves of "dummy" Ju 52s (á la C-47s in PdH) flying across the sky? It would fit thematically and add atmosphere. Also, it would make harder for an Allied AA gunner to know which one is "real", ie. crewed by human players (except the ones that fly at treetop height, or those doing some extreme manoeuvres), one should watch whence the parachutes are coming from (or just shoot at the parachutists). Also, would make the life of an AA gunner less boring if no human-driven planes decide to attack the part of the map where you're defending. :)
Title: Re: Invasion of Crete 64
Post by: AdamPA1006 on 17-01-2010, 03:01:09
An idea.

Would it be possible to have waves of "dummy" Ju 52s (á la C-47s in PdH) flying across the sky? It would fit thematically and add atmosphere. Also, it would make harder for an Allied AA gunner to know which one is "real", ie. crewed by human players (except the ones that fly at treetop height, or those doing some extreme manoeuvres), one should watch whence the parachutes are coming from (or just shoot at the parachutists). Also, would make the life of an AA gunner less boring if no human-driven planes decide to attack the part of the map where you're defending. :)

kinda like this idea
Title: Re: Invasion of Crete 64
Post by: Desertfox on 17-01-2010, 03:01:09
As do I
Title: Re: Invasion of Crete 64
Post by: Torenico on 25-01-2010, 23:01:51
Not bad actually.

It would piss any Bofors gunner but the atmosphere of a real Airbone Invasion.. hmmmmmmm
Title: Re: Invasion of Crete 64
Post by: psykfallet on 25-02-2010, 14:02:10
this map needs a graphic overhaul, you can tell it was an early map, cause it lacks a lot of detail, for instance there's grass in Chania instead of cobblestone.
Title: Re: Invasion of Crete 64
Post by: psykfallet on 07-03-2010, 15:03:24
And when a vickers or chevy stands parked at the norhtern most part of the peninsula between suda and chania, they can fire all the way to greece, that's kinda bs.. I think you should make some out of bounds area for brits for those closest parts
Title: Re: Invasion of Crete 64
Post by: THeTA0123 on 27-03-2010, 22:03:25
And when a vickers or chevy stands parked at the norhtern most part of the peninsula between suda and chania, they can fire all the way to greece, that's kinda bs.. I think you should make some out of bounds area for brits for those closest parts
Nah   Increase the hill size of greece, and profit

Title: Re: Invasion of Crete 64
Post by: MaJ.P.Bouras on 27-03-2010, 23:03:01
Crete also needs some angry farmer kits with mp40's . The Germans dropped their weapons in crates in the assault and many villagers got some . I believe that instead of having a base the axis should get a pilot spawn kit and all airplanes as spawn points on the air = no land base. After they cap more flags more planes can be allocated to them like more stukas. id also want to see Greek infantry as a spawn kit for the allies . Another thing that buzzes me is that it looks like its mainland Greece and not the hottest island in Greece.If i remember right the invasion started in May and in May Crete is hot...

This glider would be good too but anyway not so important
(http://upload.wikimedia.org/wikipedia/commons/b/b9/Bundesarchiv_Bild_141-0816%2C_Kreta%2C_Lastensegler_DFS_230%2C_Fallschirmj%C3%A4ger.jpg)

Real/ingame comparrison

ingame

(http://img121.imageshack.us/img121/6445/uglyv.png) (http://img121.imageshack.us/i/uglyv.png/)

look how it really looks...I mean this is awesome

(http://upload.wikimedia.org/wikipedia/commons/e/e7/Bundesarchiv_Bild_101I-166-0508-31%2C_Kreta%2C_Vormarsch_deutscher_Fallschirmj%C3%A4ger.jpg)

Title: Re: Invasion of Crete 64
Post by: ottozeimer on 08-06-2010, 12:06:40

That's why I suggest not let brits respawn with wrenches, but letting them grab the wrenches from the 2 south bases and the airport. This would make it feel like a lack of supplies, reduce the "I spawn and repair in 30 seconds" tactic.

I know, Lobo is adamant, to let only Brits raping German infs and flags with the bofors, and under no circumstance any other way. So Lufty's suggestion is a valid one, would finally make a difference and give a valid point in destroying "ze bofors".
Title: Re: Invasion of Crete 64
Post by: MaJ.P.Bouras on 08-06-2010, 12:06:17
This map needs angry farmer kits .
Title: Re: Invasion of Crete 64
Post by: THeTA0123 on 10-06-2010, 12:06:37
This map needs angry farmer kits .
Agreed  i want DRILLINGS

I just wanna invade Crete with them
Title: Re: Invasion of Crete 64
Post by: Abuzer on 19-07-2010, 04:07:09
This map needs to get played! Haven't played this in ages, lets hope HSLAN puts it in rotation again  :)
Title: Re: Invasion of Crete 64
Post by: :| Hi on 19-07-2010, 08:07:22
I want paratroopers to be able to throw Gebalte ladungs 3kgs out the windows.
Title: Re: Invasion of Crete 64
Post by: MaJ.P.Bouras on 19-07-2010, 13:07:43
and i want Greek Army and Su-76 wanna be friends?  ;D
Title: Re: Invasion of Crete 64
Post by: General Tso on 19-07-2010, 15:07:35
This map needs to get played! Haven't played this in ages, lets hope HSLAN puts it in rotation again  :)

I've played this map 3-4 nights in a row last week on Wolfgaming or the Veterans Co-op server.   ;)
Title: Re: Invasion of Crete 64
Post by: :| Hi on 20-07-2010, 06:07:55
and i want Greek Army and Su-76 wanna be friends?  ;D

Sure  :D

but im really just a puppet made by an old man named gepetto. Want to go to the carnival?
Title: Re: Invasion of Crete 64
Post by: THeTA0123 on 24-03-2011, 12:03:18
Dear mapdesigner


During the invasion of crete, the british forces did not had bofors 40mm guns, but 20mm oerlikons

Why does FH2's Crete uses bofors? :)
Title: Re: Invasion of Crete 64
Post by: Thorondor123 on 24-03-2011, 14:03:35
Dear Theta, the British forces in FH2 represent all the Commonwealth forces on the island. Even if the Brits would not had Boforses, you can pretend that you are an Aussie soldier when you sit in one of those guns.

(http://img831.imageshack.us/img831/5445/p01495.jpg)
7th Battery 2/3rd Light Anti Aircraft Regiment, 18.5.1941. North side of the Maleme aerodrome.

(http://img17.imageshack.us/img17/4526/p02053.jpg)
Suda Bay.
Title: Re: Invasion of Crete 64
Post by: THeTA0123 on 24-03-2011, 14:03:42
oh

i stand corrected
Title: Re: Invasion of Crete 64
Post by: MaJ.P.Bouras on 18-07-2011, 07:07:51
I've found at least a couple of floating trees like this one:

(http://img855.imageshack.us/img855/5305/72187690.png)

Maybe you could fix it :)
Title: Re: Invasion of Crete 64
Post by: Kelmola on 30-07-2011, 17:07:46
Another floating tree near the same spot:
(http://img221.imageshack.us/img221/13/screen001bbfpzi.th.jpg) (http://imageshack.us/photo/my-images/221/screen001bbfpzi.jpg/)
Title: Re: Invasion of Crete 64
Post by: SJonni on 28-08-2011, 16:08:35
I love this map, but aesthetically wise it's rather bland. Maybe some more vegetation could do. Having been to Crete myself, it's definitely not that vast.

Oh, and more olive gardens!
Title: Re: Invasion of Crete 64
Post by: Natty on 03-01-2012, 07:01:02
That's affirmativeD!  8)
Title: Re: Invasion of Crete 64
Post by: CHRISTIEFRONTDRIVE on 12-02-2012, 07:02:03
This is my favorite map in FH2, playing for either side. I honestly wish every time this map was on it lasted for six hours.

I am curious though, what Axis equipment spawns on the island for what flags? All I know is they get Kettenkrads and a PaK 36 if they take the airfield. What about other flags? Any panzers like in FH1? Does the PaK spawn at any other flags? I haven't been able to play Crete often enough online to know what spawns where yet and you try getting two bots to hang around with you in SP long enough to cap Maleme :D.
Title: Re: Invasion of Crete 64
Post by: Natty on 12-03-2012, 08:03:09
@Andrew: be sure to check out 2.45, alot of maps have gone through serious updates and improvements, Crete being one of them. Looking forward to your feedback on that.
Title: Re: Invasion of Crete 64
Post by: [KamiKaze] Destroyer on 04-08-2012, 13:08:39
There is one major issue in my opinion, it is extremely easy to shot down parachuters. Most often my personal landings end up in getting shot :/

To counter this, i think that speed of parachute could be faster, and maybe also could be less hit able a little bit, aswell as it could move faster to sides (to make it harder to hit), dunno, thats the things i can think of =)
Title: Re: Invasion of Crete 64
Post by: ajappat on 04-08-2012, 17:08:38
http://fhpubforum.warumdarum.de/index.php?topic=12792.msg169708#msg169708

Dunno what ever happened to that...
Title: Re: Invasion of Crete 64
Post by: CHRISTIEFRONTDRIVE on 01-11-2012, 06:11:46
Could we possibly see some Panzer IIs for the Germans when they capture a flag or two? Wouldn't really affect balance too badly and it would give the 2-pounders something to do ;).
Title: Re: Invasion of Crete 64
Post by: Natty on 01-11-2012, 12:11:02
Sounds fair IMO. The brits have vickers, right?
Title: Re: Invasion of Crete 64
Post by: Slayer on 02-11-2012, 20:11:29
A Vickers can't take out a PzII, so it would come down to 2 Pounders only then. Needs testing.
Title: Re: Invasion of Crete 64
Post by: Natty on 03-11-2012, 10:11:19
Good thing it's a mod then :) constant "open beta". Also, AT rifles?
Title: Re: Invasion of Crete 64
Post by: Surfbird on 03-11-2012, 13:11:55
I'm not against a try with a Panzer II, as it's usually worth trying something but I feel it might not turn out too well. I like the disadvantage as German, you often have to sneak to enemy flags without being seen by the vickers tank or/and always have someone with an AT rifle with you that can definitely deal with a vickers tank, as the Vickers "tank" is one of those vehicles you can fight pretty well with an AT rifle anyway.

Imo Panzer II, which can destroy vickers tanks easily is not a good option and does not fit the whole paratrooper operation too well either in my opinion. Vickers tanks would have to hide instead of swarming out to find paras in the countryside. Generally the Panzer II would prevent pretty much any attacking move from the brits in the area it is around and personally, I like the current gameplay on this map, as this invulnerable threat (in this case the Panzer II) is missing and a lot of the battle is fought with a lot of movement in trucks or Bren carriers all over the map. Add a vehicle that can deal with anything and is only slightly vulnerable (if positioned properly nearly invulnerable) and you'll have a way more static game.
Feel free to try of course, but I think it will not be that nice, as it will simply stay out of 2 pounders range on one of the multiple hills, not allowing anything enemy to do an attack move in it's area.
Title: Re: Invasion of Crete 64
Post by: Slayer on 03-11-2012, 13:11:39
Also, AT rifles?
Yes of course, but like Surfbird says, tere are these hills which you can position yourself on with a wide view of the area in front of you (and OOB in your back) and you can make yourself invulnerable that way.

I also agree on the fact that a unique aspect of this map (the Vickers actually being a threat, I mean, which other map has that?) would be lost by adding the PzII.
Title: Re: Invasion of Crete 64
Post by: CHRISTIEFRONTDRIVE on 13-11-2012, 09:11:30
Vickers can take out a Panzer II extremely quickly (much too fast for the Panzer II to react, less than 2 seconds) with it's machine gun from the side or the rear (or indeed above, as would happen often on Crete). Just a suggestion. I think it would be a good load out to have 3 Vickers spawn at Hill 108, 1 at Suda Bay, and 1 at Maleme, while the Germans get 1 Panzer II at Suda Bay, and 1 at Maleme, if they can capture and hold for x amount of time (5 minutes, say).
Title: Re: Invasion of Crete 64
Post by: Turkish007 on 15-03-2013, 16:03:26
Move the Vickers back to the Guard Shack, right behind the gap between the sandbags. Also if you could add a traffic barrier there, that would be cool.

(http://img543.imageshack.us/img543/9482/screen220.jpg)

Buggy kit spawns:

(http://img26.imageshack.us/img26/9852/screen223.png)
(http://img843.imageshack.us/img843/853/screen227.jpg)
(http://img22.imageshack.us/img22/4945/screen230.png)

PS: I wouldnt want the ones in the last screen to spawn on ground, they should spawn on a table or the back of a truck etc...

Flying Bren tripod!  :D

(http://img441.imageshack.us/img441/4418/screen237.png)

the Ju52 can leave the ground too quickly. It doesnt use 2/3 of the whole airfield. Honestly, I dont think a heavy plane like that can leave an airfield with so little effort.
(http://img819.imageshack.us/img819/1769/screen248.jpg)

Also, there is a flying commander radio in British Rearguard, but I forgot to take a screemshot.
Title: Re: Invasion of Crete 64
Post by: Achtungsnow on 23-05-2014, 19:05:10
The small cypress (cypress_5m) gives a metal effect when you shoot at it. The bigger ones dont have this effect.
Title: Re: Invasion of Crete 64
Post by: Jimi Hendrix on 17-06-2014, 15:06:35
 Were any of the bugs mentioned above fixed?

 
 ;)
Title: Re: Invasion of Crete 64
Post by: x4fun ODIUM on 24-07-2014, 14:07:52
After pureperversion's reminder, I have reincluded the map into our rotation a few weeks ago.
There have been no complaints so far, the Ju52s are climbing again. Thanks for the fix!
Title: Re: Invasion of Crete 64
Post by: gavrant on 08-02-2016, 01:02:23
2.5 changelog for Invasion of Crete (all layers)

Title: Re: Invasion of Crete 64
Post by: Matthew_Baker on 11-05-2020, 19:05:16
2.56 Changelog for Crete 64

-Add Fallschirmjäger Player Models