Forgotten Hope Public Forum

Forgotten Hope 2 => Africa maps => Feedback => Siege of Giarabub => Topic started by: Toddel on 29-03-2009, 12:03:45

Title: Siege of Giarabub 64
Post by: Toddel on 29-03-2009, 12:03:45
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Siege of Giarabub 64
Post by: Ts4EVER on 24-04-2009, 16:04:22
Why is Giarabub on the test server atm? Are you changing something or testing the ranking system?
Title: Re: Siege of Giarabub 64
Post by: Kubador on 24-04-2009, 17:04:24
Spies everywhere! This is madness!

To not be so OT though, I suggest that the giarabub fortress would be more like an actual fortress and not a swiss chese. Getting rid of one or two "hole in the wall" would bring more action to the outskirts.
Title: Re: Siege of Giarabub 64
Post by: Eat Uranium on 24-04-2009, 18:04:26
I agree that maybe one of the medium popularity holes should go - make the brits use their grappling hooks for once.

My thoughts on the internal combat are thus: Its a tough fight with enemies round every corner.  The various paths create a maze, and its often for enemy troops to appear behind your teams lines.  Some of the fights for the barracks flag are very intense, and this is the area I like to concentrate my efforts in.

I have just one suggestion I'd metion: once the breda 37 tripod is fixed, there should be a couple more of them; one at the fortress and one at the mosque.
Title: Re: Siege of Giarabub 64
Post by: Kubador on 24-04-2009, 20:04:33
I wanted to report breda 37 tripod no dmg/hit bug but it seems it was reported, was it? I didn't see any thread in this matter.
Title: Re: Siege of Giarabub 64
Post by: Lobo on 24-04-2009, 20:04:10
I want to stress one fact: Giarabub is not an invention of my mind, is built from real life pictures, so if there is a gate or hole in the map is because it exists in the real fortress (some corners doesn't appear in any pic so I used artistic license but well, the map is fairly acurate)

It has 6 gates, a moderately competent team will defend them pretty well, and only the 3 hook kits can add some excitement to that job. If there is no teamplay that's another matter, it could have only one gate and your lonewolves crew still will fail

Pic attached

The breda 37 is fixed, Kubador

Title: Re: Siege of Giarabub 64
Post by: Fuchs on 24-04-2009, 20:04:07
When researching on Jalo oasis I met a person on a WW2 forum who knew everything about the war in North-Africa, when I told him about FH2 and this map he suggested I should do Giarabub when I was finished then I showed him your map and he said it was very well done, everything matches except the size but he understands it's a game. Compliments from Kuno, Lobo  :P
Title: Re: Siege of Giarabub 64
Post by: Ts4EVER on 24-04-2009, 20:04:15
What forum was that? dutch or english?

edit. nvm, found it.
Title: Re: Siege of Giarabub 64
Post by: Kubador on 24-04-2009, 21:04:54
Oh well historical accuracy comes first, I guess. Now when I look at it you made a really detailed map Lobo - my hat is off to you.

Unfortunately from my gaming experience a well organised team can hold giarabub 'pure' only if allies are incompetent and unaware of grappling hook kits.

I'm glad breda was fixed tho, it gave me a lot of frustration.
Title: Re: Siege of Giarabub 64
Post by: Kradovech on 04-05-2009, 09:05:42
Although there are many gates, they shouldn't all be usable. Did the Italians not barricade, or at least lock some of them? Thats what I would have done... (Note that this is more of a question than a suggestion, I don't have any info on how the actual battle took place)

In any case, this is one of my favourite maps right now, so keep it or change it, I will love it no matter what.
Title: Re: Siege of Giarabub 64
Post by: Cory the Otter on 16-06-2009, 15:06:27
exactly what kradovech said. Tgey would have barricaded the slimmest of them, leaving only the East and west gates open. Also, It's not very sniper-friendly. The only tall thing is the mosque tower, and it's almost pre-targeted for artillery. Giving it some more open buildings, like ones with opening doors and windows would be excellent, especially at the west gate.
Title: Re: Siege of Giarabub 64
Post by: Slayer on 16-06-2009, 18:06:08
I must say that at first I thought it was way too easy for the Aussies to win this map, but in the past few months I have seen better battles on this map, with more or less equal results in Axis and Allied victories. So maybe it was just a long startup with the playerbase/community needing a long time to adapt to this map and its gameplay.
Title: Re: Siege of Giarabub 64
Post by: djinn on 28-09-2009, 00:09:07
Very little to criticise about AI in this map

Only think I do say is:

Let Italians use the AT gun

MOst imporrtant, allow bots to climb upstairs in all areas that allow it as well as use/ spawn @ the mgs defending the courtyard


Fun map though... Probably one of the most solid AI


Title: Re: Siege of Giarabub 64
Post by: Roden on 14-12-2009, 00:12:51
Are the grabbling hook removed? can't find them anywhere since normandy

Title: Re: Siege of Giarabub 64
Post by: Eat Uranium on 14-12-2009, 00:12:09
Are the grabbling hook removed? can't find them anywhere since normandy


Yes.  The only hooks in the mod are on PDH.  It was something to do with both rope lengths drawing on the same file and causing hilarious but gamebreaking consequences.
Title: Re: Siege of Giarabub 64
Post by: Paasky on 14-12-2009, 03:12:50
Funny, we've been using grappling hooks at WaW with no hilarious but gamebraking experiences...
Title: Re: Siege of Giarabub 64
Post by: Eat Uranium on 14-12-2009, 03:12:30
Funny, we've been using grappling hooks at WaW with no hilarious but gamebraking experiences...
If they are the old short ones rather than the long ones used on PDH, having PDH in the map cycle will royally screw them up.  Big time.
Title: Re: Siege of Giarabub 64
Post by: Paasky on 14-12-2009, 04:12:53
Hooray BF2?
Title: Re: Siege of Giarabub 64
Post by: THeTA0123 on 20-10-2010, 16:10:42
http://www.youtube.com/watch?v=vELYwskLbXk#t=0m24s


MOAR cannone 47!
Title: Re: Siege of Giarabub 64
Post by: Raikj on 07-03-2011, 19:03:15
song in memory of the real siege of giarabub:  http://www.youtube.com/watch?v=zMFtp3VpT-Q
Title: Re: Siege of Giarabub 64
Post by: Jimi Hendrix on 10-04-2012, 19:04:24
 Does Giarabub have ammo resupply?

 I cant find them anywhere.



 ???
Title: Re: Siege of Giarabub 64
Post by: CHRISTIEFRONTDRIVE on 11-04-2012, 04:04:16
What, like an ammo box? There's one on the second floor of Mosque in the first room you see when you climb up the stairs, it's the room with the ladder in it leading to the roof.
Title: Re: Siege of Giarabub 64
Post by: hyperanthropos on 23-10-2012, 00:10:24
Since this is also an Italian only map, why not replace the k89 with Pattern 14 as it is on Keren.

I think TS4ever stated the italian used mostly captured british snipers.
Title: Re: Siege of Giarabub 64
Post by: gavrant on 10-04-2014, 17:04:12
2.46 changelog for Siege of Giarabub 64

Title: Re: Siege of Giarabub 64
Post by: xinguixi on 10-05-2014, 04:05:47
I want to suggest that limit the taking casualties when I capture two  points of the map in the V2.46.And that we can enjoy the time of Australian and Italian being confrontation,although it is more real in the new version now,but it is less fierce competition compared with the previous.
Title: Re: Siege of Giarabub 64
Post by: SkyHammer on 13-07-2015, 11:07:36
eliminate altilery fire !
Title: Re: Siege of Giarabub 64
Post by: Slayer on 26-07-2015, 22:07:30
Why? Artillery is an important part of WWII warfare.
Title: Re: Siege of Giarabub 64
Post by: Airshark79 on 26-07-2015, 23:07:15
Well, maybe he asks for it because it is not fun?
Title: Re: Siege of Giarabub 64
Post by: jan_kurator on 26-07-2015, 23:07:20
He doesn't ask, he demands, without even bothering to give any reasons or details about the problem. I doubt anything will be changed because one player finds something not fun for him.
Title: Re: Siege of Giarabub 64
Post by: Slayer on 26-07-2015, 23:07:57
Getting killed is almost never fun, but it is also part of the game.
Title: Re: Siege of Giarabub 64
Post by: gavrant on 08-02-2016, 01:02:02
2.5 changelog for Siege of Giarabub (all layers)

Title: Re: Siege of Giarabub 64
Post by: SchwarzeNuss on 21-01-2020, 00:01:33
I noticed that you can get stuck on Girabub. Right next to the sniper tower is a wall to the south. If, like me, you try to jump from there to the opposite roof of the house, you can fall down and land between the wall and the house. It is not possible to escape. In the east and south the wall blocks the way, in the west the house and in the north the tower blocks the way out.

(https://www.bilder-upload.eu/thumb/04022a-1579562452.jpg) (https://www.bilder-upload.eu/bild-04022a-1579562452.jpg.html)

(https://www.bilder-upload.eu/thumb/680de7-1579562484.jpg) (https://www.bilder-upload.eu/bild-680de7-1579562484.jpg.html)