Author Topic: Brest 64  (Read 10339 times)

Offline Kelmola

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Re: Brest 64
« Reply #15 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.

Offline Slayer

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Re: Brest 64
« Reply #16 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 ;)

Offline Jimi Hendrix

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Re: Brest 64
« Reply #17 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)



Offline RN_Max

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Re: Brest 64
« Reply #18 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.
« Last Edit: 09-10-2010, 12:10:32 by RN_Max »

Offline THeTA0123

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Re: Brest 64
« Reply #19 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)
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline kettcar

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Re: Brest 64
« Reply #20 on: 09-10-2010, 12:10:27 »


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  ;)

Offline THeTA0123

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Re: Brest 64
« Reply #21 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)
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline RN_Max

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Re: Brest 64
« Reply #22 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.




Offline Beaufort

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Re: Brest 64
« Reply #23 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.

Offline Potilas

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Re: Brest 64
« Reply #24 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.

Offline kettcar

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Re: Brest 64
« Reply #25 on: 12-10-2010, 15:10:44 »
yes i keep in mind. also spawndelay from start for pz4.  ;)

Offline Vernah

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Re: Brest 64
« Reply #26 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.

Offline THeTA0123

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Re: Brest 64
« Reply #27 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
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline ajappat

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Re: Brest 64
« Reply #28 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.

Offline THeTA0123

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Re: Brest 64
« Reply #29 on: 20-10-2010, 22:10:11 »
Its weird yes. 

Brest is   HAUNTED    CURSED


-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.