Author Topic: Warsaw Uprising Feedback Report  (Read 3365 times)

Offline Cheesus Krighst

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Warsaw Uprising Feedback Report
« on: 01-09-2012, 14:09:08 »
Hiya Destroyer, Here's just a collection of feedback suggestions in this topic. I really REALLY like where you are going with this map. It takes me back to the good ol' berlin+Stalingrad rat wars. Also i really like how limited the weapon supply of the polish resistance fighters are to mere rifles and smgs with little ammo. It makes you think of better strategies for sure (Switching kits with enemies, using pick-ups more) And lastly i really like how you Place the pick-up kits NEAR THE FLAGS. You hear that FH2 devs! NEAR THE FLAGS!

Weapons:

*If you ever get the chance to hire a modeller or have experience in modeling/coding/texturing, i recommend replacing the Thompson SMG with the Blyskawica SMG http://en.wikipedia.org/wiki/B%C5%82yskawica_submachine_gun

*Replace the Church bazooka spawn areas with possibly 2-3 panzerfaust in the general vicinity. It's more probable that Polish resistance fighters would get their hands on Pzfausts than bazookas during the uprising. Move that bazooka to the last flag so the players would have to go back for it instead of giving it directly near the German's main base.

*Replace the Pak36 with a Pak40, the pak36 is glitchy and cant move through rubble at all.

*Add a few AT grenade kits. As the Pak 40 and the Hetzer would absolutely destroy the defenders with their HE shells

*Have a map version that does not have a tank. I've got a feeling that the tank would rape with a full 64p server.

*Review your gun spawns as alot of the have the gun spawning almost entirely in objects or in walls.

*Note to Self: Invite a few player to test the capabilities of the Lewis MG emplacement placed under some Metal Sheet in top left flag.
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/LiftUpTinForEnemyToKillGunner.png

*Vickers MG in the North Eastern most flag is blocking the walkway.

Map: Right Click on Map<View Image for full view
Okay, It seems that the street/roadwork layout is quite strange in this map (Refer to the Map below). I've marked where the road is possibly is. Notice that the top road comes out of nowhere and does not connect to the rest of the city's road network.


I suggest that you add more of an indication of where the roads are supposed to be, like adding fire hydrants, destroyed sidewalk benches, street cable poles etc. Also the roads weren't too cluttered so don't over do it too much. (refer to these historical pics for inspiration)
http://www.ushmm.org/wlc/en/gallery_ph.php?ModuleId=10005188

Connect the upper road to the alley way road on the far left so the tanks have somewhere to go. Also Remove/Make Destructible the concrete barrier marked with the green D on the left side of map.



Mapping Oddities: Be sure to view minimap in every screenshot to find the location of each glitch.

1. Fortify the German's back alley way with sandbags and boxes. This alley way encourages sneak attacks on the German spawn, which is bad due to the extreme lack of cover on both sides of this alley way.
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/FortifyAxisBackAlleywayWithSandbags.png

2. Add a few cars and small bits of cover along the road, but not too much where the tank/AT gun can't move through.
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/AddAFewDestroyedCarsHere.png

3. Add more rubble to this destroyed building complex, too little rubble for cover for germans or pols to use. Looks too uninteresting.
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/AddMoreBuildingRubbleHere.png

4.  Small Details
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/SmallDetails.png

5. Slopped ground over doorway stairs - Very hard to enter house.
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/CanBarelyWalkTheseCoveredSteps.png

6. Northern Plaza Area needs market carts/boxes/rubble/ small trenches. Just something that will give the germans cover for advancing on the north eastern flag (Look at Map).
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/AddMoreCoverForGermanAdvance.png

7. Instant Kill Flaming Houses. Is there a way for you to give a slow killing mechanic to these flames than making them insta-kill you?
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/InstantKillHouse.png


8. Make these Concrete Barriers Destructible for german engineers to blow up.
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/AreTheseDestructible.png

9. House Clipping into another house issue (Look at minimap for where it is.)
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/IDontThinkThisIsSupposedToBeHere.png

10. Add secondary routes to last flags in buildings. DO NOT make single doorway chokepoints. Even if the germans have flame throwers, this is bad for public 64p servers.
http://i1199.photobucket.com/albums/aa469/CheesusKrighst/ThisShouldntBeOnlyEntrance.png

11. Problem with height falling damage. It seems that if you fall barely 8-10 feet to the ground, you die. This also is applying to the hetzer tank because it takes a fuckton of damage while driving through the rubble.

12. Don't abuse the fog effects (Fog/smoke crawling on the floor). Most players that have low-end comps can't handle the amount of smoke that is used in the map.

13. Remove the oddly placed well in the middle of the road infront of german back alleyway. Place it somewhere that isn't inside the road network.

14. If you feel up to it, put additions to the city. Push back the german main base and spread out the polish flags.
« Last Edit: 01-09-2012, 21:09:51 by Cheesus Krighst »

Offline Turkish007

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Re: Warsaw Uprising Feedback Report
« Reply #1 on: 01-09-2012, 15:09:30 »
I aggree nearly all of them, especially removing the destructible wall marked in green. This could make a new entrance for the hanomag and the hetzer instead of squeezing them through the tight stone arch.  I also would like to do some more suggestions and report a few bugs I forgot to report previously;

- the Enfield Rifle looks like a G43 while on the ground

-  take the mobile canteen inside the little stre in the german HQ out, in fact, how did that fit in there? :P

- maybe adding a bike for the polish?

- I also suggested making a gasmask for the flamethrower soldiermodel but I didnt know you couldnt do playermodels. Maybe someone who knows doing playermodels and is vacant at the minute can help you?

Offline psykfallet

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Re: Warsaw Uprising Feedback Report
« Reply #2 on: 01-09-2012, 16:09:29 »
Well there's much to be desired to make it a believable city, but there are no fire hydrant statics afaik



Offline Cheesus Krighst

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Re: Warsaw Uprising Feedback Report
« Reply #3 on: 01-09-2012, 21:09:46 »
Really? I thought i did see a fire hydrant in brest... Must've been my imagination getting the best of me. Well they did have those metal telephone poles that are used in almost every normandy map, he could use those.

Offline |7th|Nighthawk

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Re: Warsaw Uprising Feedback Report
« Reply #4 on: 01-09-2012, 22:09:24 »
Really good feedback I'd say; as TurkishCommando007 already said I much agree on most things.
I cannot put enough emphasis on the instakilling houses which you can (and may have to) enter.
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Offline [KamiKaze] Destroyer

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Re: Warsaw Uprising Feedback Report
« Reply #5 on: 02-09-2012, 20:09:02 »
TODO list:
- WP mark on walls (Slayer)
- Burning house at C5, damage goes over roof (|7th|Nighthawk)
- Re-check cover for Germans in pre-church area (Cheesus Krighst)
- Replace Pak36 with Pak40
- Vickers at Swietokrzyska flag is blocking way
- Implement Area damage for Poles getting too close to German HQ
- Increase Hetzger grip value, to make it take less->none damage while driving (Check also APC)
- Check buildings (stairs) D4
- Remove mobile cooking thing from German HQ house (TurkishCommando007)
- Add Cables over buildings, to increase feeling of city (Cheesus Krighst)
- Remove Bazooka, give more molotovs
- Make a additional path by Posterunek 104 (Cheesus Krighst)
- Decorate visually and practically B5-7 road (Cheesus Krighst)
- Check enfield kit on ground (TurkishCommando007)
- Check for other camo for tank and apc, if there is a more fitting one (TurkishCommando007)
- Teamlock APC and PAK (TurkishCommando007)
- Change K98 sniper to Springfield or pattern 14 for allies (Axis will have K98 spawned still) (TurkishCommando007)
- One map version for testing with mobilespawn point (APC) (TurkishCommando007)
- Write info about Strategical Control points and Tactical
- Reduce Vickers ammo amount to 225 or original 200

In my opinion requires more testing with more players:
- The Ulica Swietokrzyska cover for Germans. Reason = It is possible that an full rush of 30 players would make a breakthrough, firstly, MG would run out of ammo, secondly with teamwork Germans can provide cover by blocking Poles from entering building, in other words, cut the supply route. I am however considering lowering amount of bullets for Vickers, either to 225 or 200.

Things that i leave as possible but not priority or lacking of resource:
- Gasmask for flamerthrower
- The Blyskawica SMG, there was a dude that all of the sudden posted that he will be giving me Blyskawica model, however, i have not heard from him since that :(
- House Clipping, (9. of Cheesus Krighst feedback), well, i look at it this way, one house fell into other and the other was stronger, it looks believable for me, but if nobody agrees with my view then i will consider it.
- The flying kits, it is very annoying, however i am not sure i understand why this happends. When i make a local network game all kits are placed correctly, when internet... it doesint :S
- Hetzger will remain un-teamlocked, becouse i think its Germans responsibility to not give it away, the foolishness should take consequences (thats big part of any game!).
- Some spawnpoints dont spawn on the latest capped flag so that would be better imo... / Assuming that you mean that some spawnpoints don't work, then that's a bug. It is better to solve it by fixing it than by putting a spawn Hanomag on the map. Reason = I am so far happy how the spawn system works, maybe what is lacking is information on ingame map, that some flags are "Strategic" some flags are "Tactical", Strategical are those that make enemy bleed and give key spawn points for Axis, Tactical are those that allows flag loosing team to quickly strike back and also that give spawn positions securing the Strategical flag. I think i will do like this, make Hanomag Mobile spawn point (if i manage :D ) on one version to test it, and also write short info which flags are strategical somehow on ingamemap.

If you have anything more to add or if you just want to argue about some part then now its the time to do it, in one day or two it will be too late  ;D

Cheers, Great feedback, keep it up! =)
Destro
« Last Edit: 02-09-2012, 20:09:34 by [KamiKaze] Destroyer »

Offline Turkish007

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Re: Warsaw Uprising Feedback Report
« Reply #6 on: 02-09-2012, 20:09:01 »
Great!  :D I must say I start loving your incredible work more and more after every version! Keep this efficient hardwork up and I believe this map is gonna reach perfection!  ;D

Offline |7th|Nighthawk

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Re: Warsaw Uprising Feedback Report
« Reply #7 on: 02-09-2012, 21:09:19 »
We appreciate your work, even if the tank is still called Hetzer :P (Fooling around ;) )
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Offline D.Arya

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Re: Warsaw Uprising Feedback Report
« Reply #8 on: 03-09-2016, 14:09:27 »
A guy called Brandon 'Beanvee' aka M.Combat ported blyskawica from enemy front to bf2 http://www.mediafire.com/download/0wq8zi46u7vujz0/ak47tac_pmlightning.zip , but its use type 85 animation

Offline FHMax3

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Re: Warsaw Uprising Feedback Report
« Reply #9 on: 15-01-2017, 11:01:28 »
Is this part of the French Hope pack? If not, where can you download it?
That other thread failed miserably and if you try to spam or flame here, I will break your arms.
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