Tri Nan High Ground

Started by [MoX]Rage · 21 posts · 2,171 views

  1. #1
    Guys I have a map I'd like you to critique for me, I've submitted it via email,. Hope it's Ok to post screenies here for you to look at. If not, well, press the eject and remove the tape 🙂

    http://homepage.ntlworld.com/karl.dines/Tr...Ground%20V4.zip


    V4 ready for testing, please give me your opinions.

  2. #2
    Just from looking at the screenshots, it looks like you put some thought into this map. Even the small stuff, like grass placement around your objects. Trust me I know how tedious it is to do vegetation. Looks real good. :twisted:
  3. #3
    Definately looks good based on the screen shots. I like the load screen too. I can't wait to check this out.

    Any lag or system issues reported on the map? I know that has been a big problem with BFV custom maps. Since I have a GeForce 4 TI4200, I tend to be the first one affected.

    If anyone else plays it, post your thoughts here.
  4. #4
    I was reading about this map on the BFV forums at planet battlefield.com today actually, was wanting to check it out then!
  5. #5
    If I have some time tonight, I will check out the map as well.
  6. #6
    Thx guys. As far as lag goes, no issues. I used the Cajunwolf fix and edited the code. Here's the background and scenerio.

    Map Background : The NVA are camped at the South West, the US at the South East. Base captures lay between. However, it's very difficult to go directly to the enemy's base as there is a deep river valley between. Fighting their way North, both troops will try to gain the Tri Nan High Ground as this will give them superior firepower as the Army that controls it can rain shells down below. There is an abundance of tanks and support vehicles to guarantee fierce tank battles at strategic chokepoints as both forces try to eliminate the enemy with extreme prejudice......

    Map Objectives:
    1. To control the flow of troops to 3 main chokepoints.
    2. To encourage vehicular attacks, especially with tanks.
    3. To make the engineer role pivotal in winning this map, tank superiority will win chokepoint battles, and engineers will be needed to repair and rearm.
    4. To make gueriller warfare an option, as there are sneek points placed throughout the map.
    5. To ensure that artillery becomes a major part of the battle.
    6. To provide snipers with enough static targets and sniping positions. This will mean that snipers can make a big difference in battle development.
    7. Flybois will be able to support ground troops mainly through troop drops and tank drops, however, they also have an offensive role in taking out static artillery / mortar posts.

  7. #7
    This looks great, plenty of firepower, laid out nice, good bottlenecks. i can't wait to play it with a bunch of people, looks like a lot of fun.
  8. #8
    Spent about half an hour checking out your map offline. Overall i would say this is a great effort, and I have only a couple of minor suggestions.

    I like the choke points - forcing people to go a certain direction makes much more intense battles and opens the door for an ambush.
    I like the infantry only "sneak" places. Also some good sniper spots.
    Large amount of armor is unusual for BFV maps - should be a good change.
    Small number of helo's means that air power won't completely dominate the map. This is good.
    Map is pretty big, so action will be spread out unless you have a pretty large (20 or so) number of players.

    I think your artillery on the high ground need some better protection. I was able to easily take them out with a rocket from a gunship (of course no one was shooting at me either), but some sandbags, additional trees, or something to provide a bit more protection. Could also take the form of a ZSU.

    You might also consider thickening the vegetation in places to better cover infantry movement. In most areas any infantry movement can be spotted easily from a distance.

    Small bump on the south end of the bridge closest to the Viet main base caused some serious damage to a MUTT when I hit it. I was going pretty fast, so just something to check out.

    there you go...my 2 cents.
  9. #9
    I agree with Sarge about the vegetation. It looks great from the screenshots, but in game, it feels very bare. I like the trees, but it needs high grass and more coverage overall.

    It is bigger than I thought. Deffinately need more than 20 people to keep busy.

    I think it has potential.
  10. #10
    Rage. Any thoughts on our feedback?
  11. #11
    It's all logged and ready to be actioned. Valuable points. This is V4 andit's up on Doomlabs server for MP testing (tho no one is on yet 🙁 )

    DoomLab BFV Server 1
    67.15.42.156:15567

    I have critques from my clan and a few others, so plenty to go at. Just remember compliments make me feel good, but critisim makes the map better. Gimme the critisims anyday.
  12. #12
    Any chance you will add more vegitation and coverage for the artillery? Are you working on an updated version? The reason I am asking is because we have a monthly Custom Map Night. I prefer to play final versions to avoid confusion.

    I appreciate what DoomLab is doing, but I think putting unfinished maps up for download can hurt custom maps. I don't know how many times I tried to play LD_Omaha Beach for BF42, but I was always having version confilcts. I'd like to avoid that if possible with our event.

    I am reviewing maps for inclusion in this months Custom Map Night. I would like to consider it for next month if you are going to add any more to it. We averaged 20 players for BF42. I hope BFV will be even better, so it's a good opportunity to get your map played with a group. Also, if you can get your clan involved, it would add even more players.
  13. #13
    Just remember, you can't please everyone. Keep your stand on some things, especially if you are wanting a desired effect that a change would mess up.
  14. #14
    Hear what you're saying Atomm and Raze. Basically I needed input from more than my clan, thats why it's out there as v4, and I'm glad I did, because more tweaks have come out because if it.

    The next version will be final one, I just need to get round to finishing it off, but I also want to play BFV, and ut2k4 is gathering dust, and maybe get back into Planetside....Gah, need less sleep...need more gaming time....
  15. #15
    LOL! Don't we all.....

    Let me know when the final is available and I will grab it.
  16. #16
    Final version submitted, but you can get it here too.

    Click image to download. 19.5 MB


  17. #17
    cool. downloading it now. Will check it out.
  18. #18
    Guys, issue with ticket bleed, which is now fixed. This is V6.2.

    My apologies, hope this doesn't mess you about too much...

    TRI NAN HIGH GROUND V 6.2
  19. #19
    sweet, can't wait to look at it...
  20. #20
    Rage, V6.2 is the last version, right? Getting it for Friday Night Fights.
  21. #21
    Atomm wrote:Rage, V6.2 is the last version, right? Getting it for Friday Night Fights.


    Yup Atomm. V6.2 is the latest.