View Full Version : DC_Coastal_Assault Map Test
MASTUR
08-31-2003, 08:28 AM
Hello everyone!
I wanted to inform you of a public map test that will take place on Monday, September 1st. My custom map DC_Coastal_Assault will be played on the 36 person Gaming Asylum DC server. I am looking for people that like a good fair fight, and who will try to assist in finding glitches and/or giving feedback on things that work or don't.
DC_Coastal_Assault: Assault on Umm Qasar is a Naval, Air and Land battle that takes place on the coast of an Iraqi coastal town, and Umm Qasar which is further into the mainland. The Coalition begins on a secured harbor outside of the coastal town, and must secure six points to achieve a conquest victory. Urban fighting will occur on a massive scale, as the city host tight streets and corners, and plenty of places to conduct an amush in. The Coalition has far greater superiority with armor, air and naval power, however the capture radii for the objectives are painstakingly small, which will force players to create perimeters around each point for capture. Street fighting is a neccesity.
If you would like to come and test or just have a good time on a new beta custom map, please post below or just show up! Please be aware of this post in case the date of the test changes, and for information regarding where you can download the map.
Also, much thanks to StealthDP who made this all possible!
Thanks !
-"MASTUR"
Paladin
08-31-2003, 08:47 AM
Just let us know the time(s) and post the map in a non-.rar format. :D
StealthDP
08-31-2003, 08:50 AM
The map will be available on the files page shortly!
Inkswitch
08-31-2003, 11:45 AM
I'll be there.
I need to test my new Radeon 9800 Pro. w00t!
MASTUR
08-31-2003, 12:27 PM
Just let us know the time(s) and post the map in a non-.rar format. :D
The map is an .rfa file
StealthDP
08-31-2003, 07:35 PM
The map is in the rotation now... it should be up in a few minutes if you want a sneak peek!!!
Paladin
08-31-2003, 09:54 PM
From a playability/glitch standpoint...
I was unable to surface sub after it was under water in the coalition harbor. I wasn't near any ubstructions, and it surfaced fine on it's own after I died from lack of air.
The flag ranges, at least in Tikrit, were almost zero. I actually had to hit the flagpole with a tank before it registered. Tikrit, by the way, is about 90 miles NW of Bagdad and is completely landlocked.
The names on the bases in east and west Tikrit were reversed.
The ground of the opposition island did damage to the Shika as I drove over it. I wasn't hitting anything, it was the ground itself. It may be too low, and the water is registering the damage, or maybe the Shika is spawning too low and the ground really is causing the damage.
You already know about the blue ships. I think they may be set a hair too low in the water.
When I flew at the carrier from the east, I was all of the sudden inside it (which killed my plane of course). I was significantly above the carrier, and then inside it. May have been caused by the lag, or it may be a collission problem.
That's it for playablility glitches I saw. Map needs optimized, and there was no shadowing at all inside the buildings. As Electrichead (I think) said, there were some BSP holes in the buildings too.
From a play balance standpoint, while I can certainly understand the fun of having a couple of big ships for the Allies to play with, I'm not sure they were necessary. If anything, they may have been part of the framerate problems. Plus, the US would never bring a carrier or battleship into a hostile port. Perhaps a destroyer would be better, providing the artillery option, cruise missile capability, and anti-submarine support...which since the Iraqi's have a sub there, may be a good thing. The coallition already has an uncapturable airfield, they really don't need the ships too.
Taking the carrier away also removes most of the need for the MIGs. I'd seriously consider replacing the MIGs with Hinds or SU-25's. The MIGs are also pretty useless attacking anything in the twisty canyons (although you do run into a run into a balance problem if the allies have air-to-air capability with harriers and the opposition don't have air-to-air MIGs).
The canyons make it a pretty unique map. Inshallah Valley is similar, but has more wide-open areas. The valleys on this map make air support difficult. They also make running vehicles from base to base more claustraphobic. It might be fun to make the valleys a little wider, so the helos can get into them. I can see a couple of blackhawks running the valleys to attack, but not as narrow as they are now...the flight characteristics of the helos won't allow for it.
Having two bases so close to each other at Tikrit is a little wasteful of a spawn point. You can only have 7...and with one on the carrier, one on the battleship, and one on the allied airfield, 2 in Tikrit doesn't leave much for the opposition. I'd like to see a single base there. It'd make it easier for the opposition to take/hold...which makes it a key point. It's also about the only base the helo's can attack well, making a good use point for the Blackhawks. I'd also like to see either a non-aligned airfield or a second opposition airfield. They really have all their eggs in one basket. A couple of spawn campers with mortars and maybe a circling Blackhawk would make for a real short game. Plus the NW corner of the map is completely unused. You could make it the refinery at Basra.
Great first run though. I've looked at Battlecraft enough to be amazed at what you've accomplished with this just to get it playable. Keep at it, it's got some balance issues, but it's looking good so far. The fact you are willing to beta it is a good thing too.
Paladin
SoBeiT
08-31-2003, 11:24 PM
Three things I noticed:
1- as the ship sank (I was near the planes) I could not move from that spot. Just lagged bad.
2- window ledges and doorways flash light /dark in color.
3- some of the floors in the different buildings flashed/switched between a wooden base to an outside terrian.
Good points:
Color is just beautiful.
Lots of vehicles to use. The campers won't need to TK anyone for their ride.
I like the floating docks, they are just the way I remember the real ones to be. Only diff is..I stayed dry on yours..hehe.
Good job, change & fix what you need to. You have a work in progress :)
MASTUR
09-01-2003, 09:21 AM
Wow. Thanks a lot for the feedback guys! It is only a beta map and so this feedback is VERY helpful. I will be making monumental changes in the next week so stay tuned to these forums. After I fix most of the bugs, and try to optimize the map I will have another beta test and if everything seems suitable, I will compile all the lightmaps etc.. and release a finalized version. Thanks for all your help!
-"MASTUR"
SoBeiT
09-01-2003, 09:47 AM
Your welcome :)
Paladin
09-01-2003, 06:56 PM
Anytime...
Mac, Predator
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