Re: [RELZ] OutpostAssault

lol problem solved.  Seems my winzip was a bit outdated lol

Re: [RELZ] OutpostAssault

Safe-Keeper wrote:

such as the rebel turrets outside the Imperial IO

Weapons manufacturer Golan Arms developed the anti-infantry laser battery for the Empire for the suppression of native populations on low-tech worlds.

~The Farce is strong with this one

Re: [RELZ] OutpostAssault

Ok pubbers, listen up. Tonight I played First Strike for the first time in....well months. Purely to try this map out, personally I hate going through a map alone on local, I think a map can only truly be checked out in competition.

Now, let me be brutally honest, this is not a finished map. Now by that I mean there are certain things the BI group who pulled this together are aware of. They have done what they could but have been unable to edit some game files. This means that checkpoints do not appear on the map properly named, and that the loading screen has no mission briefing, instead it appears in the game mode description area. Lighting is another issue, but again this is due in part to the limits placed upon them.

So, how went my first foray in to public First Strike gameplay? Good actually. The map has some great areas of concentrated fire fighting and interesting use of static objects. It calls for judicious use of practically every weapon and kit item. Snipers will find many places to take cover, while medics will need to stay alert in order to revive fallen comrades. Both sides will depend heavily on the spawn beacon, while intense firefights mean that shields and ammo will be in constant demand.

This does have its drawbacks though, in the map I played (possibly 64p?) low numbers meant that at times the going could be pretty hard when trying to break a stale mate. This can be translated two ways, it means that more numbers will either see a better chance of breaking such deadlock, or that it will merely compund the problem as more people rush in t the same lemming spots. A prime example of this is the first CP, here Rebels must break forward and capture an Imperial point, unfortunately there is only one way towards this point and that is over a river bed. Imperials can setup heavy defnces along the river bank and fire down on hapless rebels who must rely on heavy covering fire to allow a small number to break across. More routes to flags would alleviate some of the stress faced here. Though the approach route may seem to offer a wide angle of attack, if we should ever face a full server of 32 a side I fear that we will merely see a WW1 style kill zone as Imperials mow down hapless Rebels.

In the end, many flags come down to team skill. This means that the team without players experienced in First Strike, use of its assets, or even in the maps layout will rapidly find themselves overwhelmed. I myself had to have routes pointed out to me by Gwynzer. On the flip side, I believe I managed to provide some diversion to the enemy on a number of occasions by finding ways to attack from behind, this meant defending players ended up turning back to neutralise the new threat.

A new map will always take some getting used to, and I may have missed a few things, but I felt that both teams would have benefitted from more vehicles. A mortar freerunner would be a welcome addition to the rebel's particularly in that first flag, while in other areas Impps could have made good use of a walker or two.

All in all, a decent map for public play, albeit one that could use a little tweaking to prevent stagnation.

Bite my shiny metal Tie Fighter!
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Re: [RELZ] OutpostAssault

Twigs wrote:

This does have its drawbacks though, in the map I played (possibly 64p?) low numbers meant that at times the going could be pretty hard when trying to break a stale mate. This can be translated two ways, it means that more numbers will either see a better chance of breaking such deadlock, or that it will merely compund the problem as more people rush in t the same lemming spots. A prime example of this is the first CP, here Rebels must break forward and capture an Imperial point, unfortunately there is only one way towards this point and that is over a river bed. Imperials can setup heavy defnces along the river bank and fire down on hapless rebels who must rely on heavy covering fire to allow a small number to break across. More routes to flags would alleviate some of the stress faced here. Though the approach route may seem to offer a wide angle of attack, if we should ever face a full server of 32 a side I fear that we will merely see a WW1 style kill zone as Imperials mow down hapless Rebels.

The rebels get a combat speeder for this purpose, and there's other routes you can take without getting mowed down on that single bridge and if you want you can shield hop all the way over the bridge big_smile

Twigs wrote:

A new map will always take some getting used to, and I may have missed a few things, but I felt that both teams would have benefitted from more vehicles. A mortar freerunner would be a welcome addition to the rebel's particularly in that first flag, while in other areas Impps could have made good use of a walker or two.

The lack of vehicles is explained in the backstory, the rebels didn't actually plan to take the outpost and the imperials don't have vehicles because it's only a small outpost in the outer rim. I also don't see how the ATR-6 could carry a mortar freerunner

Eagle-eyed Hotshot Investigator

eh..

Re: [RELZ] OutpostAssault

Er..theres no bridge at the first flag the rebs have to cap. Therefore, no speeder. No other route except via that one river bed which can be easily be defended by 2-3 squads of imps.

The backstory isnt obvious unless you read the gamemode. I didnt because its not RIGHT. Until string files, lighting etc are fixed this will remain.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
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Re: [RELZ] OutpostAssault

Posted some art and design feedback earlier on in the testing forums, was going to wait until I got a chance to play with others for gameplay feedback, must have got on too late though as only one or two people left, so couldn't really get a good feel for the gameplay, but from the limited action I did see it is very easy for the Imperials to defend and very hard for the Rebels to attack, with the Imperials having so much high ground, and as Twigs has mentioned, the choke points well covered. As Imperials I found it relatively easy to fend off the one guy who was attacking, yet when I was on the Rebel side there were two of us versus one defender and we were getting our asses kicked. Will have to see how this is with more players.

The terrain could also do with being a little smoother, I found the landscape just a little too bumpy, and had a lot of trouble making my way up the hillsides, a little less noise in the height map perhaps? I also found it quite annoying when you follow all these interesting little routes through the hills only to find that they lead nowhere.

There is a lot to like about the map though, especially its distinctive feel, I like a lot of the touches that have already been touched on such as inventive use of existing assets, and a few nice new ones that have been added, there are still the odd questionable design decisions though, but all in all I liked it, and look forward to playing it with more people to get a better feel for it.

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21 (edited by Benu_Kenobi 2010-06-30 05:50:45)

Re: [RELZ] OutpostAssault

Thanks for the feedback, Twigs!

Twigs wrote:

OA prime example of this is the first CP, here Rebels must break forward and capture an Imperial point, unfortunately there is only one way towards this point and that is over a river bed. Imperials can setup heavy defnces along the river bank and fire down on hapless rebels who must rely on heavy covering fire to allow a small number to break across. More routes to flags would alleviate some of the stress faced here. Though the approach route may seem to offer a wide angle of attack, if we should ever face a full server of 32 a side I fear that we will merely see a WW1 style kill zone as Imperials mow down hapless Rebels.

To be honest I'm rather worried about the first CP. Sometimes it falls easily, but once in a while it becomes a complete meatgrinder. I tried to alleviate it by adding a second route in south, but I'm limited by terrain. Another option would be to make the CP neutral, but the next set of spawns (Lambda crash site) is so far away the rebels would get there first.

The main problem is the spawn beacon. It's all but impossible to find a well hidden imperial spawn beacon from the midst of the ruins in the middle of a firefight. (Imperials normally spawn a considerable distance away from the cap zone, at the small building east from the main ruins).

Twigs wrote:

No other route except via that one river bed which can be easily be defended by 2-3 squads of imps.

That's not entirely true, though. There's stepping stones to the north, and another route using a fallen tree trunk and a small island to the south.

Twigs wrote:

A new map will always take some getting used to, and I may have missed a few things, but I felt that both teams would have benefitted from more vehicles. A mortar freerunner would be a welcome addition to the rebel's particularly in that first flag, while in other areas Impps could have made good use of a walker or two.

This is meant to be mainly an infantry-only map. A mortar freerunner would be just overkill since the map is so small. An earlier version of the map did have an AT-ST, but there's too many hills you can use to camp the walker, leading to a complete slaughter of the rebel team when they try to advance.

http://screenshot.xfire.com/s/99136877-2.jpg
Imagine a walker camped up there, for example.

The rebels do get a respawning MEspeeder which can be used to flank/storm the imperial positions.

Twigs wrote:

The backstory isnt obvious unless you read the gamemode. I didnt because its not RIGHT. Until string files, lighting etc are fixed this will remain.

hmm I'm not sure if I understood you. Why didn't you read the gamemode? There's a longer version of the backstory in the first post for anyone who missed it, by the way.

Unfortunately I can't edit the strings files unless the map gets an official release, otherwise people would have to make a copy of the mod and switch folders when playing the map, which isn't really feasible.

What's wrong with the lighting? What does it have to do with the backstory?

FSDev| TALON wrote:

I also found it quite annoying when you follow all these interesting little routes through the hills only to find that they lead nowhere.

Talon, I don't quite get what you mean, could you be a bit more precise? What routes do you mean? At the moment I can't think of any routes leading nowhere in the map.

~The Farce is strong with this one