[Feedback] Faid Pass

Help us test our map pack to bug-fix before the release!
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- No: racism/SS/Nazi comments/names/squads. No flaming/insulting.
- No teamkilling on purpose/wait your turn for weapons & vehicles.
- No fighting/AFK commander
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- Planes: only attack fixed positions behind ABCs.
x4funI<ODIUM>I
Head Admin
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Joined: September 27th, 2014, 7:24 pm

[Feedback] Faid Pass

Postby x4funI<ODIUM>I » March 9th, 2017, 8:19 am



Whenever
you give feedback, please use this form, it is easier to read for the mappers.

LOCATION OF BUG: (open the minimap with capslock, write the square, e.g. "H8kp8")
TYPE OF BUG: (what is wrong)
SCREENSHOT: (you may use http://www.imgur.com)


Matt_Baker
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Re: [Feedback] Faid Pass

Postby Matt_Baker » March 10th, 2017, 2:31 am

Faid can use the same treatment as Westwall. It's very memory heavy. I think that is mainly to do with the fact that it still has a mix of British/ American and Italian/ German weapons/ vehicles.

I made a few observations in this album.
http://imgur.com/a/XUhSg

User avatar
Slayer
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Joined: January 6th, 2017, 10:56 pm

Re: [Feedback] Faid Pass

Postby Slayer » July 29th, 2017, 11:47 pm

First impression:

Map is too big, it takes ages to drive to the front from the base. I suggest to focus the map on the area around the southern town and have Ruins as northernmost flag, so there is also a bit of open space to fight over.

Town itself: it's a nightmare to navigate as infantry. Lots of dead ends, it feels like you are in a labyrinth/maze. Trying to locate the flagzone is annoying, as it is not what I want to do. I want to attack flags, kill guys and defend areas. Not search for flagzones. Several times today I was trying to find my way to a flag to be confronted with many dead ends, or I had to jump over a fence to get there, and even a few times that I suddenly was in the flagzone and it surprised me. Routing should be a bit more predictable.

There are many walls which are black, but I saw Matt reported them already.

Map takes too long, even with the Germans bleeding 90% of the time, it still lasted for some 50 minutes. I suggest to lower the amount of tickets or speed up the bleed.

x4funI<ODIUM>I
Head Admin
Head Admin
Posts: 1031
Joined: September 27th, 2014, 7:24 pm

Re: [Feedback] Faid Pass

Postby x4funI<ODIUM>I » August 30th, 2017, 7:24 pm

Map taken out of rotation due to needed fixes - until next CMP release.
Best Regards / MfG
x4fun I<ODIUM>I.


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