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FH2 Suggestions
Do you have a suggestion for the future release of FH2? Post it here!

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1845467
Re: The Berlin Flak Towers
Ohioan
March 3rd, 2005 03:33 PM
Thats a really interesting site. Its kinda sad that they removed the Swastikas and all the fancy statues (not because I'm a Nazi, but because they are probably worth TONS of money to collectors and historical value..).

Neat to see a lot of the stuff still standing though.

The Flakturm map might be a neat idea. Soviet ground forces would need to disable them (objective based).. while planes were giving ground support until being anihilated from the hundreds of 20mm-88mm AA guns on those things.
1845687
Re: The Berlin Flak Towers
BDNeon
March 3rd, 2005 04:54 PM
Quote:
Originally Posted by schoolkid
It'd be cool if Battlefield 1942 supported huge structures. Then we could have entire maps focus on one building, such as the Reichstag, or maybe underground bunker complexes, etc, and return to FPS roots, from open battlefields to true close-quarter hallways (for some maps, not all.)

Hopefully, though, they'll be able to do this with Battlefield 2.
BFV would probably be best for something like that. Remember the giant mansion in Saigon? Pity BFVs game engine and graphics arent suited for much else besides jungle. At least 1942 is a bit more mod friendly. oh well
1845956
Re: The Berlin Flak Towers
Ohioan
March 3rd, 2005 06:28 PM
FH is not moving to BFV. There I said it.
1846071
Re: The Berlin Flak Towers
Iron Heart
March 3rd, 2005 07:17 PM
*Thinks about battling the Russians in the Reichstag....* *drools* You must put this in a map. It would rock!
1846933
Re: The Berlin Flak Towers
DarthWoo
March 4th, 2005 10:21 AM
I was thinking about some more things that would be nice in a Berlin Reichstag map. This site (http://www.geocities.com/isanders_2000/reichstag1.htm) has some nice aerial photos of the current Reichstag, as well as a map of the final days of fighting. I guess that for the sake of gameplay, the CoD level designers totally left out the river around it, and made the area a lot more urban than it is.

For an FH map, the Russians ought to start on the other side of the river, maybe backed up into the city area so that the Germans defending the bridge can't immediately fire on them. The Germans will have six capturable bases. Their first starts at the bridge, and then three more could be spread out between the bridge and the front lawn. This could vary depending on how large the map ends up. If it is exactly what is on that battle map, it would be a very compressed and intensive fight, but it might be better to stretch it out into a bit of the city beyond. One more flag is placed on the front lawn itself, and then a final flag on the Reichstag roof. This should definitely be a push map, and capture of the roof should be conditioned on capture of the lawn, while the lawn should be captured only after all of the other flags around the grounds are capped.

If somebody was willing to model a modestly detailed Reichstag, that would be the real centerpiece of this map. There should be at least a few areas where soldiers could snipe out the windows, as well as lots of corridors for close quarters combat. Obviously the whole thing could never be modeled in a BF1942 map, but like CoD, you could have a decent amount of fighting area, while closing the rest off with conveniently collapsed corridors.

For a real sense of a final defense and massive desperation, it might be interesting if in addition to the push mode, you made the flags so they could NOT be recaptured once they fall to the Russians. The Germans would be forced to fall back and reinforce what little they have left, rather than make feeble attempts to counterattack in the face of the juggernaut. Maybe they could retake the front lawn, but that's about it.

As for loadouts, I personally think it would be better to give the Germans no mobile armor, instead focusing on fixed AT guns and maybe the dug-in turrets I mentioned earlier. The Russians should get many tanks though, as they will be bottlenecked in certain places, and it will require a lot of armor and coordination to break through the defensive lines. It might also be better if there's no real artillery beyond mortars. (I'm assuming that Pak40s can't really be used in an effective indirect fire role.) Instead of having spawning AT classes, the Germans can have faust crates all over the map, even in places away from spawn points.

As a nice touch, maybe the Russians could have a pickup kit with just a flag. The flag bearer has only his flag and maybe a knife and/or pistol. With the flag, primary fire waves it, and secondary fire does a "Go Go Go!" shout, much like the katana. That is, unless you want to make secondary fire a spearing motion with which you could impale people on the flagpole.

If you wanted to make the Reichstag even more of a focus, maybe you could limit the flags out on the grounds, and instead make each floor have its own flag, although that might get confusing on the minimap. Overall, the map should start out as a massive armored defense, and once the front lawn falls, except for maybe a few Russian tankers sticking around to make sure the Germans don't retake it, it should become a massive infantry melee inside the building.
1846958
Re: The Berlin Flak Towers
Karst
March 4th, 2005 10:34 AM
In vienna there's a monster flak tower still standing, they wanted to tear it down after the war but it was so massive the amount of explosives required would have destroyed the entire neighborhood, so now it's an aquarium with sharks and turtles and fishes ^^

1846963
Re: The Berlin Flak Towers
Kakoru
March 4th, 2005 10:37 AM
Quote:
Originally Posted by The 13th Raptor
Call me silly but i think its a waste that all these structures were destroyed after the war..
Oh hell naw! Are you serious?!?!?!?!?

They destroyed it after the war?? Awwwwww!!!
Indeed, what a freakkish waste!!!!

btw, what Berlin needs is Artillery...and lots of them!
1846980
Re: The Berlin Flak Towers
Diabolos_
March 4th, 2005 10:47 AM
Quote:
Originally Posted by DarthWoo
I was thinking about some more things that would be nice in a Berlin Reichstag map. This site (http://www.geocities.com/isanders_2000/reichstag1.htm) has some nice aerial photos of the current Reichstag, as well as a map of the final days of fighting. I guess that for the sake of gameplay, the CoD level designers totally left out the river around it, and made the area a lot more urban than it is.

For an FH map, the Russians ought to start on the other side of the river, maybe backed up into the city area so that the Germans defending the bridge can't immediately fire on them. The Germans will have six capturable bases. Their first starts at the bridge, and then three more could be spread out between the bridge and the front lawn. This could vary depending on how large the map ends up. If it is exactly what is on that battle map, it would be a very compressed and intensive fight, but it might be better to stretch it out into a bit of the city beyond. One more flag is placed on the front lawn itself, and then a final flag on the Reichstag roof. This should definitely be a push map, and capture of the roof should be conditioned on capture of the lawn, while the lawn should be captured only after all of the other flags around the grounds are capped.

If somebody was willing to model a modestly detailed Reichstag, that would be the real centerpiece of this map. There should be at least a few areas where soldiers could snipe out the windows, as well as lots of corridors for close quarters combat. Obviously the whole thing could never be modeled in a BF1942 map, but like CoD, you could have a decent amount of fighting area, while closing the rest off with conveniently collapsed corridors.

For a real sense of a final defense and massive desperation, it might be interesting if in addition to the push mode, you made the flags so they could NOT be recaptured once they fall to the Russians. The Germans would be forced to fall back and reinforce what little they have left, rather than make feeble attempts to counterattack in the face of the juggernaut. Maybe they could retake the front lawn, but that's about it.

As for loadouts, I personally think it would be better to give the Germans no mobile armor, instead focusing on fixed AT guns and maybe the dug-in turrets I mentioned earlier. The Russians should get many tanks though, as they will be bottlenecked in certain places, and it will require a lot of armor and coordination to break through the defensive lines. It might also be better if there's no real artillery beyond mortars. (I'm assuming that Pak40s can't really be used in an effective indirect fire role.) Instead of having spawning AT classes, the Germans can have faust crates all over the map, even in places away from spawn points.

As a nice touch, maybe the Russians could have a pickup kit with just a flag. The flag bearer has only his flag and maybe a knife and/or pistol. With the flag, primary fire waves it, and secondary fire does a "Go Go Go!" shout, much like the katana. That is, unless you want to make secondary fire a spearing motion with which you could impale people on the flagpole.

If you wanted to make the Reichstag even more of a focus, maybe you could limit the flags out on the grounds, and instead make each floor have its own flag, although that might get confusing on the minimap. Overall, the map should start out as a massive armored defense, and once the front lawn falls, except for maybe a few Russian tankers sticking around to make sure the Germans don't retake it, it should become a massive infantry melee inside the building.
This has got to be done.
1847013
Re: The Berlin Flak Towers
Maginot
March 4th, 2005 11:12 AM
... then we need the Reichschancellery too!
1847157
Re: The Berlin Flak Towers
Sputty
March 4th, 2005 12:13 PM
A huge, detailed building wouldn't work in BF
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