[new layout Altis] Korengal Valley V2

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Sheriff
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[new layout Altis] Korengal Valley V2

Post#1 » Mon 07 Nov, 2016 3:24 pm

Layout:Korengal Valley V2
Author: Sheriff
Faction 1: blufor
Faction 2: independent
Description:
Image
Image
Image
Image

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scratch
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Re: [new layout] Korengal Valley V2

Post#2 » Fri 18 Nov, 2016 12:03 pm

I want to fly here on orca ;(
Is those factions are static, or it will be rolled random?

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Nyles
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Re: [new layout] Korengal Valley V2

Post#3 » Fri 18 Nov, 2016 12:27 pm

For the moment, we have to assign factions manually. The way we handled randomization broke with Apex and we haven't found a good solution yet.

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GiPPO
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Re: [new layout] Korengal Valley V2

Post#4 » Fri 18 Nov, 2016 7:04 pm

Nyles wrote:For the moment, we have to assign factions manually. The way we handled randomization broke with Apex and we haven't found a good solution yet.


We did, it's just not ready as it includes UI, a decent amount of scripting, an in-house tool update and TIME.
"If It Isn't Documented, It Doesn't Exist"

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Nyles
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Re: [new layout] Korengal Valley V2

Post#5 » Fri 18 Nov, 2016 7:35 pm

XD

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GiPPO
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Re: [new layout] Korengal Valley V2

Post#6 » Fri 18 Nov, 2016 7:41 pm

Nyles wrote:XD

:(
"If It Isn't Documented, It Doesn't Exist"

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aTWar
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Re: [new layout] Korengal Valley V2

Post#7 » Fri 18 Nov, 2016 7:43 pm

nice positioning and creativity

far too much spider webbing going on though, shame
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Hazardous Mouse
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Re: [new layout] Korengal Valley V2

Post#8 » Wed 23 Nov, 2016 5:35 pm

I like flag positioning :) I played about an hour then had to leave.
Lot of vertical combat :) Really interesting to fight.
But one thing i dont like. Just 2 flags pre captured. Slay bits phase to long.
Ofc more bots flags = more room to work for players like me. Who on start buy truck and drive to bot flags on enemy side ^^ to be annoying there :)

But for all other players its simply just boring phase. Get in bots flag circle and seat there. Then move to next bots flag.
Q: How many liberals can figure out what 2+2= ? A: Zero, they just protest that it can be whatever it wants to be.

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scratch
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Re: [new layout] Korengal Valley V2

Post#9 » Wed 23 Nov, 2016 7:06 pm

Campers, campers everywhere..

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vicious
PVP Warfare Admin
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Re: [new layout] Korengal Valley V2

Post#10 » Wed 23 Nov, 2016 7:22 pm

Too much connections. Layout should be LITE. Add more stuff to the flags so people can hide from snipers.

Limdi
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Re: [new layout] Korengal Valley V2

Post#11 » Wed 23 Nov, 2016 7:42 pm

Interesting layout! I liked the teamwork there.

Sheriff
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Posts: 74

Re: [new layout] Korengal Valley V2

Post#12 » Wed 23 Nov, 2016 8:10 pm

More stuff on the flags (agree)

You put the comment almost at the end of the round you sayed this layout should be lite too much camping and raping whit jets( on that time bluefor had 2 a10 jets 2 pawnee up so what you can expect MOR can help you he didint answer yet ) way too many connections i think you mean by that this layout never end we played that match about 3 hours
So match was pretty thug Bluefor win because they use credits to buy jets
Greenfor didint buy AA jet/Kajman
And then you and your buddy MOR blame the layout how bad and shit it is

So parently this layout its camp fest and raping because bluefor rape last 30 minutes greenfor team
whit 2 A10+2pawnee


i suggest you and your greenfor team play this layout couple times when you give your rant here

on another thread there was keyboard warrior and he pulled age card when he didint have solutions he just came to destroy layout before he even played the layout

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vicious
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Re: [new layout] Korengal Valley V2

Post#13 » Wed 23 Nov, 2016 8:17 pm

If you mean me?! Calm down! I dont rant. I make suggestions. Im not a friend of MOR.
I said nothing about raping. If greenfor is not able to buy jets its their own fault.
Thats not true. I would never say a layout is shit. I only make suggestions so we can improve it. :cheers:
You can ask the admins for the chat logs ;)

Sheriff
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Posts: 74

Re: [new layout] Korengal Valley V2

Post#14 » Wed 23 Nov, 2016 8:26 pm

MOR clearly comment like this and you comp him

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vicious
PVP Warfare Admin
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Re: [new layout] Korengal Valley V2

Post#15 » Wed 23 Nov, 2016 8:44 pm

Think what you wanna think. The layout is good but needs improvement. Nothing more to say.

WZ00
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Re: [new layout] Korengal Valley V2

Post#16 » Thu 24 Nov, 2016 6:24 pm

Really think this should be lite. Was a bit ridiculous with jets. Reminds me of Orechestro layout. That plays better as lite and minus a few connections.

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Benjamin
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Re: [new layout] Korengal Valley V2

Post#17 » Mon 28 Nov, 2016 12:46 pm

Image
You don't see something wrong ?

Limdi
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Re: [new layout] Korengal Valley V2

Post#18 » Tue 29 Nov, 2016 9:05 am

Are the mhq movement times bad or what is it Benjamin?

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Benjamin
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Re: [new layout] Korengal Valley V2

Post#19 » Tue 29 Nov, 2016 9:31 am

It's assymetric, there is one more flag on blufor side :rofl-1:

Limdi
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Re: [new layout] Korengal Valley V2

Post#20 » Tue 29 Nov, 2016 9:42 am

But mid flag is indie! =)

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durak_ivan
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Re: [new layout] Korengal Valley V2

Post#21 » Tue 29 Nov, 2016 3:18 pm

Benjamin wrote:.........................................
...............You don't see something wrong ?


Blufor gets easier, closer to reach flags=faster credits.
Independent gets more road to do, to get to the flags....

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RagedLemon
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Re: [new layout] Korengal Valley V2

Post#22 » Sat 03 Dec, 2016 9:35 pm

In my opinion, I feel like this map would play out better as LITE due to focusing on Infantry gameplay and etc. Also, removing the extra flag for Blufor will deeply balance the map out as well. Or adding an extra objective for independent.

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vicious
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Re: [new layout] Korengal Valley V2

Post#23 » Sat 03 Dec, 2016 9:39 pm

RagedLemon wrote:In my opinion, I feel like this map would play out better as LITE due to focusing on Infantry gameplay and etc. Also, removing the extra flag for Blufor will deeply balance the map out as well. Or adding an extra objective for independent.


+1 :armed:

Limdi
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Re: [new layout] Korengal Valley V2

Post#24 » Sat 03 Dec, 2016 11:55 pm

Can this be part of the new rotation as lite?

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Deeelite
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Re: [new layout] Korengal Valley V2

Post#25 » Fri 09 Dec, 2016 3:01 pm

I'm sorry Sheriff I don't like maps with too much of connections. This one is very stressfull and never goes on...till one side get bored and start quitting the game. Not even good if played in lite mode coz is gonna last 4 ages and impossible to spawn when nmys have thermal control. Not my kind.
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