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GamersCrib
05-05-2009, 07:40 PM
The official Operation Blue Pearl map is set to have some new changes in the next Beta v1.50 Patch release. Bjorn has proposed a few revisions and this recent layout to 16,32 and 64player aspects of the map seem to be ready to go. Check em out:


After reading your feedbacks in this forum I’ve done some changes to the map. My main plan has been to let you, the community, become involved in the development of the map. And I’m really glad to see that many of you came up with good ideas to enhance and better the player experience of the map. What we’re launching now is a second beta. And presented below are the changes for game play:

* 16 player – double assault map. All control points moved to the “city side” to allow for better IO game play. When run normally – each team will get an APC: PLA at the yard and US at the Old Square.
* 32 player – opened up the southern parts of the city creating two entry points for the US team. Both front flags are neutral when round begins. PLA home base moved forward to the Construction Site, closing off the Harbor Offices. This was due to the fact that it’s really hard for 16 players (full US team in 32) to dominate all control points in the old layout. And this being an assault map, is the intention of the map and how it should play out IF the US get a win.
* 64 player – both front flags start off as neutral

Hopefully the two neutral flags at the waterline will allow the US to actually land and view the landing as a possible option to trying to sneak around the front flags. Timing seems to put both teams in the temple area at about the same time (provided that the US use ribs to get across, the APC:s will take a little more time). At the Garden (changed name from Market) US should be able to make landfall and move towards the control point before the PLA can reach it. Timing it puts the first fight here in and around the garden. Hopefully this will result in a really intense startup with a crucial fight – if US succeed the will stand a good chance at winning the map, if they fail they will have a much harder time to get back in the fight.

Thanks for all great feedback and all the testing you’ve done so far. Please hang in there and continue to play the map and send feedback.

/Bjorn

http://gamerscrib.net/pics/gpm_cq_16_menuMap_thumb.jpg (http://gamerscrib.net/pics/gpm_cq_16_menuMap.jpg) http://gamerscrib.net/pics/gpm_cq_32_menuMap_thumb.jpg (http://gamerscrib.net/pics/gpm_cq_32_menuMap.jpg) http://gamerscrib.net/pics/gpm_cq_64_menuMap_thumb.jpg (http://gamerscrib.net/pics/gpm_cq_64_menuMap.jpg)

Check out the official post here (http://forums.electronicarts.co.uk/battlefield-2/544569-operation-blue-pearl-feedback-6.html).

GamersCrib
05-11-2009, 03:11 PM
New post about the map changes:

So, another weeks gone by which I’ve spent on redesigning the setup for OBP. I’m going with the layouts already proposed here in the thread. I believe strongly that they will remove the main weakness with the map and still keep the original idea of the map.

The only layout that differs is of course the 16 player version. Here I decided to go with what was proposed and would probably work for the hardcore clan playing part of the BF community.

That layout will have two APC:s in ordinary mode, while if the server is run in IO mode it, of course, won’t have and what’s more – doesn’t need vehicles at all to work. The APC:s will spawn on the neutral control points. Old square spawns the US APC while the Yard spawns the Chinese.

I look forward to hearing what you think of the new layouts once you’ve tried them out.

source (http://forums.electronicarts.co.uk/8896616-post167.html)