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Snake Eyes 2.5

#1 User is offline   FBmantis Icon

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Posted 18 July 2008 - 08:54 PM

Snake Eyes
by IllicitFilms


Snake Eyes is a map that had some issues we didn't catch when we released the map last winter with version 2.1. The map when played out in a full server environment revealed major balance issues and gameplay tendencies that went against how the mapmaker(IllicitFilms) intended the map to play. So with version 2.5 you will notice a tweaked version that should represent the desired finished product.

Balance tweaks will make up the majority of the changes but there will be a few visual changes to the map layout. When trying to balance the gameplay the dev team worked with the Tactical Gamer admin team as the map went through several server side modding attempts to reach a desirable product. For those who do not play on this server I will give a simple to the point 'changelog' on what you can expect if you have not played the modded version on this server:

- more transportation at the destroyer with quicker spawn times
- tweaked UKR main vehicle layout
- nerfed beach flag spawning setup. UKR will no longer spawn in the middle of USMC assaults
- Smaller 32 player version with all the necessary fixes

Probably the biggest change to the map is the addition of another assault path on the North part of the map. Breaches are more likely to happen now as UKR will definitely have to spread their forces out.

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Over on the main part of the beach in the south you'll notice increased cover for USMC forces as they assault. There is higher dunes, larger rocks and some added tank wrecks. With the AAVP's having a bit more firepower in 2.5 you will find an entrenched AAVP could cause a lot of trouble for UKR.

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UKR however will find some reinforcement to their positions and a new mortar emplacement location.

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Finally for those who are very familiar with the map you will notice some minor tweaks in these images.

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I feel that Snake Eyes has a great atmosphere and some very fun gameplay throughout the map. I hope all server owners that maybe shelved the map before will now take a second look. The assault is tough but nothing a little teamwork can't overcome.
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#2 User is offline   jilted Icon

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Posted 18 July 2008 - 11:33 PM

:) excellent writup Mantis!

Can't wait to play this one in a server. The previous version was a fun challenge, I think this version will just be plain fun.
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#3 User is offline   Zephoid Icon

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Posted 19 July 2008 - 11:11 PM

the old version had an atmosphere that none of the other maps had. close quarters, sniping, armor support, you had it all in one of the few maps ever made for battlefield 2 that didn't just promote teamwork, but required it. it was kind of like a d-day landing, with pretty much the same result as the actual d-day. EVENTUALLY the US could gain a foothold, but by that time the tickets were already run down. hopefully this gives the US the advantage they need.
i always thought that transport APC for the US was pathetic on almost every map, except in the rare occasion you could stick it behind a tall wall and snipe with it. i believe it was Port Yalta near the middle flag above the train tracks. best place in the whole game to stick an APC cuz the wall only lets the barrels and top of the gun to stick over.
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#4 User is offline   Agent07 Icon

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Posted 21 July 2008 - 12:04 AM

Awesome!

Can't wait to get to play it in 2.5!
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#5 User is offline   FFTF TC|Ed Icon

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Posted 21 July 2008 - 01:33 AM

Good work guys, now that balance has been worked on, this will be a very good addition to tournament play.
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#6 User is offline   civilian Icon

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Posted 21 July 2008 - 06:54 PM

View PostZephoid, on Jul 20 2008, 12:11 AM, said:

it was kind of like a d-day landing, with pretty much the same result as the actual d-day.
EVENTUALLY the US could gain a foothold, but by that time the tickets were already run down...


And too many players had left the server or US team to allow any chance of a US victory. :omgwtf:
Let's hope the new version will prevent that...
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