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  Buffalo Bad Asses :: View topic - Codename Lachs Beta1
 
Codename Lachs Beta1

 
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septime
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PostPosted: Wed May 12, 2010 4:38 pm    Post subject: Codename Lachs Beta1 Reply with quote

Allies have to recover the jet fighter design plans from the Axis workshop and escape using the truck.

Axis forces are ready to counter attack the Allies to prevent them from getting the design plans


Few SS












Do not hesitate to give some feedback. wtg
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AcidStorm
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Joined: Apr 03, 2008
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PostPosted: Wed May 12, 2010 5:59 pm    Post subject: Reply with quote

wtg Great map - good integrity will hold 60 players on 1 np.

Flag is only problem - allies can't secure it for good.
Maybe need to wait for beta 2 or final version.
doh
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the_singing_mole_master
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PostPosted: Wed May 12, 2010 6:00 pm    Post subject: Reply with quote

the flight are pretty and it s a good map *like it*
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Simtech
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PostPosted: Wed May 12, 2010 8:51 pm    Post subject: Reply with quote

Great looking map. lots of action areas. The only drawback that I have is that the tank and the truck have to travel from one end of the map to the other... could take a while to accomplish.

I vant to fly de plane.... lol
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septime
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PostPosted: Sun May 16, 2010 8:25 pm    Post subject: Reply with quote

This map has a good potential. But you are right, some changes could improve the gameplay. Because at the moment, it is really in favour of Axis. shrug

It is a long way to escort the tank. At the tunnel exit, Allies will be surrounded and slaughtered. Axis can spawn at the top (landing field). It gives a decisive advantage.

Even though they escort the tank till the entrance, Allies can't secure the forward spawn.

It is all about the flag. If Allies manage to keep the flag, it is fine. If not, it will not be enjoyable.

Looking at the hallway (bottleneck) and the tunnel, I am pretty sure they will not be able to capture the flag. shrug So it means they will spawn at the first spawn and it is really far away. eew
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marker77
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PostPosted: Tue May 18, 2010 3:56 pm    Post subject: Reply with quote

I agree Sep. I played it last night by myself. I think the map is good looking and it has some really cool looks from on top. But as you mentioned, it would take a lot of engineers both ways and it favors the axis. The bottle neck in the tunnel would be a real bummer for the allies.
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GunClap
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PostPosted: Sat May 22, 2010 7:22 am    Post subject: Reply with quote

Spot on sept. Me and ferapont had a blast on it and we came to the same conclusion. It seems like axis engis can lay down mines right beside the road, and as anyone who's played the Chateaux map with me will know, that can make it really hard to move the vehicle even a short distance. Given the length of the tank run, I'd say it would take 2-3 decent axis engis to halt the map.

The hallway bottleneck isn't too bad because allied can take the bunker route and steal flag, then escort through tunnel (even though the door has an axis flag, allied can still open the door into bunker), but yeah, this is well in favour of the axis.

Pros:
Plenty of space for shooting. Long enough range to make seeing the enemy easy, but killing them hard. You see them, they see you, now you gotta get in range. I like that. It means you gotta move your feet!
Some really nice CQ combat in bunker areas and plenty of engi objectives to keep people busy.

Cons:
Tank run is far too long. Fieldops could really make moving the vehicle a problem.
Mines can be planted by roadside, leaving the map quite unfairly bias towards the axis.

Summary:
Good, but not great. With large numbers of players and plenty of action, I predict some lag for some players with slower PCs (like me). It has some redeeming features like multiple paths and plenty of hotspots, but this is negated by the overall axis bias.
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