Rhine Bridge 2, Released!!!!


(linkin90) #21

Remember, your map rocks, and these are just suggestions cause id like this to be played regularly on servers, it kicks ass!

The allied cabinets with ammo and health seem to be far away from the action. Axis people just stay in there base for defense, and their cabinets are right there, but for allies, you have to run around the back of that building thats all the way in the base, then up the stairs then back down (and usually falling down and getting hurt due to the steepness of the steps) and around and back into the action.

How come you cant pick spawning between the forward “bunker” and the first spawn? For axis sometimes id like to spawn at the beggining so im closer to sniper spots and such.

Building the bridge is so much more difficult than destroying it. Also, people can sneak into the water and place the dynamite in a hard to reach place on one of the middle rocks. If this was gone, by making the rocks higher, it would be easier for allies to kill people trying to destroy the bridge, making it more balanced for the whole situation.

The building with the squeeky doors and the radio controls has a few problems for allies. When I play as axis usually I play as an engineer, so I can sit outside that building and once I here a squeeky door open I know someone has entered the building. I can instantly shoot a rifle grenade up through the window and kill the person. Its already hard enough for allies to get out. When climbing up the ladder I see a lot of allies die from people who can just sit on the building. Simply remove the squeeky noise or make it a lot more quiet, and it would make it easier for allies to leave the building. When I’m allies, I see a lot of other axis people shoot or throw grenades up also, like i did…

This map is awesome though. I would love to see it in more campaigns and single-map objective rotations. Also, when you finally get to your final version, you might want to name the pk3 file Rhine Bridge instead of rhine, to get rid of all the confusion with all the versions. Good job on the map though!


(ziege) #22

I thought of doing that too, so when I played as Allies I would just open the door once but not enter the room straight away. That way any Axis waiting will waste a nade and either I do it again, rush in and fire a nade up, or go off somewhere else :slight_smile:


(wolf) #23

Nice map drakir i played it few days ago its pretty nice espacilly the water :bump:


(ziege) #24

OMG OMG will you use teh l33t paintshop tubes! :slight_smile:


(Thej) #25

Do u have a good example of a nice Signature piccie?? :smiley:


(wolf) #26

:banana: i actully did my signture in 3 minutes :smiley: but if you want me to make you 1 i’ll be happy just tell me what you want in it.


(linkin90) #27

Hey Drakir, planning on releasing another version of the map in the future, or is this it?


(Drakir) #28

Yes i am planning on releasing a FINAL version. So if you have any suggestions or anything you feel need to be changed dont hesitate to tell me, here or via e-mail. There will be a while until i´ll release the FINAL version, right now i am focusing on my next ET map.


(Fenris) #29

My thoughts as a player from several rounds on my server, I don’t know what could be realized or not, they are just random thoughts :smiley:

  • Maybe make the area around allies spawn a little bit bigger and in an angle so it’s easier for allies to get out without axis camping them, also to move axis first spawn into this part of the map to create 2 battlegrounds.
    This will give some trenchwar, then allies will capture flag and battle can move on to the next part of the map (axis spawn today)

  • Make the area around axis spawn a bit bigger so the obj is not directly after the bridge, but also somehow make it easier for allies to get onto the other side of the bridge so it’s not so one-sided games as today.

  • Put the tunnel exit at an angle to the bridge so axis cannot as today put an MG42 at their side of the bridge and completely hold down the tunnel with it, sniping from inside there is actually rather hard to do since most people will try to run past you not realizing the MG is waiting, maybe a bend in the tunnel exit like on fueldump could help some ?

  • Change the fixed MG’s into buildable ones to boost XP

  • Make it possible for allies to build a few MG’s as well ?

Otherwise I don’t know except for that I would like to see something that balanced the map a bit more in allied favour.
And as stated I’m not sure how these things would work in reality, they’re just some thoughts I’ve had while playing the map.