[Map] Fallen Fighters needs some tweaking!

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Fingerlotion

FNG / Fresh Meat
Aug 31, 2011
4
1
0
I really think the map fallen fighters needs to be tweaked, as it is now - it encourages camping too much. Mostly you spend your time either in a window with your bolt action rifle of choice, or you're belly crawling either to their flank or on the objectives.
The middle of the map definitly needs some tweaking, either by trenches or more tunnels. As it is now, the gameplay is too slow phased due to the fact that you can't rush out on the objectives.
What I'm basically saying is; add more walls and alternate paths so that we don't have to belly crawl like snails over half the map.
 
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luke86

FNG / Fresh Meat
May 15, 2009
38
5
0
I think its not a map problem, its a player problem. Everytime im playing this map there are 2/3 of the team just camping at spawn, but thats not the way RO1 or RO2 is meant to be played.
I also think that adding some more walls would change nothing with that situation.
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
0
Yes i agree.

all the objectives are in a flat area, with 5 story buildings filled with snipers surround it; not what i'd call great map design.

No one ever gets to the objective, as they are either killed on the way, or dont even bother.

occasionally when you do get to the objective, its blocked by an enemy; however, no one stands up to find their opponent because you'll get sniped. So everyone just lies on their belly near the objective for the whole round.

That one capture point (i think C) has never been captured by the germans in all the 10000 rounds i've played in that map.

NOt only that but you have that annoying tank driving around too...
 

LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
831
132
0
Pennsylvania, USA
Anyone who says the park in Fallen Fighters is "flat" will have a hard time with the rest of RO also. There's plent of walls, trenches, sewers, and a fountain.

it's a tough no mans land, but it's not broken nor does it need to be redesigned. You just need to sprint from cover to cover. If you keep your head up too long, you're dead. If you stay in one spot for too long, assume that you've been spotted and will be pinned if you stick your head up too long.

That's how you play. The reason everyone is sitting in the buildings on the edges of the map is because they're scared. An effective team will, therefore, be able to waltz right into the cap zone.
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
0
That's how you play. The reason everyone is sitting in the buildings on the edges of the map is because they're scared. An effective team will, therefore, be able to waltz right into the cap zone.

well i have yet to see an effective team. I always pick squad leader, designate the objective to attack and smoke the hell oout of it.

Doesnt matter though, as i'm the only one thats ever at the objective. I stay until i get bored and just start jogging around the map until im killed
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
113
34
Amsterdam, Netherlands
Fallenfighters is by far my least favourite map out of the 10 maps that come with ROHOS :p

I would personally prefer to have it play out more similar to how it is in countdown, one side defending one side attacking. And perhaps removing access to the top floor of the sniper buildings.
 
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NightriderAOF

FNG / Fresh Meat
Sep 1, 2007
324
135
0
Start encouraging people to get out of the flanks and attack the objectives, just marking them and throwing smoke isn't going to do it.

However, flank attacks are very useful on Fallen Fighters. Have a squad move down the flank, clear out the enemy, then move left or right into the cap zone while supported by your own MG/Marksman at the flank. It's a good map, people just need to learn how to approach it. Keep in mind it is a 1/1 recreation of a real location, so it's supposed to look rather flat.
 

rancenstein

FNG / Fresh Meat
Aug 31, 2011
333
59
0
Map would be boring if you would be able to rush through the objectives, the beta just startet so you can't expect everyone to know the best tactic, but i can tell you when you play as a team with suppresing fire, cover and smoke, its unbelievable easy to actually capture all points when the enemys are hiding in their building and cant see the enemy with all this smoke, i personally found it hard to kill someone with a bolt when everywhere is smoke and people hiding in cover. RO2 should be a teamgame not a arcade shooter where you can rush to every objective.
 
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NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
Maybe expand the map and include a bit more of the surrounding buildings and make the large square area only one of the capzones and not the "center"?

They can't just throw in some random buildings, it's a historical location and that would be tantamount to blasphemy ;).

It's def not my favorite map at all. Though I enjoy countdown on it a lot. Territory is kinda meh on it though.

There IS plenty of cover though. Just gonna play it slow, check for bad guys, sprint, crawl, repeat.
 

J.Corvus

FNG / Fresh Meat
Sep 1, 2011
92
28
0
I have a love-hate relationship with that map.
Go into the middle and you are a sitting duck. Can't see anything. Take a look and you're dead.

The few trences in the middle there are kinda badly positioned. You can't see anything from them.
You could make the sewers longer?
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
When I'm a Russian Squad Leader, I make sure to smoke any clump of noobs camping in the main building (a school isn't it?)

I've seen them 8 players thick in a 10 yard section! The smoke clears em out like cockroaches.

and yes, I've seen effective teams on fallenfighters. Effective team of RO1 vets vs a noob team...the carnage is actually awe inspiring.
 

Aethelwulf

FNG / Fresh Meat
Sep 1, 2011
14
0
0
One of the main problems I find is visibility. As a Ruskie I often take a lmg and rack up insane kills from the windows at point A, 82 kills is my best so far. I died once from a tank shell and not a single counter sniper took me out. I wondered why so I popped over to the German side to take a peek at the problem and to my suprise I couldn't see bugger all in that Russian building due to tonnes of smog. I tried aiming at the muzzle flashes (my usual trick as Ruskie when firing upon the German buildings) and still couldn't hit the swines. (Was ranged to 200m before anybody asks). So in my opinion I really think the visibility into that A point needs to be balanced to match the visibility of the German buildings.
 

Kurai

FNG / Fresh Meat
Sep 1, 2011
8
0
0
Netherlands
and yes, I've seen effective teams on fallenfighters. Effective team of RO1 vets vs a noob team...the carnage is actually awe inspiring.

This. I have been on a couple of quite effective teams (48 server), so its pretty doable, although hard if youre an individualist
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
the reason why there is a difference in visibility is due to sun position.

The russians are in the shadows and germans are in the sun.

Any german who sets up in the windows of the department store stand out like sore thumbs because they are well lit. Makes for easy killing. That's why nobody smart sets up in those positions. I always laugh when I'm russian sniper and some german sniper crawls up to a window and thinks he's being all sneaky...he doesn't realize he is walking into the sun.
 

Hirmuinen

FNG / Fresh Meat
Nov 24, 2005
513
20
0
Finland
Fallenfighters is by far my least favourite map out of the 10 maps that come with ROHOS :p

I would personally prefer to have it play out more similar to how it is in countdown, one side defending one side attacking. And perhaps removing access to the top floor of the sniper buildings.

How about a simple solution like making the spawn area move up once two first objectives are captured. It's really impossible or very hard to capture the third one when theres higher ground duck hunt and closer enemy spawn for reinforcements.

I have played with team that has 80-90% of attacking and at one point nearly 60% of us were flanking right side as russians, but because enemy spawns so close and in so weird spots(right side and infront) it makes it totally unrewarding to do any flanking. Neither team made any progress despite us being the more agressive team.

Right now the map is stalemate in RO1 style. I don't like to win maps by score, takes away a lot from the team game.
 

harvest4

FNG / Fresh Meat
Aug 31, 2011
16
2
0
The maps are too small. The square should only be a small section in a massive map that is defended by one side and pushed by the other.
 

J.Corvus

FNG / Fresh Meat
Sep 1, 2011
92
28
0
One of the main problems I find is visibility. As a Ruskie I often take a lmg and rack up insane kills from the windows at point A, 82 kills is my best so far. I died once from a tank shell and not a single counter sniper took me out. I wondered why so I popped over to the German side to take a peek at the problem and to my suprise I couldn't see bugger all in that Russian building due to tonnes of smog. I tried aiming at the muzzle flashes (my usual trick as Ruskie when firing upon the German buildings) and still couldn't hit the swines. (Was ranged to 200m before anybody asks). So in my opinion I really think the visibility into that A point needs to be balanced to match the visibility of the German buildings.

Yep. That might be the biggest problem. I find there's way too much of that smoke inside all those damn buildings. Smoke without fire too.
It makes unrealisticly good sniping positions in the buildings at the edge of the square. Bad for gameplay too as it encourages gameplay.