Randomi - A great map?

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I played Randomi last night for the first time. I'm undecided as to whether it is a great map, or one that will be panned as too friendly to snipers.

After stumbling around while a defender, I saw streams of tracer fire heading in the direction of the barn. Knowing that some of my teammates were in the barn, I went to find the source of the tracer. Lying on the top of the hill, in the long grass, I was able to take out the shooter with my Minimi with no problem. I was then able to pick off several other enemies from that location before they cottoned on to my position.

I then moved forward, down on the flat area. I was a little close to their spawn decided to move back up the hill so as to not to be seen as spawn camping. It seemed like every time I got up to move I would stumble across one of the enemy in the long grass. I shot so many enemy players that I exhausted my minimi ammo. I then had to grab a weapon from on the dead players to continue.

While this was fun for me, I wonder if this map provides too many places to lie in concealment and pick off other players?

Thoughts?

Doc
 

NTKB

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Aug 25, 2001
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No.








Well to be more specific it creates a realistically potential combat zone, one heavily vegitated. So I give it a :tup: You gotta change your tactics accordingly. Either way it will be on GD which only has scopes one night a week, and its gonna be a hella lotta fun with iron sites.

My suggestion is use heavy teamwork. You gotta cover your 6,9 and 3 and MOVE SLOW. Nothing is more noticing than a green object running through green woods. I love the map.

Heres my next suggestion for Opfor though:

Make a woodland map but in the fall, instead of grass texture for the floor have various color leaf texture there. Like the Alpenflage camo. Then camos like that would really kick ass! Hasnt been done yet so it would be unique. I love the direction Opfor is going with his maps. Really nice work much needed in INF due to the constant urban maps being cranked out. Savvy I realize that most combat today takes place in urban enviroments but still, its nice to recreate recent warfare ala vietnam and korea. Not to mentoin other hotspots the US hasnt been involved in. Keep up the fine work Opfor and realize you cant please everyone (I WANT MY CHOPPERS!) ;)
 

NoFate

BAD TAQUE'S ROBAR..BAD ROBAR!
I like the direction Op is taking too. There are plenty of maps that are fairly balanced between CQG and Long-range combat. So it's ok to have maps that are NOT balanced, especially if the server rotation has a sniper map followed by a CQB map. Having every map equally balanced IMO makes things kinda stale. As for Randomi, I know what you're saying Dr.M ....finding the right spot on this map gives you a definite advantage. Like NT said, just gotta move slow and stay in close contact with your teammates.

- NF
 

OpFor

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A) I didnt steal anything. Please don't start flinging word like that around. Those sounds came with 2.9.

B) Its a BETA, meaning it will CHANGE!
 

NTKB

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Aug 25, 2001
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I like the direction your taking this map opfor. However may i suggest adding M2s to the trenches, and barn. Also add some chopper support. Maybe call them in to clear the hills? Either way keep up the good work this map can only get better. BTW good work on the trees :tup:
 
{GD}NTKB said:
I like the direction your taking this map opfor. However may i suggest adding M2s to the trenches, and barn. Also add some chopper support. Maybe call them in to clear the hills? Either way keep up the good work this map can only get better. BTW good work on the trees :tup:

I'm not a big fan of chopper support. I think it is too one sided. It would be different if you could shoot the chopper down though. M2's... I've hardly ever seen these used with any sort of effectiveness. They lag badly online, but then they are fun to play with.

I played Randomi again last night and was able to exhaust my Minimi ammo with a pretty good accuracy percentage. I did get accused of spawncamping, although I really wasn't. I was covering one exit of the defenders spawn area from the flat portion in front of the big hill. You could cover the same area from the hill, so the spawncamping claim is not justified.

At the moment, the only thing I would change about the map is to capture a CD and return it to the spawn. Just securing the barn and the weapons cache is a bit straightforward.

Doc
 

cracwhore

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Opfor, awesome maps. Very well done. A+ for the day.

Problem with Randomi: Objectives are way too easy. Needs at least 2 more objectives. I secured the barn while another got the cache and we beat it in about 2 minutes. Way too simple. I agree with the cd/running back thing. Or, put in more buildings or more objectives. Maybe, have an objective that is pretty much in the open (kind of like the first attacking Brikby obj.)

Problem with Brikby: First objective is now "too easy" I think. The first one was way too hard, what was it? Like 2 minutes with 80% of the team? Haha. The second time you had it right, now it's just too fast. Anyway, it's still a good map. I think it could use another objective just for the "intense" feeling, but it's pretty well balanced except for that the first obj. is too easy.

I also second a "Fall time" level where just laying prone = invisible :lol:

And while we're on the subject of "moving slowly" and such. Anybody else think it would be a fun gametype to have to use knives and supressors to complete a mission? A kind of stealth gametype? I think INF could use a SpecOps type game where it focuses on "slowly and silently taking out whoever is in the way of the objective". Kind of like INF is now, but with no loud weapons/explosives. Think Metal Gear Solid ;) I would love to see a stealth suit introduced to INF. Something you can wear to cut back on "loud rubber boot footsteps" and such.