#ZalfiBay

1 messages · Page 1 of 1 (latest)

chrome hound
#

BB_Map_ZalfiBay
[2x2 km map]

**Description: **
Both teams will try to take control for a main city in area surrounded by big desert hills and canyons.

Map locations and biome
City located in a Middle East.

Starter tips
• Because map have U-shape, naval vehicles is the best friend for fast travel to any objective
• You can use a islands in the middle of water as a good sniper point to control coastline.
• Move along cliffs and palm's in between objectives to protect yourself from sniper fire.

Icon: https://cdn.discordapp.com/attachments/1029840174764527717/1152629482549694544/DIscordIcon.png
Loading Screen: https://cdn.discordapp.com/attachments/1029840174764527717/1152629481303982110/LoadingScreen.png
Minimap: https://cdn.discordapp.com/attachments/1029840174764527717/1235608367918219374/MainMap.jpg?ex=6634fd77&is=6633abf7&hm=55e221445e08f8d0c464b580d7e9da19355763520274b71d1cb721787a2d7d08&
satellite map:
https://cdn.discordapp.com/attachments/1029840174764527717/1235608376600301568/ZalfieBay_4096x4096_2024-05-02_15-27-42.png?ex=6634fd79&is=6633abf9&hm=12b87b36a5f0369d8d2b9986960ad61ab9e8a1e1e1e3c2720f053d56ab873c41&

storm ferry
#

Is this the map that'll have the 300m distance (instead of 500m) capture points in Conq?

hearty slate
#

yay

chrome hound
glossy hull
#

looks sick

ebon field
#

can you use boats* to navigate the stream/river on the east side of the map?

trail jungle
#

So how long until uhhh... "Turbulent Island"

pastel basin
#

can you post night version

forest rover
#

lancang Dam bf4???

looks amazing anyway

chrome hound
chrome hound
grim night
#

Can we have night screenshots?

void thunder
#

Do buildings in this map also have shutters?

Can we destroy windows shutters with the pickaxe? ⛏️

fluid halo
#

Damn beautiful! Love to see the improvements to your ability to detail Vilas! Could we peek the spawn and objective spots?

chrome hound
chrome hound
lone yarrow
#

maybe you should start develope milsim mode? this map looks amazing for that

shrewd cargo
#

Can't wait! It looks awesome!

fleet seal
#

What does the north eastern corner place do vil ?

chrome hound
glossy hull
#

any plans for adding rush on this map?

graceful glade
#

damn i hope there are a bunch of tunnels and secret passage ways between the islands and in the city.

sudden sapphire
#

Will there be a way to sneak up on the snipers without swimming in the open like a sore thumb or without using vehicles? Becuase otherwise it will sound like they will be safe and uncontested most of the time unless they're being counter sniped (a problem on some of the maps)

chrome hound
honest crypt
#

Looks beautiful, especially the palm trees! Have you guys decided where the spawns are going to be?

graceful glade
chrome hound
shell dune
#

DAmn looks good

sudden sapphire
brazen tartan
#

This looks like that one BF2 project reality map

quaint estuary
#

@chrome hound don’t care for ping, just wanna say you did great on this one, can’t wait to play it ;D

worn wharf
#

definitely looks interesting, i just hope it's going to be smaller than multu

proven pendant
chrome hound
# proven pendant I feel like there wont be any water gameplay still because of there being no obj...

Island play role as blocker of snipers/tanks sight of fire. nobody will be on island except snipers.
Water gameplay will be - because all objectives placed along coat line, with mean water vehicles can reach any objectives + island will provide a cover for them or a place for boat fight.

Just need to think deeper and wider about players preferences and playstyles , not based on own playstyle while forming a opinion.

proven pendant
#

are there going to be any helicopters?

void thunder
proven pendant
#

blackhawk?

fading wolf
#

I think water mechanics need to have a revision for this to work best, fast swimming, using weapons in water, go underwater, etc...

sleek wagon
#

This map looks amazing

quaint estuary
sharp dock
#

I really like that roads are much wider than on earlier maps. But was it really necessary to put undestructable barrier between lanes? Would it really hurt to have just simple wide road, not still annoying narrow roads but now two parallel to each other? It feels like step back after step forward.

cloud zinc
#

I think D2 on Zalfi on frontline is broken. It is deep underground and it seems there isnt a way in

tidal cosmos
shrewd cargo
#

Definitely love the map, CTF might do with a cut down in the playable area but that's about it imo

odd berry
#

the mishap is on E and close to where my map cursor is, I died in the process of getting the files and couldn't go back to the actual spot

Edit: the actual location added below this post

leaden crypt
#

frontline f2 and d2 literally under the map and cant be capped

compact escarp
#

F2 in Frontline is under the map.

tight cloud
#

From what I can tell the Islands in this map have no purpose what so ever. Maybe incorporate them into capture zones or make them capture zones themselves!

lethal stump
#

Invisible object. I did jump on it in one of the screenshots

patent fog
crystal quiver
#

the palm tree leaves have a weird flickering effect as soon as they are a little further away

silent geode
#

in conquest feels kinda sad to see the right part of the city is unused probably move the objective to the right a little?

light ridge
jaunty lodge
ebon field
#

they should add a 7th point in the back to draw people through the whole thing

civic venture
#

Hey, just wanted to check, is anyone else having FPS drops on ZalfiBay? I'm running 100fps with some stutters, but I usually max my framerate at 144fps

I'm wanting to see if it's a me problem or if others are having it :D

ebon field
light ridge
#

guys , don't you think the map is a little too bright ?

sudden sapphire
#

yeah my eyes hurt when I play it

winter horizon
#

Hello Vilaskis,

The map looks very nice, what do you think about adding another Objective on the middle island and slightly moving the island so both teams can arrive there at the same time. Else the Snipers on each island would just play snipers duels, while the infantry on the main island just do whatever. The new G Objective Island would then need to be expand a bit towards the northeast because it looks like the southern team would arrive first.

Furthermore, I think snipers should not be basically uncontested by making it hard for everyone to access these islands through the rough rocky outside terrain. I would add some small passages consisting off a beach (2 on each, and 4 on the main one) to make every island accessible.

Personally, I think the safe zones are both too large, Sniping from the islands should come at a cost, having 2 islands on each side where you can just snipe from the safezone, it just feels bad to counterplay. You can never beach them and take out the snipers. And you already exposed yourself driving with a load vehicle towards them. Which is also why it is so weird that you need to find those few spots where you can vault over all rocks to ambush them.

The small accessible beaches (marked as yellow) of the island who currently have no easy access (apart from very specific rock climbing) could look like this (image 2).

Overall this would nerf the safety of snipers, whoever, it gives them a new objectives to find pray, Battle Snipers which are closer on the action would use the islands to be a bit more closer, while long range snipers can use just the outside of their safezone slightly right above and below G to snipe targets from there as there would be direct LoS with no Island to block it.

chrome hound
# winter horizon Hello Vilaskis, The map looks very nice, what do you think about adding anothe...

Hey.
Islands here play a different role. They do play a role of natural protection against tanks and snipers from another side of coastline, and give to water vehicles cover an routes to move in between islands.

  1. Objective on isolated island wont work and will only hurt player experience due there is no water gameplay for infantry. You cannot swim under water surface or use secondary weapon to protect yourself while you in water - mean you become a super easy target to snipers. A lot of snipers.
  2. Moving island from outside of safezone will hurt CONQ gamepaly, due a single coordinated squad can spawn camp whole base. Its better to make it a safe zone where are snipers can protect a sea around base , but they wont have impact on game overall because of distance. Players who want to stay here at island in safezone wont be able to do anything beside protecting base.
  3. Make every island accessible will let APC to climb on good spots at middle of map, and just camp peoples on coast line from position above sea level. Some island complete closed for vehicles, but snipers can get access via helicopter or graphline hook gadget.

Once Battlebit will get a propper gameplay for water surface, we will develop a new map with isolated island only specialy for new gameplay features.

winter horizon
#

"Objective on isolated island wont work and will only hurt player experience due there is no water gameplay for infantry. You cannot swim under water surface or use secondary weapon to protect yourself while you in water - mean you become a super easy target to snipers. A lot of snipers."

Thats why infantry would need to use water vehicles to get there safely, the issue is that they get sniped regardless. But thats why some Rhibs should be replaced with RCB90, maximum 2 on the map. Right now there is 0 If i am not mistaken. In General water vehicles are sometimes stuck in getting pushed up and down (if you play long enough you know what I mean). And the guns are not reliable because the ship is unstable (which is fine I guess).

I might be mistaken but giving Island to snipers and then saying that they wont have impact because they are too far from objectives is a bit weird. The idea that APCs would become a problem if they get on this island is something I also don't understand because in the past months thats exactly what they have been doing on all of the "Bowl" maps, Sandy Sunset (especially), Basra, Wine Paradies, DustyDew. In all of these maps I have atleast seen one LAV spamming from an elevated position towards an objective, even from safezones. Furthermore APCs are also driving on the northern waters of Azagor doing exactly the same, it is also a problem on this map aswell.
https://www.reddit.com/r/BattleBitRemastered/comments/16lat07/wasnt_this_map_suppose_to_have_more_water/

If players wanted they could easily shutdown a lot of water vehicle play by just roaming the water "streets" with APCs, which is what happened in this clip.

I think spawn camping would still not be an issue even if there would be enemies on that island because that team can just use all land vehicles to break through by the land part.

The G objective could be surrounded by large rocky hills as cover from outside, with the 3 connections leading to the sea like this (pic inc)

Reddit

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winter horizon
#

From this picture as a startpoint, surround the lagoon with such large mountains, remove the water, place one building (a hotel with a small pool, some manmade plants around a bit) as objective in the middle and then carve 3 entrances into the mountains towards the sea. Place rocks, palms, dense jungle trees and shrubbery as visual and physical cover, maybe small beach shops (former tourist area). But i guess if you would have such a beautiful lagoon paradise as one objective it would kinda not fit the fact that this is supposed to take place in the middle east, but that is just a sidenote more than anything.

Such objective would just be something completely new and unprecedented.

Last but not least, as seen in the clip above, LAVs can also pretty much shut down snipers on these islands too, and prevent them from getting there ever again once the squad has been wiped. You can also make the beach entrances (as suggested in the previous comment) narrow enough for only infantry to pass through.

But yeah, overall It was just a suggestion and I can understand if you have your reasons. Thank you for your interest and explaining. I knew beforehand that you put a lot of thoughts into the maps already. Thanks

worn wharf
#

"making islands accessible will let APCs climb on good spots" why not put some small building or walls that only infantry can pass?

winter horizon
#

APCs can also climb on these 3 islands to higher spots which are in the middle of the map and seeing most objectives. I just noticed

sharp dock
winter horizon
#

Nevermind I just saw that there are already 2 RCB90 per team

silent geode
light ridge
tiny surge
chrome hound
proven trellis
#

on E, the top section of the tower when it falls becomes invisible

proven pendant
#

what happend to the water pvp

sudden sapphire
#

This map is WAY too bright, genuinely hurts my eyes

quick frost
leaden crypt
sudden sapphire
#

😭

grim night
quick frost
#

Anyone else finds that the East side is completely empty in Conq? I had to check I wasn't playing on a half empty server while driving around that part

silent geode
quick frost
# silent geode https://discord.com/channels/303681520202285057/1152630937327247451/115323948977...

Exactly. Seems like an inverse Waki with all the unused space to one side of the map, but this time the terrain actually overlooks infantry areas so there's quite a few spots you can calmly drive to and farm infantry from.

The way I keep seeing people on PWCs and RHIBs getting blown up, it's probably a matter of time before they wise up and just ignore the water. Setting up some rallies on that empty area gets infantry a far quicker and safer path into the objectives.

Feels like you would get a far more interesting flow by putting the main spawns on the eastern corners of the map, then vehicle can move into the center of the map faster and water still offers a good flanking route, but you won't have so many APCs massacring everything around them because it would be a larger detour for them to go into the water.

#

Like so:

jaunty lodge
#

what guns excel on this man apart from useless snipers?

silent geode
jaunty lodge
silent geode
jaunty lodge
quick frost
# silent geode i think this map is a very good example of where most gun arent useless. before ...

The distances around the houses in the east seem to be just perfect to allow medium range encounters across buildings and ofc CQC inside. Only problem it also feels like there's a few long sightlines where the DMR and long range ARs do become annoying, and if a team manages to take over the area, they have a very strong defenders' advantage. The flat roofs also mean that the first team deploy sanbags on their position also has the upper hand in preventing enemies from getting set up anywhere around the area.

Only played it twice so far tho, so impressions will probably change as stuff gets figured out.

silent geode
sharp dock
#

Day one of asking to remove barrier from the middle of Zalfi Bay road

quick frost
sharp dock
charred folio
#

we don't need 6 points on 64v64 maps
please, fucking stop with that

fathom echo
winter horizon
#

I am not sure if it is intended but there are no GasTiger7M on Conquest on that map

lusty bane
#

is this map's color scheme way more saturated than the others? i always find it too bright

light ridge
lusty bane
#

gotcha ok i thought i just had horrible eyes

limber dawn
#

noticed this while playing a match today!!

sharp dock
sturdy mulch
#

Edges of floors should be darker or gray, they are same color as walls, so it's misleading sometimes

light ridge
sharp dock
#

The ressuply station is just too far from any action on this map. Especially on 64v64 mode. Helicopters can deal with that, because of thier speed, but boats and ground vehicles have a loong downtime, for seemingly no reason.
Placing one station somewhat closer, (first point on 127v127) on 64v64 would be nice, and possible, because Lonovo have different spawn locations depending on gamesize

vale flint
#

The Tank can seemingly get itself into a position in the northern spawn of the map on Zalif where it can't be accessed, destroyed or respawned by any means due to it not being able to be blown up naturally from being fully underwater. It's in the safe zone at spawn, so effectively just by driving into this little puddle, you can remove an entire tank from being able to be played by an entire team.

quick frost
# quick frost Like so:

After a bunch of 127vs127 conq games, I can say it feels like there's way too many watercraft and not enough APCs/tanks/helis. Either a new safe zone needs to be inserted somewhere closer to the main fights (see quoted message) or some vehicles need to spawn in points closer to the center. It's a huge pain in the ass to drive from main spawn otherwise.

copper epoch
#

This is supposed to be a naval-centric map, but I see too few people using naval vehicles, and they tend to use land vehicles to reach objectives, I don't know, maybe add a flag in the middle of the 'archipelago'?

sharp dock
# copper epoch This is supposed to be a naval-centric map, but I see too few people using naval...

Well, if it is supposed to be a naval-centric map, then it fails at that, in a fundamantal level too. Multu can be naval centric if boats could go everywhere on the, so every bay/body of water.
On Zalfi, there is no reason to use boats, unless for very long flanks, which is damgerous, because most vehicles sit in "thier half" of the map, and helis can do this job much better.
Naval centric map should be like Parcel Storm or Lost islands, where objectives are separated by water, without land connection, and there is limited air transport presence.
Zalfi and multu feel more like Hainan resort , mostly land map with some water gameplay

quick frost
# sharp dock Well, if it is supposed to be a naval-centric map, then it fails at that, in a f...

It's probably due to the fact that all water vehicles are ridiculously squishy and hard to handle compared to the APC. The fact that the safe zones are nearly touching doesn't help things, since it makes the effective area water vehicles can safely move around extremely restricted.

Not to be a broken record, but I feel pretty certain that having a layout closer to this #1152630937327247451 message would result in far more naval action.

copper epoch
sharp dock
quick frost
sharp dock
sharp dock
# quick frost You don't really need completely separate islands. Just having teams starting on...

I struggle to see how this would hepl. Map itself doesn't offer any space for naval vehicles to PTFO in any way, and if they can, they are outperformed/denied by ground and air vehicles. There is no point near water, that benefits from boat, those that are near, are easierand safer accessible by ground. There is not enough water, period. Like, seriously, vehicles need space, both ground and water ones, but barely any map offers that. So yeah.
And Ironically, Zalfi Bay is second best map for ground vehicles imo, by givinga enough space and relatively flat terrain near objectives, but fails at facilitating any naval gameplay, which was/is it purpose...
P.S , Vilaskis pls, 10 minute slow is just too much.

copper epoch
quick frost
# sharp dock I struggle to see how this would hepl. Map itself doesn't offer any space for na...

You can just edit your last message if you want to add some further thoughts. The other feedback threads should have 10 minutes as well to prevent all the pointless offtopic discussions that keep happening tbh.

I agree that currently moving through ground is far safer, but by moving the safe zones off the water entirely, it would allow one team to take over the sea so they can be safe from that side while establishing a beachhead with their transport and rallies.

(and if the vehicle spawns were all the way to the right, they would need to get past the wall of infantry to directly engage watercraft, making it much less likely to have APCs sinking everything in sight)

dapper dove
#

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quick frost
jaunty lodge
sharp dock
quick frost
sharp dock
leaden crypt
#

Can i like not get flashbanged ppW

quaint estuary
vale flint
summer falcon
#

This map has the most attrocious water based gameplay despite being designed for it. You need to remove the islands and have just an objective comepletely in the middle of the water. It would encourage sick rhib boat fights. You could even do an oil rig with an objective with a heli pad for a risky repel rope drop off. I feel as though this map should be completely elongated with a lot more water than land in this map.

quick frost
#

I'm just leaving the server the instant this map gets picked now. Moving around the actual playable area is a pain in the ass because you either expose yourself to being shot at by everyone in the water and the place you're trying to reach or you get killed by spawncampers outside the main road. The only alternative is to take a long ass drive through the pointless boring desert.

In general putting objectives in a line is just terrible design when they can be captured in any order because then you end up being forced to spawn in clumps of friendlies surrounded by enemies OR take a huge detour just to avoid getting killed on the way to whatever place you want to reach.

abstract badger
#

Boats can get stuck there very easily and no way to destroy them since safe zone lol

sharp dock
sharp dock
#

On INV Ultra this map devolves ih 1/3 of each squad fighting at theirs spawn border, ignoring points. Spawn zones there are too close to each other

sharp dock
#

On INV 64vs64, there is no repair station for naval vehicles on RU side

lofty echo
#

please make this map less blinding

polar fossil
#

Agreed, less brightness, less blingind, also islands is played only by snipers, need to remade that side of the map.
Guess it could be each island has own advantage.

One should be with mountain like 150 meter in height for snipers, that can see all the beach and other islands. As an example - tarkov Forest map with central mountain and cover points there. If you even try to shoot from the ground to that mountain - any sniper will find cover directly on the mountain, in landscape heights, also helicopters should fly around mountain, and face difficulties every time they want to fast paradrop somewhere. And yes - building that is captured in middle of the map separates map from that snipers, so they control beach, and if they walk around moutain - sea side, but lose control of the beach.

Second one should be near beach connected with non-water ways and has spawns for apc/tanks, so you can get the island with waterbike, small boat or jeep, and be capturable in conquest.

Third one could be like naval port with helipad and repair bay for any vehicles, located as much long from map center and both bases as possible. This could be even concrete island, i mean - non-sand, but floating gas station with helipad. So you take the boat, and can take the helicopter.

Maybe, big undestructable bridge with sections like wakistan (each section small = human could reach nearest place with parked waterbikes or quadbikes (by sea or by bridge). Bridge allowes shooting from the bridge to the the sea, or get other side of the map almost without buildings and stuff, just step the gas.

pastel basin
unique narwhal
#

Hallelujah indeed

chrome hound
#

Don't spam pls.
its a signle place where are notifications are ON to listen feedback and catch bugs reports.

flat marlin
#

needs flags, otherwise looks to be fine

spark saffron
#

Yooooooo that looks sick Vilaskis, would you ever consider running an underground tunnel from the main building complex to the Island Castle? Many historic coastal forts had similar secret passages, it would make a good sniper-proof but defensible way of approaching the island and, with possible jetski spawns, allow G to be spawnable.

unique dust
#

I would say castle walls need a couple of taller towers(maybe with windows as you work your way up? tunnels underneath(old dungeon/stoage areas?) waterway entrance to a climbable well for a "secret" way in? having a tall central tower could also enhance its looks a bit. Right now it looks less castle/fort and more toy lego set because everything is the same height and is not really defensible.

chrome hound
chrome hound
torn lily
#

Are parts of the castle destructible?

spark saffron
unique dust
swift grove
#

I like the design of the new castle.

forest tundra
torn lily
#

I think it should work pretty well to deter the snipers who just snipe the whole coast line cause now people can be on the island to see them and have a chance to either snipe back or distract them

swift grove
foggy hatch
#

has anyone even mentioned this yet

torn lily
#

Is the map live?

undone topaz
#

The transitional areas between objectives on the 127 layers don't have enough cover/concealment to facilitate good infantry gameplay. Also the urban area to the east feels unused in 127 conquest because there is no capture point (unlike infantry conquest). Sniping/dmr gameplay feels very punishing as an infantry player and limits movement between objectives (tbh this is an issue that exists on a lot of maps).