AAS - Cold Night - Feedback and suggestions please

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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

AAS - Cold Night - Feedback and suggestions please

Post by Elektro »

By Elektro94 11/5/09
Cold Night


I am working on a map, that maybe one day will be good enough to join PR.

The USMC, meets the Russian Army, in the way to the abandoned city of Divnogorsk. Its a small city in the north east part of Siberia. In a strategic point of view, this city is the perfect location for the US to put up a base, for a possible contra attack against a Russian Invasion. Russia finds it an act of agression, and will not give in to the american navy. They quickly Re-Arm there old base, that hasnt been used since the Cold War, with every thing they can. A battle is inevitable.

Weather : Foggy (like Operation Ghost Train).

Landscape : Tundra, Forrest, Urban. Muttrah -> Ejod <- Kozelsk. A mix of those 3.


Assests

USMC:

3 Apcs
3 Hueys
2 Cobras
2 Fighter Jets ( Possibly F-18s appear after 20mins of gameplay )

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Russian Army:
4 T-72 Tanks
3 Apcs
2 Fighter Jets ( Possibly MIG-35s appear after 20mins of gameplay )
2 Logistics trucks.
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AAS locations:


USMC Carrier : :USMC Main base uncapable.

Abandoned Harbor : Pretty much like Docks in muttrah city, only this time there is only one long road between it, and the city. If any armour is dumb enough to take this road, they will be an easy prey for the cobras.

Divnogorsk City : Allot like EJOD city. But instead of being surrounded by Dessert, it will be tundra. .

Surrounding Forest : Allot like Kozelsk, Mestia, and Fools Road. It has a huge cap radius, again one big long road between the end of the forrest and the city.

Russian Operations Base
: Russias Main base, uncapable



Feedback, and Suggestions please!

Please tell me what you think, and if there are somethings, you think should change
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: AAS - Cold Night - Feedback and suggestions please

Post by Rhino »

Is big text cool?


To put it simply, if you want this map, it is up to you to make it: https://www.realitymod.com/forum/f189-m ... pping.html
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: AAS - Cold Night - Feedback and suggestions please

Post by J.F.Leusch69 »

...good you already have a assetplan :roll:

anyway, make a thread in the mapping section/start working on it always good to have some mappers around
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: AAS - Cold Night - Feedback and suggestions please

Post by Zimmer »

Asset planning shouldnt be done before the map is like nearly done :)
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
Image

I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
[wow]titan
Posts: 143
Joined: 2009-04-19 19:38

Re: AAS - Cold Night - Feedback and suggestions please

Post by [wow]titan »

sound bit strange
USMC attack Russian abandoned city in middle of nowhere :D
[Russia finds it an act of agression]
ofcouse it finds :D
....and change cityname.its a bit wierd too
use Google maps
Last edited by [wow]titan on 2009-05-11 18:07, edited 1 time in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: AAS - Cold Night - Feedback and suggestions please

Post by Rhino »

Zimmer wrote:Asset planning shouldnt be done before the map is like nearly done :)
I wouldn't say that strictly speaking, its normally a good idea to have an idea of what types of assets you want in your map while making it like you want tanks, jets etc as then you know that by setting your terrain up like that you will put tanks or w/e at an advantage over that area and ofcourse, you need a runway/carrier if you want jets etc :p

But you shouldn't be thinking "need 2 tanks, 1 jet, 1 attack chopper and that chopper needs to be delayed spawn" until the VERY end of the development of a map.
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Nitneuc
Posts: 490
Joined: 2007-09-16 08:39

Re: AAS - Cold Night - Feedback and suggestions please

Post by Nitneuc »

Please tell me what you think, and if there are somethings, you think should change
. Foggy weather (low view distance) and air assets don't mix. Also keep in mind that air assets require at least 2*2Km maps (even 4*4 Km when it comes to jets).
. F18 definitly can't start from the USS Essex in a mod called Project reality.

Good luck with your project ;)
Many thanks to everyone involved in the making of the best videogaming experience ever !
[wow]titan
Posts: 143
Joined: 2009-04-19 19:38

Re: AAS - Cold Night - Feedback and suggestions please

Post by [wow]titan »

and dont forget
it must be a snowy map
its really freaking cold there :D
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: AAS - Cold Night - Feedback and suggestions please

Post by DankE_SPB »

Surrounding Forest : Allot like Kozelsk, Mestia, and Fools Road.
and
But instead of being surrounded by Dessert, it will be tundra
do not match
lulz at Divnogorsk :-D
north east part of Siberia. In a strategic point of view, this city is the perfect location for the US to put up a base
what they are going to do there? drink beer with our bears? we surely must defend our bears from US invasion :-D

have you got any screenies for us?
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: AAS - Cold Night - Feedback and suggestions please

Post by Zimmer »

[R-DEV]Rhino wrote:I wouldn't say that strictly speaking, its normally a good idea to have an idea of what types of assets you want in your map while making it like you want tanks, jets etc as then you know that by setting your terrain up like that you will put tanks or w/e at an advantage over that area and ofcourse, you need a runway/carrier if you want jets etc :p

But you shouldn't be thinking "need 2 tanks, 1 jet, 1 attack chopper and that chopper needs to be delayed spawn" until the VERY end of the development of a map.
^what I meant of course you should have an idea of what will roll around on your map, but as you said you dont need to say 1 figther 2 aa's 10tanks and so on as this may change during testing etc, no need to use time on making a map were you completely focuses on the vehicle list.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
Image

I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: AAS - Cold Night - Feedback and suggestions please

Post by Elektro »

Is big text cool?

haha xD!!!
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