[Map] Training Grounds (4km) [WIP]

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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Training Grounds [WIP]

Post by Maxfragg »

still same idea as written more than one time here, ask OPK for theirs, I'm sure it won't be a big deal sharing them, and they are already ingame and working
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Training Grounds [WIP]

Post by chuckduck »

yeah but the OPK training map isnt really cut out for PR standards. Plus most of the OPK training map consists of their OPK objects, it would mean that we would have to include all the OPK stuff with the map.

I think if we made one for PR it would be better, since we can design it to prevent rape, and create a good enviroment for sensible training.
Currently Finishing off a PR Training Map with Pte.Paynter. Also Trying to Organise a Late Cold War Community Minimod.

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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Training Grounds [WIP]

Post by Maxfragg »

I'm just talking about the soldier silute training targets not about the whole map
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Training Grounds [WIP]

Post by Snazz »

chuckduck wrote:I think it is possible for me to create a dome of death over the tank training area, but it will only apply to Jets from team 1.
I don't know if it's possible to create a no fly zone (dome of death for jets only) over the ground combat area, but you could give team 2 some static AA defenses to deter pilots from flying low over their staging area.
The Vulcan cannons could shred apart any attack helicopters close by but won't deny too much airspace for jet pilots who just want to circle around the map.

AA is probably needed in some form or another to prevent team 1's aircraft from easily destroying team 2's armor and severely unbalancing the ground fight. It would just be at the cost of airspace for anyone who isn't just trying to bomb team 2.
chuckduck wrote:There will be a large enviroment for combined Armour trainees and Infantry trainees to fight with each other against the other teams Armour and Inf.
Mixing the two should work if infantry get plenty of cover and the tank crews have room to go around and fight other tanks.

A CQB complex would be great, you could also have something like this real life mock Afghan village training area:
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New Training Facility Replicates Mid-Eastern, Afghan Urban Scenes
chuckduck wrote:Hopefully safe from air attack since the flyboys will have a sperate target range to destroy empty tanks etc.
Would be cool to have long rows of empty old Russian designed tanks like on the test range in the Modern Marvels A-10 episode.
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Map] Training Grounds [WIP]

Post by chuckduck »

Yeah i will try and find everyway i can to deter team 1s air power from raining down on the tank training area.
I will also include a CQB enviroment, and will try to resemble as many CQB places as i can. (China,Afghanistan,Middle East,Eastern European.

The map will also have a bombing range with T55s and other old vehicles lined up for the A10s rath, i also realised that there could also be a bayonet course. I guess only a few people will use it, but it will be good to see clans pratising bayonet charges on the training map. :grin:


<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/BDeyGrUV-CI&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/BDeyGrUV-CI&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
I know the people in the vid are a bit lazy. New recruits...

Should the training map be primarily desert or woodland?
I was thinking it should be based somewhere around Ft.Benning (Georgia)
Currently Finishing off a PR Training Map with Pte.Paynter. Also Trying to Organise a Late Cold War Community Minimod.

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FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: [Map] Training Grounds [WIP]

Post by FuzzySquirrel »

I don't really know how this works but can't you just use the Carrier Defense thing but instead of having it like | make it _ Above the ground so air projectiles can't bomb the Sheit out of everyone.
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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Map] Training Grounds [WIP]

Post by Snazz »

FuzzySquirrel wrote:I don't really know how this works but can't you just use the Carrier Defense thing but instead of having it like | make it _ Above the ground so air projectiles can't bomb the Sheit out of everyone.
Interesting idea, there is actually a land version of the Phalanx system IRL modified to defend bases from artillery, mortar and rocket attacks.

Phalanx “R2D2s” to Counter Land Mortars

However the vBF2 model wouldn't look good anywhere but the ship it's designed for and PR already has multiple types of static land based AA defenses to use.

I prefer cannon AA to the missile AA because:
- It doesn't block out too much training airspace.
- It requires actual aiming.
- Doesn't involve annoying alarm tones.
- Doesn't care about flares, just sprays death where you want it.

Someone will likely always fly into team 2's main area, whether they want to fight or are just curious. So may as well just prepare for the inevitable with a dome of death and some formidable defenses.
chuckduck wrote:Should the training map be primarily desert or woodland?
I was thinking it should be based somewhere around Ft.Benning (Georgia)
Well it's obviously going to look artificial anyway because it's a massive training facility but if you added some detail to make it look like a more realistic training area that'd be cool.

Could base it on a woodland surrounding and just have sandy flatter areas to represent desert environments, like the mock Afghani villages.
projectrealitycanada
Posts: 69
Joined: 2009-06-30 22:18

Re: [Map] Training Grounds [WIP]

Post by projectrealitycanada »

For para jumping add a huge cliff on a mountian.
Ta77a
Posts: 36
Joined: 2010-02-27 01:42

Post by Ta77a »

Nice idea, looking good ;)
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Map] Training Grounds (4km) [WIP]

Post by sharpie »

Bump-

So uh, just wondering on how this is going :D
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Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [Map] Training Grounds (4km) [WIP]

Post by Sniper77shot »

There won't be a training game mode.
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richyrich55
Posts: 332
Joined: 2007-07-18 16:04

Re: [Map] Training Grounds (4km) [WIP]

Post by richyrich55 »

Sniper, it's a map. Not a game mode.

I too am wondering how this is going. Looks like it's going to be awesome.
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: [Map] Training Grounds (4km) [WIP]

Post by iwillkillyouhun »

plz correct me if i'm wrong didn't we get kashan training for this ???? :O
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: [Map] Training Grounds (4km) [WIP]

Post by Smiddey723 »

This is a very intresting map, although i do not really see the point in an assault course apart from to make the map look good

Keep up the good work and i hope to play your map in the future
.:2p:.Smiddey
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [Map] Training Grounds (4km) [WIP]

Post by Sniper77shot »

richyrich55 wrote:Sniper, it's a map. Not a game mode.

I too am wondering how this is going. Looks like it's going to be awesome.
I know, but there is no Training game mode in PR anymore.
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Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: [Map] Training Grounds (4km) [WIP]

Post by Stoic Sentinel »

It doesn't look like he's logged on since:
Last Activity: 10-11-2009 11:19 AM
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FelipeFR
Posts: 146
Joined: 2009-08-13 01:11

Re: [Map] Training Grounds (4km) [WIP]

Post by FelipeFR »

So... I guess this map will ressucite the Training game mode?
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