However, as maps got bigger, the randomization of objectives starting showing some flaws. For example, how many times have you loaded in, the flag layout pops up and it makes no sense at all? Like this example on Yamalia (4km):

or this example on Fools Road (2km):

These layouts create a battlefield that 1) stretches the team out all over the map, 2) makes it very hard to defend one flag while attacking another on the opposite side of the map, and 3) often leaves squads walking for 10 minutes to reach the battle.
But let's not blame the 4km map...
4km maps vs. 64 players
Most of you know that a 4km map isn't twice as big as a 2km, it's FOUR TIMES as big. So... you could place FOUR 2km maps (such as Fools Road, Iron Ridge, Muttrah, and Operation Archer) all in the same space as one 4km map:

This kind of size was something never seen in BF2 and the Project Reality team has pushed the game engine past boundaries most thought impassable. And I think most of us would agree that the advantages of a 4km map include:
- Less restrictive (fewer out of bounds warnings)
- More realistic environment for armor and assets
- Encourages more teamwork between squads
- Provides more strategic space (for flanking, stealth, etc.)
However, as mentioned above, some of the feedback we've received is that 4km maps are just too big for 64 players, often leading to boredom and long walks without transportation. So what's the answer... where we want all of the advantages of a 4km map without some of the disadvantages?
Current AAS Modes
Before I answer that, let me briefly explain the way Project Reality is currently coded. We basically have three options in the way that objectives are set up:
1. Vanilla BF2:
Every flag is available for capture at any time. Great for small maps but lacks teamwork and realism, since you don't usually defend flags or need to develop a strategy beyond what flag to cap next. (Not used in PR)
Example: Strike at Karkand

2. Single sequence:
This works on any map size and was essentially the first Attack and Secure (AAS) mode developed for Project Reality. The mapper designates which flags will be fought over and the team must defend a flag while attacking the next. A small drawback is that the same flags are in play every time the map is played, so there's no variation.
Example: Kashan Desert

3. Random flags:
This option lets the mapper create numerous flags on the map and then when the round starts, a certain number are picked randomly. Secure and defend is still the mode of play, but this option created more re-playability since the same flags aren't fought over every game.
Example: Kozelsk

However, as we mentioned above, sometimes the randomization just didn't make sense.
New AAS Attack Routes
With the next version, a fourth option has been added to the AAS system that allows the flags to be laid out in a more logical way. It essentially combines the benefits of "single sequence" and "random flags" into one by creating flag clusters, or randomized attack "routes."
The simplest application of this new coding allows the mapper to set up a "single sequence" route (like on Kashan) but now isn't limited to just one of these routes. If needed, up to 9 routes could be established and the mapper would have complete control over which flags were in each route. For re-playability, the "route" would be picked randomly at the start of the map.
For example, take a look at the mini-map for Shijia Valley. It's a 4km map that's being finished up for the next release.
With the new AAS routes, you may see this route appear one game:

and on the next game, you may be playing on a different route, like this:

This allows the mapper to create numerous, pre-planned set-ups. For example, in Route 1 the conflict would be centered around the large city and power plant. In Route 2, the action would focus on the central bridge. Basically, the mapper has total control in setting up a dynamic flag layout, yet the map won't get stale because the route would be picked at random each time the map loaded.
But that's not all...
In addition to creating numerous attack routes, the mapper now has the option of creating random flags either within the route or by zone. For example, let's take a look at Shijia Valley again.
Instead of just creating a handful of attack routes, let's say the mapper also wants to use random flags... but he doesn't want them to spawn all over the place, thereby stretching the team out too much and making it illogical. In this case, the map could be divided into zones.

The flag objectives are designated by the white circles but now the mapper has created a north zone (in brown) and a south zone (in green). The flags could be randomized and in one game they appear in the north zone and in the next game they appear in the south zone. Which flags (and how many) actually appear in the picked zone would be random, but at least they won't be stretched out all over the map any more!
Summary
We think these new AAS options will enhance gameplay on large maps by:
- Focusing the fight to a smaller area
- While still providing the space needed for strategic movement!












