I like the sky setting a lot
[Map] Al Basrah [released]
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Resjah
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77SiCaRiO77
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duckhunt
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lol you win pickyest comment of the thread, love it.77SiCaRiO77 wrote:the sky its a little blurred
erm, I guess thats because you dont normally notice because alot of bf2 skys are a flat colour. You dont see clouds often bacuse they look shite. But I dont think they do really, plus if your staring at the sky during a battle your gonna get owned.
cheers crawley and res.
id like to hear if you think anything looks outa place though, even if it is picky
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V1per45
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Holy ****!!'[TTG wrote:theStingray']Look at the size of that thing!![]()
'[TTG wrote:theStingray']I CAME. TWICE.
Current MP Links: PR 07 Core & Levels | PR 07 wiki
Current SP Links: SP 07 Installer & Levels | SP 06 Guide 07 guide coming soon.
Current SP Links: SP 07 Installer & Levels | SP 06 Guide 07 guide coming soon.
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00SoldierofFortune00
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How bout this?

Red= USMC
Pink= MEC/Insurgents
USMC main base is not cappable
1. *Wetlands*
Is the wetlands/broken down huts which USMC advance on first in order to flank the city from the west.
2. *North Checkpoint*
Checkpoint for entering the city from the North. USMC must advance on this at the sametime as Flag 1 and then cap it.
3. *West Checkpoint*
US converges on this MEC/Insurgent firing base from flag 1 which also happens to be on the high ground. Last point until the USMC enters the city.
4. *City*
USMC converges on this flag from North and West Checkpoint.
5. *Mosque*
USMC attack this flag after City falls.
6. *Docks* Note: Not spawnable (also, this flag is kind of optional.I am not sure how much it would effect gameplay for the MEC/Insurgents)
Initially controlled by the MEC. Once USMC takes it, they cannot spawn on it, so it gives the MEC a chance to take it back. MEC have to have men on this while also on Mosque during USMC assault. Also spawns boats(not many) once USMC takes it so they have some way of reaching the islands if the bridges are blown.
7. *North Island*
USMC advance on this after Docks are taken and must also guard Docks while advancing. It contains boats for the MEC/Insurgents to attack with.
8. *Warlord Mansion*
If this is where the mansion/compound is for the MEC/Insurgents, they must defend it from the USMC by taking positions on the rooftop and by blowing the bridge and guarding groundlevel against swimming infantry.
MEC/Insurgents basically defend for the whole round and try to keep USMC out of the city mainly. This is made a lot easier by the controlling the Northern and Western Checkpoints. West though has the high ground overlooking the desert to Wetlands though, and is the most benefical to the MEC/Insurgents.

Red= USMC
Pink= MEC/Insurgents
USMC main base is not cappable
1. *Wetlands*
Is the wetlands/broken down huts which USMC advance on first in order to flank the city from the west.
2. *North Checkpoint*
Checkpoint for entering the city from the North. USMC must advance on this at the sametime as Flag 1 and then cap it.
3. *West Checkpoint*
US converges on this MEC/Insurgent firing base from flag 1 which also happens to be on the high ground. Last point until the USMC enters the city.
4. *City*
USMC converges on this flag from North and West Checkpoint.
5. *Mosque*
USMC attack this flag after City falls.
6. *Docks* Note: Not spawnable (also, this flag is kind of optional.I am not sure how much it would effect gameplay for the MEC/Insurgents)
Initially controlled by the MEC. Once USMC takes it, they cannot spawn on it, so it gives the MEC a chance to take it back. MEC have to have men on this while also on Mosque during USMC assault. Also spawns boats(not many) once USMC takes it so they have some way of reaching the islands if the bridges are blown.
7. *North Island*
USMC advance on this after Docks are taken and must also guard Docks while advancing. It contains boats for the MEC/Insurgents to attack with.
8. *Warlord Mansion*
If this is where the mansion/compound is for the MEC/Insurgents, they must defend it from the USMC by taking positions on the rooftop and by blowing the bridge and guarding groundlevel against swimming infantry.
MEC/Insurgents basically defend for the whole round and try to keep USMC out of the city mainly. This is made a lot easier by the controlling the Northern and Western Checkpoints. West though has the high ground overlooking the desert to Wetlands though, and is the most benefical to the MEC/Insurgents.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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duckhunt
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Hey soldier thats actually pretty darn good. I wanted a flag setup that was spaced out enough to not be karkandy, but also not neglect parts of the city from the game.
What you hvae is great, it just kinda ignores the southeast city which is a cool place to fight in. Well im sure it will be used for flanks, etc.
Alot of that is what I have already, but this is good man. Thanks.
What you hvae is great, it just kinda ignores the southeast city which is a cool place to fight in. Well im sure it will be used for flanks, etc.
Alot of that is what I have already, but this is good man. Thanks.
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eggman
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I like SoF except to reverse #1 and #2.
(technically I suppose you could call the Airport #1, but I also agree it should not be cappable and the distance of CPs from it that *are* cappable make it unfeasible to attack the Airport .. as it should be).
I say reverse #1 and #2 because the Gas Station (what SoF has labelled as #2) represents an excellent "firebase" sort of location. Meaning the Attacker would set up a sort of "base of operations" at that location, then move on to their other objectives.
While that may make a *slightly* wacky AAS order, it's more realistic imo. I would also say that the Gas Station CP should start neutral, all others start as owned by the defender.
The Gas Station could include vehicle spawns for USMC where they could otherwise be very rare to get vehicles except from their main base area and the Gas Station.
@ DUCKHUNT: What you could do .. to address the SE city area:
1. create a second spawn group off Mosque that spawns in that area
2. create a second spawn group off Palace that spawns in that area
... make those not too close to each other
That way when Mosque is in contention, there will be some fighting in that area.
(or some "spawn group" derivative of this approach to bring that part of the city into use, but without having a bajillion flags).
here's a hack drawing:

(technically I suppose you could call the Airport #1, but I also agree it should not be cappable and the distance of CPs from it that *are* cappable make it unfeasible to attack the Airport .. as it should be).
I say reverse #1 and #2 because the Gas Station (what SoF has labelled as #2) represents an excellent "firebase" sort of location. Meaning the Attacker would set up a sort of "base of operations" at that location, then move on to their other objectives.
While that may make a *slightly* wacky AAS order, it's more realistic imo. I would also say that the Gas Station CP should start neutral, all others start as owned by the defender.
The Gas Station could include vehicle spawns for USMC where they could otherwise be very rare to get vehicles except from their main base area and the Gas Station.
@ DUCKHUNT: What you could do .. to address the SE city area:
1. create a second spawn group off Mosque that spawns in that area
2. create a second spawn group off Palace that spawns in that area
... make those not too close to each other
That way when Mosque is in contention, there will be some fighting in that area.
(or some "spawn group" derivative of this approach to bring that part of the city into use, but without having a bajillion flags).
here's a hack drawing:

Last edited by eggman on 2006-10-29 23:54, edited 1 time in total.
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00SoldierofFortune00
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Thanks. Yea, it was kind of hard from the top down view to see which was which, but you could always switch the Docks flag from its position in the north to directly south on the waterfront. That was my second idea, but I didn't really see much from there.'[R-CON wrote:duckhunt']Hey soldier thats actually pretty darn good. I wanted a flag setup that was spaced out enough to not be karkandy, but also not neglect parts of the city from the game.
What you hvae is great, it just kinda ignores the southeast city which is a cool place to fight in. Well im sure it will be used for flanks, etc.
Alot of that is what I have already, but this is good man. Thanks.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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00SoldierofFortune00
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My original idea was to have the USMC attack both bases at the same time, but unless AAS has been changed, that would not be possible. That is why I had Flag 1(Wetlands) first because once the USMC take Wetlands, it takes longer for them to get to Flag 3. And this prevents any kind of base rape at or near Flag 4 in the city.'[R-DEV wrote:eggman']I like SoF except to reverse #1 and #2.
(technically I suppose you could call the Airport #1, but I also agree it should not be cappable and the distance of CPs from it that *are* cappable make it unfeasible to attack the Airport .. as it should be).
I say reverse #1 and #2 because the Gas Station (what SoF has labelled as #2) represents an excellent "firebase" sort of location. Meaning the Attacker would set up a sort of "base of operations" at that location, then move on to their other objectives.
While that may make a *slightly* wacky AAS order, it's more realistic imo. I would also say that the Gas Station CP should start neutral, all others start as owned by the defender.
The Gas Station could include vehicle spawns for USMC where they could otherwise be very rare to get vehicles except from their main base area and the Gas Station.
Basically what I mean, is that by having the USMC attack Flag 1 first, you have a better chance of half the USMC going to that flag, and the other half going to Flag 2(gas station). And since they cannot get into the city prematurely without Flag 1, it keeps the fighting in the desert until the USMC takes Flag 1.
If you switched them though, most people would just go to the Gas Station, and then they would all go to the Wetlands right after, leaving that base exposed to enemies. The order I put it in makes that less likely and more chance of people defending and attacking simulationously(sp?)
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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duckhunt
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duckhunt
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00SoldierofFortune00
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I believe that that wacky AAS order though would divide the team.'[R-CON wrote:duckhunt']hmm, i kinda like the idea of reversing gas+village egg, it would mean Us would HAVE to defend gas othewise theyd lose it for sure. It would be wacky, but if you say so do it.
I wouldnt make the docks unspawnable, but maybe the 'city' flag could have no spawns? its pretty even from other flags.
Think of one half of the US side coming out of the base and the other as well.
One goes to the Wetlands.
The other goes to Gas Station.
If we do it the way Eggman is suggesting, the US would take Gas Station. But once that happens, then more US forces would go into the city and start base raping and less would be on the offensive to attack the Wetlands.
The way I am suggesting keeps the US out of the city until all bases **Outside** of the city are captured. That is much more realistic as opposed to having the USMC basically split their forces up.
What I mean by that is that the Wetlands are in the middle of the USMC main base and just to the side of their Gas Station. Would the US let the MEC have a base that close to their main base? No, not at all.
The Gas Station on the other hand is further to their main because the river seperates it and slows them down greatly.
Think of it this way.
**The Red is the US attacking forces
**The Blue is their *Line of Attack*
Without the Wetlands, the US Line of Attack would be cut in half and have many holes. They would lose their ability to flank from any direction because they would have to backtrack too much and lose forces at the front.
And like you said, it makes for a better logical battle.
Also, I don't think there needs to be that many flags. With that many flags as Egg posted, it seems a bit too cramped and it would be harder to get battles back to the mansion and islands. The city should have places to flank from where little troops are present, and hot spots of fighting. Put too many spawns, and there will be no spots to flank or go around from.

"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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eggman
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Yeah either one is reasonable .. I think it's a bit "folly" to argue one or the other as more realistic.. that stuff is pretty situational.
What I was getting at is:
1. setting up a forward staging point is fairly realistic; gives the ability to add some vehicles to a logical place on the map for USMC
(tho doing so does not require that the US takes the gas station CP first)
2. on a 64p map requiring that a team both defend a CP and attack another CP makes for a more challenging opening
Either one works fine, but er.. SoF yer arguments are a bit silly heh.
What I was getting at is:
1. setting up a forward staging point is fairly realistic; gives the ability to add some vehicles to a logical place on the map for USMC
(tho doing so does not require that the US takes the gas station CP first)
2. on a 64p map requiring that a team both defend a CP and attack another CP makes for a more challenging opening
Either one works fine, but er.. SoF yer arguments are a bit silly heh.






