
I dunno, just an idea. I didn't really think too hard about which factions to use or which heavy assets I put in this picture. Interested to hear what ideas others may have.

How about on maps like Muttrah or Vadso we remove flag bleed, any map with fun last flags right outside the enemy main like Radar, Dam or the Fortress. Even on Bamyan AAS ALT layer with USMC ironsights, why have their last flag be the main airbase if flag bleed is on the flags right before that? It doesnt give the Taliban time to attack the airfield, which would be epic.Nightingale wrote:IMO, STD and ALT layers aren't really that different from each other. Also, I think that the South City is the most interesting area on this map, but we never fight there unless MEC is playing very poorly.

Muttrah Alt only rules will counter that, MEC shouldn't be on fortress.Nate. wrote:I like the idea of involving south city more, but your layout has issues with main bases - Canadian main has only one exit that can be easily locked down. It will boil down to both factions rushing the fortress.
Initial MTLB spawn means MEC can reach canadian main base chokepoints very fast.
Without ticket bleed, and especially with non-cappable mains, flags serve no purpose and then you might as well be playing Team Death Match and any sensible player will be just camping high kill zones, hoping someone wanders into them rather than going for flags which without ticket bleed, are worthless.Grump/Gump.45 wrote:Highly dis-respectful of the person who made the maps with these elaborate very fun flags, like why have a Dam flag on Vadso with an elevator if the game will end before any fighting due to ticket bleeding anyways? The last flag of the enemies is very close to their main. We DONT NEED flag bleeds when 50 enemy player deaths can equal 100 tickets without any revives or vehicles to add to that.
That very same person who made the map that's supposedly being disrespected here placed it there, the dam was a last flag since map's inception.Grump/Gump.45 wrote: Highly dis-respectful of the person who made the maps with these elaborate very fun flags, like why have a Dam flag on Vadso with an elevator if the game will end before any fighting due to ticket bleeding anyways? The last flag of the enemies is very close to their main. We DONT NEED flag bleeds when 50 enemy player deaths can equal 100 tickets without any revives or vehicles to add to that.

Enemy ALWAYS goes for their last flag that is right outside their main, thats where enemy will be at the last flag. They know where to find enemy at the last flag. Insurgency doesnt have ticket bleed, we have to kill all the BLUFOR inf and assets there without help of ticket bleed. Insurgents are expected to do this with severe equipment handicaps while defending 2 caches which is like 2 flags. How can you say the same about AAS not wiping them all out with conventional weapons over one last flag? Flags are the location catalyst bringing both sides together. There is no caches that can be destroyed shifting battle around the map in AAS, the flags STAY right where they are and battle happens at the flags. I don't understand what you mean by "camping killzones" elsewhere.Rhino wrote:Without ticket bleed, and especially with non-cappable mains, flags serve no purpose and then you might as well be playing Team Death Match and any sensible player will be just camping high kill zones, hoping someone wanders into them rather than going for flags which without ticket bleed, are worthless.
50 player deaths without vehicles is 100 tickets. Add vehicles and revives to that for more, wounded, revived, wounded 2 minutes later then giving up is 3 tickets. I know you guys know this, just stating for who else reads. All they need is to set up a FOB, get in transport and deploy for final attack outside their main deployment. Muttrah doesnt even need that, their spawn is right there. This should be a game of attrition, if you want flag bleed it should be the player bleeding on the flag. Not the flag bleeding.Outlawz7 wrote:That very same person who made the map that's supposedly being disrespected here placed it there, the dam was a last flag since map's inception.
And yes we do need bleed flags otherwise what's the point of capturing the entire map.
New HOG DoD rule and widespread main camping disproves you here. Whiteout ticket bleed, you really do not have any reason to go for flags as they will most likely lose you to much tickets whiteout any benefit while in same time you can do more damage by camping enemy main.Grump/Gump.45 wrote:Enemy ALWAYS goes for their last flag that is right outside their main, thats where enemy will be at the last flag. They know where to find enemy at the last flag. Insurgency doesnt have ticket bleed, we have to kill all the BLUFOR inf and assets there without help of ticket bleed. Insurgents are expected to do this with severe equipment handicaps while defending 2 caches which is like 2 flags. How can you say the same about AAS not wiping them all out with conventional weapons over one last flag? Flags are the location catalyst bringing both sides together. There is no caches that can be destroyed shifting battle around the map in AAS, the flags STAY right where they are and battle happens at the flags. I don't understand what you mean by "camping killzones" elsewhere.
ThanksWingWalker wrote:Probably one of my all time favorite maps in PR.
I remember talking about opening the mountains in the past, but they were not really designed to allow moving though? Rhino?
I would personally love to see tweaks to a map like Muttrah that everyone likes to play, where everyone is used to all the sweet spots and tricks.
Utilizing more areas of the map would be nice, moving the flags to change the fighting environments.
For instance I always liked the Docks area but most action just takes place around the warehouses.
After playing a few days ago, I feel like the fortress should be a hardcore last ditch fight, but winnable by MEC too. Feel like its too easy to pin them into the fortress, or to prevent them from spawning at all.
Totally cutting down the armored vehicles on the map would change things a lot too.
I'm sorry Grump I really don't have the time or energy to read all that, it would be nice if you condensed your posts to only the key facts and info especially when you're trying to convince someone of something.Grump/Gump.45 wrote:People HATE THINGS RUINING THE FUN, LIKE FLAG BLEED.
During Insurgency as insurgents we dont have things like ticket bleed to help us. We mop their tickets up manually by killing infantry and assets. Other AAS maps no ticket bleed either like if Russians dont get Mosque on Kafr Halab AAS. We kill them all in attrition.InfantryGamer42 wrote:New HOG DoD rule and widespread main camping disproves you here. Whiteout ticket bleed, you really do not have any reason to go for flags as they will most likely lose you to much tickets whiteout any benefit while in same time you can do more damage by camping enemy main.
That would've been amazing! Muttrah definitely feels a bit too cramped for 100 players, it was much better with 64 max.Rhino wrote:Like for example, I had hoped to develop the docks up round to the north where the real Muttrah docks has had a big extension made up there just as I was finishing the map and this area would become the initial staging and landing area for the USMC where the vehicle depo etc could be better located and protected, also opening up the rest of the docks for more fighting.
More likely scenario: Players will start trolling or leaving the server, because the game is clearly over at that point. That already happens when the steamroll is too fast and the bleed is too slow.Grump/Gump.45 wrote:Many benefits as I said for removing flag bleed, enemy main is right there and has assets ready to push out.
And whiteout flag bleed on AAS, most people will just go to camp enemy main, because flags will lose one big point of there existence and importance.Grump/Gump.45 wrote:During Insurgency as insurgents we dont have things like ticket bleed to help us. We mop their tickets up manually by killing infantry and assets.
Why would anybody attack main and lose tickets for no need, when you can just camp it. And lets not forget that in that point enemy team sin 9/10 cases starts trolling each other. As such, there are no assets to push as out.Grump/Gump.45 wrote:Many benefits as I said for removing flag bleed, enemy main is right there and has assets ready to push out. But it takes strategy, if you have anti-air vehicle dont leave that behind if taking out tanks with enemy CAS up. Things like that. Max out support and output. There is only 100-200 tickets left per side or even less by the time it gets to the last flag..
Simplistic way of looking. In case of Fort, in ideal world all main bases would be placed outside map borders. For now, that is not case (and maybe impossible or to taxing for DEVs to implement), except for few maps whit outside airfield.Grump/Gump.45 wrote:We have MEC main right outside the fort on Muttrah with a bleed flag before it south city. Same with Bamyan AAS ALT with the USMC airfield having 2 checkpoint bleed flags right before it. Rendering epic place to fight useless cause never enough tickets left at the end anyways.. Its like skirmish with one or both sides have 200 tickets or less by that point, let it play out.


3 Indestructible Namers vs Shilka and 3 BTRs. That's not balanced at all. The namer is equivalent to a BTR 82A in my opinion, maybe even BMP2 (No ATGM). Gazelle won't be much of a challenge, I imagine the pilots getting sniped out by 50 cal fire.Nightingale wrote:
Consider World War 2, D-Day landings, its obvious that even though its suppose to be their territory they still have to wait for supplies as its not a Main Military Depot for them. In other words if you lose the front you will fall back because you'll not be able to get reinforcements in time to save it.WingWalker wrote: That is weird, since the map is supposedly the MECs home town with all their supplies, so they should have the advantage when it comes to spawning.