+ 100 suicide trucks'[R-DEV wrote:fuzzhead']wake island would only be good with 200 dirtbikes and ATVs
wake island ?? now possible with aasv2??
- Zrix
- Posts: 4425
- Joined: 2005-12-02 14:25
Wake could be fun if it was pure infantry combat. Possibly a few jeep.
One team starts at the south flag, and the other starts with the rest of the flags. Because of AAS, Team 1 would have to work their way accross all the islands in order to fullcap Team 2.
Sure, it's just head on fighting, and not the tactical gameplay other PR maps have, but it could be fun if you just want to kill some people.
One team starts at the south flag, and the other starts with the rest of the flags. Because of AAS, Team 1 would have to work their way accross all the islands in order to fullcap Team 2.
Sure, it's just head on fighting, and not the tactical gameplay other PR maps have, but it could be fun if you just want to kill some people.

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BrazilKing
- Posts: 10
- Joined: 2007-05-23 14:57
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
No you fool it would be Kashan Wake!!!Wake Kashan!!!
If you guys can wait forever, FH2 might have a nice version of Wake
The new view distances and would not work well with Wake. I think it would be just to much of a frag fest. Where would you put RP? you would have only a few select areas that would be far enough away from any CP's to place one plus the island is 100m wide so your screwed.
No from me
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MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
No, how about the invading army spawns in at parachute height? They spawn at the airport at the centre of the island, take the airport and then spread out both ways.
Only small soft skinned vehicles allowed on the map (which would be for rushing officers from one end to the other of course IRL! snigger)
We'd have to somehow cut down on the numbers of troops at the airfiled at start of round though, or use aforce defending with increased devition much like the insurgents deviation.
Only small soft skinned vehicles allowed on the map (which would be for rushing officers from one end to the other of course IRL! snigger)
We'd have to somehow cut down on the numbers of troops at the airfiled at start of round though, or use aforce defending with increased devition much like the insurgents deviation.

[R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
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VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
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[PR]AC3421
- Posts: 994
- Joined: 2006-11-06 01:40
I want the giant alligator in PR too, I LOVE this map. Its intense close combat fighting, thats NOT in an urban setting for once!! Talk about refreshing. Not like this kind of fighting never happened in real life i.e the dying left and right. Just take out the jets, leave 1 tank for both sides, tweak some flag placements, make some small changes, etc. And if they wanted to make it bigger, they could just stretch it out, or add new segments.
Is anything on the real island still in use today or no?? There are so many random buildings just sitting at the points of both sides of the island, its so weird.
Is anything on the real island still in use today or no?? There are so many random buildings just sitting at the points of both sides of the island, its so weird.
Last edited by [PR]AC3421 on 2007-06-26 20:06, edited 1 time in total.
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MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
Ok, so we have it as a night map, Allied forces parachute in in the dark (might be advisable to hit "9" before "7" and not the other way round.
Enemy has AAA but it can't rotate due to sandbags to provide any form of horizontal fire so tracers illuminate the sky!
There are no heavy armour in fact lets take all vehicles away, then it's some mental rush in both directions to push cp after cp back and push the opponents into the sea!
Enemy has AAA but it can't rotate due to sandbags to provide any form of horizontal fire so tracers illuminate the sky!
There are no heavy armour in fact lets take all vehicles away, then it's some mental rush in both directions to push cp after cp back and push the opponents into the sea!

[R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
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youm0nt
- Posts: 4642
- Joined: 2007-03-16 15:13
How about there are about a dozen or so "air spawns" and when someone clicks on one of them, they aren't exactly going to spawn at that location. Rather, they will spawn at a random location a few (vBF2) meters away from the spawn to simulate the parachutes going into random locations.'[R-PUB wrote:MrD']Ok, so we have it as a night map, Allied forces parachute in in the dark (might be advisable to hit "9" before "7" and not the other way round.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Well, of course, they arent gonna make 32 people spawn on one pointyoum0nt wrote:How about there are about a dozen or so "air spawns" and when someone clicks on one of them, they aren't exactly going to spawn at that location. Rather, they will spawn at a random location a few (vBF2) meters away from the spawn to simulate the parachutes going into random locations.




