look for op Archer in the Community modding section, you can dl it and try. (lag like shit though)Tartantyco wrote:-I'd love to see a mountain map, no flat ground, just mountain peak after mountain peak. I'm thinking something in the area of Kashmir, objective is some artillery outposts. Lots of cliffs, deep gorges, etc, small pathways winding themselves through the mountains, good visibility.
Post your map ideas here.
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Teek
- Posts: 3162
- Joined: 2006-12-23 02:45

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joe
- Posts: 34
- Joined: 2006-10-25 00:37
Scottish Highlands
Military intelligence have discovered a secret terrorist training camp deep in the Scottish highlands. Too well armed for the police to handle, the army are sent in. Unfortunatly many British civilians are attending the camp and can not be engaged but must be captured for questioning.
I'm thinking mountains and pine forests, maybe even a loch? The camp would be tucked away in a well defended position, maybe with a couple of smaller outposts that the brits must capture. Maybe the Brits start at a small nearby village. Armour would obviously be a bit OTT so probably just jeeps, maybe a couple of warriors. No vehicles for insurgents, just lots of spawn points around the camp.
A bit of a joke really but I thought it'd be funny to bring the fight to the UK. Might be a bit of a change of scenery too. Quite lush, big hills/mountains. Some open areas, some forested, some little country lanes. Anyone thats been up to Scotland will know what I mean.
http://www.guardian.co.uk/frontpage/sto ... 56,00.html
Military intelligence have discovered a secret terrorist training camp deep in the Scottish highlands. Too well armed for the police to handle, the army are sent in. Unfortunatly many British civilians are attending the camp and can not be engaged but must be captured for questioning.
I'm thinking mountains and pine forests, maybe even a loch? The camp would be tucked away in a well defended position, maybe with a couple of smaller outposts that the brits must capture. Maybe the Brits start at a small nearby village. Armour would obviously be a bit OTT so probably just jeeps, maybe a couple of warriors. No vehicles for insurgents, just lots of spawn points around the camp.
A bit of a joke really but I thought it'd be funny to bring the fight to the UK. Might be a bit of a change of scenery too. Quite lush, big hills/mountains. Some open areas, some forested, some little country lanes. Anyone thats been up to Scotland will know what I mean.
http://www.guardian.co.uk/frontpage/sto ... 56,00.html
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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Harrelson
- Posts: 194
- Joined: 2005-10-26 12:31
a simple map where the mappers have thought about choke points and bridges.
people just want a map that makes sense like in real life.
if anyone here followed the iraq invasion in 2003, there was a platoon of tanks, and humvees that were to act as a diversion into nasiriya. they hit a bridge that was partially destroyed and mined and they had to stop to clear it out with a mick-lick.
why don't mappers do the same. why are there 100 bridges leading to one cp? look at the new basra map. blow up one bridge and 10 more lead into the city! pointless laying an ambush
one map, one road, one route. if you cant secure you supply route, then you get ambushed
i say enough to the current spider web type of maps!
people just want a map that makes sense like in real life.
if anyone here followed the iraq invasion in 2003, there was a platoon of tanks, and humvees that were to act as a diversion into nasiriya. they hit a bridge that was partially destroyed and mined and they had to stop to clear it out with a mick-lick.
why don't mappers do the same. why are there 100 bridges leading to one cp? look at the new basra map. blow up one bridge and 10 more lead into the city! pointless laying an ambush
one map, one road, one route. if you cant secure you supply route, then you get ambushed
i say enough to the current spider web type of maps!
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youm0nt
- Posts: 4642
- Joined: 2007-03-16 15:13
Yeah, then we can have the Rebel vs Russian Spetsnaz vBF2: Special Forces maps converted into PR with militia vs Russia. I highly doubt they are going to include them because I don't think that would be legal.Outlawz wrote:A PR version of that map with submarine pen would be great...when we get PR SF maps![]()
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O RLY?
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thekninja
- Posts: 23
- Joined: 2007-07-11 15:05
This is a spin on a map idea I had for SMOD: Tactical for HL2:
This would probably work best as an Assault And Secure map, or possibly just Conquest or whatever the main mode is.
The setting is dusk, or night. A recent Insurgent assault has left a group of foreign aid workers stranded in an office building. USMC will have to move in and secure the building. Once they secure the building, they must secure the roof of an adjacent building for heli extraction. Also, there will be an alternate ground extraction route that will need to be secured as well. Marines must defend all positions against the Insurgent attack. Insurgents must secure both extraction points, as well as the office bulding, and prevent the Marines from retaking them. If the Marines hold the office and at least one extract, the Insurgents will bleed tickets. Bleed rate will increase if USMC controls both extracts
Both extraction points will start out neutral. The office building will be a non-spawnable US flag, but it will be near the Insurgent spawns. The extract high-rise will be about as close to the USMC base as the office building is to the Insurgent base. The ground extract will be about neutral distance, but will be a little easier for the Insurgents to get to. The setup will force the USMC to assume an offensive role if they want to secure the extracts. Squads will really need to be utilized and managed well in order to successfully capture and hold the control points, and the Insurgents will need to fight hard to prevent them from falling into US hands.
The map will be heavy urban fighting, with some tight alleyways, more than a few open buildings for some ambushes, but a few well-placed roads big enough for light-skinned vehicles and APCs.
The heli extract point should be fortified with a few concrete barriers and a mounted MG or two in strategic spots, and the roof should be adequate to shoot down from, slightly covered, but open enough for it to not be wise to just stand around. The flag should be at the top, and players will have to climb stairs inside to reach the top. There will be open windows on every level. It should also be the tallest building in the map, making it ideal for extraction due to its easy access.
The ground extract should be fortified with concrete barriers, but no mounted guns. There should be a couple accessible 2 or 3 story buildings nearby, where USMC forces can set up a defense, or the Insurgents can set up an ambush.
The office building shouldn't be too reinforced at all, a few wrecked cars here and there, and a dumpster maybe, but it will be a place where you will have to take up strategic positions inside and outside to properly defend it. There should be a few accessible buildings nearby, with one or two possible containing a mounted RPK or the like in the window, which can be utilized by either team to defend the position from attackers, or ambush attackers by setting them up in a murderous cross-fire.
The US main should be something simple, a small firebase with 2 or 3 light-skinned vehicles, a transport vehicle or two, and an APC or two.
The Insurgent base should be a larger building or a mosque, with a few technicals (more than the US has), a few cars, and an APC or two (less than the US has). A Jihad truck is also a possibility.
There should be about 2 ways to get to each control point, possibly 3 for one or two of them.
Hope that sounds like a good one, and I would love to see it in game in the future!
This would probably work best as an Assault And Secure map, or possibly just Conquest or whatever the main mode is.
The setting is dusk, or night. A recent Insurgent assault has left a group of foreign aid workers stranded in an office building. USMC will have to move in and secure the building. Once they secure the building, they must secure the roof of an adjacent building for heli extraction. Also, there will be an alternate ground extraction route that will need to be secured as well. Marines must defend all positions against the Insurgent attack. Insurgents must secure both extraction points, as well as the office bulding, and prevent the Marines from retaking them. If the Marines hold the office and at least one extract, the Insurgents will bleed tickets. Bleed rate will increase if USMC controls both extracts
Both extraction points will start out neutral. The office building will be a non-spawnable US flag, but it will be near the Insurgent spawns. The extract high-rise will be about as close to the USMC base as the office building is to the Insurgent base. The ground extract will be about neutral distance, but will be a little easier for the Insurgents to get to. The setup will force the USMC to assume an offensive role if they want to secure the extracts. Squads will really need to be utilized and managed well in order to successfully capture and hold the control points, and the Insurgents will need to fight hard to prevent them from falling into US hands.
The map will be heavy urban fighting, with some tight alleyways, more than a few open buildings for some ambushes, but a few well-placed roads big enough for light-skinned vehicles and APCs.
The heli extract point should be fortified with a few concrete barriers and a mounted MG or two in strategic spots, and the roof should be adequate to shoot down from, slightly covered, but open enough for it to not be wise to just stand around. The flag should be at the top, and players will have to climb stairs inside to reach the top. There will be open windows on every level. It should also be the tallest building in the map, making it ideal for extraction due to its easy access.
The ground extract should be fortified with concrete barriers, but no mounted guns. There should be a couple accessible 2 or 3 story buildings nearby, where USMC forces can set up a defense, or the Insurgents can set up an ambush.
The office building shouldn't be too reinforced at all, a few wrecked cars here and there, and a dumpster maybe, but it will be a place where you will have to take up strategic positions inside and outside to properly defend it. There should be a few accessible buildings nearby, with one or two possible containing a mounted RPK or the like in the window, which can be utilized by either team to defend the position from attackers, or ambush attackers by setting them up in a murderous cross-fire.
The US main should be something simple, a small firebase with 2 or 3 light-skinned vehicles, a transport vehicle or two, and an APC or two.
The Insurgent base should be a larger building or a mosque, with a few technicals (more than the US has), a few cars, and an APC or two (less than the US has). A Jihad truck is also a possibility.
There should be about 2 ways to get to each control point, possibly 3 for one or two of them.
Hope that sounds like a good one, and I would love to see it in game in the future!
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SGT.JOKER
- Posts: 1014
- Joined: 2007-03-18 17:35
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Deer
- Posts: 1603
- Joined: 2005-03-17 09:31
If someone sometimes see some nice picture of a "thing" which would be interesting for PR gameplay(like fortress, interesting looking terrain area, cool looking ground, cool plants/trees together), i think thats what helps mappers most to get ideas for whole map or just 1 area of map or for example how to make nice bushes.
Like example these what i have collected from google:
nice abandoned military barracks

nice to see what kind of little details could improve your base

well, toys

hesco architect

nice looking shore

interesting looking spot on left side of picture, the one with trees on rocks

The path looks cool, but how to make it in the editor..

Like example these what i have collected from google:
nice abandoned military barracks

nice to see what kind of little details could improve your base

well, toys

hesco architect

nice looking shore

interesting looking spot on left side of picture, the one with trees on rocks

The path looks cool, but how to make it in the editor..

Last edited by Deer on 2007-07-12 01:59, edited 1 time in total.
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Danthesandman
- Posts: 85
- Joined: 2007-06-04 03:21
have an idea for a map but b4 that I gotta know. does anyone know of a place i can get the recources to build a map. like a map editor for free and the items from all the maps. maybe if the PR team would be so kind as to let people use some of their own buildings... BA! wat am i saying, even i wouldnt give away my own creations.




