Gulf of Oman WAC
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DeePsix
- Posts: 2202
- Joined: 2007-07-29 19:22
Gulf of Oman WAC
I was playing on the Striketeam server last night and the Map changed to Gulf of Oman WAC. I never really get to see this map, as it usually gets a lot of negative feedback for being more of an Arena map. When I played the team divvied up into nice support rolls such as an APC squad and Helicopter support etc. It was really cool talking with everyone as we co-ordinated an assault on various flags and helped cover each other as we moved on each flag. You just don't see maps with all these APC, UH-60s, and Cobras.
I know it's been suggested and posted before, but I just feel the need to drum up support to keep this map around. It's really a fresh change of pace from the large maps like Kashan or the Oil Fields and the small maps like Helmand.
I know it's been suggested and posted before, but I just feel the need to drum up support to keep this map around. It's really a fresh change of pace from the large maps like Kashan or the Oil Fields and the small maps like Helmand.

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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
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Duke
- Retired PR Developer
- Posts: 948
- Joined: 2006-10-22 22:23
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
its true.[R-MOD]Dukemeister wrote:Adding a couple of flags to the wastelands up north would make the level even better, i'd say.
If you actually go up there its nicely mapped and everything but just completely ignored by the EA level designers.
Some of us guys at the Opreal tourney had a little squad vs squad up their in that north quadrant. Some real nice combat happens on those hills, especially with the little canyons for cover.
...mongol...
Military lawyers engaged in fierce legal action.
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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BurnUnit
- Posts: 11
- Joined: 2007-08-14 07:09
Excellent PR map because it forces coordination for both teams:
MEC has a large front to defend initially; squad placement, vehicle management, + machine gun locations are key. If you don't let them onto the beach, they have to go around which creates serious problems for the Seahawks because it's really tough to land in the hills or hover without getting iced by an APC or one of the convenient AA guns. A couple of support kits with interlocking firing arcs can do a lot of damage to the open ports of fully loaded Seahawk or a squad crawling up the beach.
USMC MEU has a logistical dilemma as well as a terrific landing battle. Getting enough APCs on the beach and covering the Seahawks while they make low, fast deployment runs is essential. If you don't get on the beach in the first ten minutes you end up waiting around for a ride on the carrier and losing tickets whenever a lone squad grabs an APC. The attack choppers are absolutely necessary in securing a landing zone, unless the other team is asleep at the wheel. Taking out the AA guns on the hilltops, strafing infantry in the bunkers, you have to uproot a firmly entrenched enemy so they don't mow down your buddies.
This map also creates some excellent scenarios for realistic team play. Since the USMC is graced with two transport helicopters, medivac options become available. I've found that one Seahawk deploying troops while the other provides medical support for the beach CPs (usually evacuating to the carrier) saves your team a lot of tickets. Keep in mind while playing this map that it can (+ usually does) come down to single digit tickets at the end. Some squads still do not deploy a medic and an independent ambulance corps, especially equipped with rotary wing aircraft, can mean the difference between that 3-0 MEC victory and a 20-0 USMC win. Picking up downed pilots is also a good idea because you don't want every Tom, **** + Harry flying squad three to their deaths at the construction site. There's nothing worse than bleeding to death because your squad ran out of bandages or swimming back to the carrier because squad 1 didn't secure a landing zone for your chopper.
also, if you're new to PR, great practice map !!!SINGLEPLAYER!!! with plenty of toys + tons of garbage to crash your toys into.
MEC has a large front to defend initially; squad placement, vehicle management, + machine gun locations are key. If you don't let them onto the beach, they have to go around which creates serious problems for the Seahawks because it's really tough to land in the hills or hover without getting iced by an APC or one of the convenient AA guns. A couple of support kits with interlocking firing arcs can do a lot of damage to the open ports of fully loaded Seahawk or a squad crawling up the beach.
USMC MEU has a logistical dilemma as well as a terrific landing battle. Getting enough APCs on the beach and covering the Seahawks while they make low, fast deployment runs is essential. If you don't get on the beach in the first ten minutes you end up waiting around for a ride on the carrier and losing tickets whenever a lone squad grabs an APC. The attack choppers are absolutely necessary in securing a landing zone, unless the other team is asleep at the wheel. Taking out the AA guns on the hilltops, strafing infantry in the bunkers, you have to uproot a firmly entrenched enemy so they don't mow down your buddies.
This map also creates some excellent scenarios for realistic team play. Since the USMC is graced with two transport helicopters, medivac options become available. I've found that one Seahawk deploying troops while the other provides medical support for the beach CPs (usually evacuating to the carrier) saves your team a lot of tickets. Keep in mind while playing this map that it can (+ usually does) come down to single digit tickets at the end. Some squads still do not deploy a medic and an independent ambulance corps, especially equipped with rotary wing aircraft, can mean the difference between that 3-0 MEC victory and a 20-0 USMC win. Picking up downed pilots is also a good idea because you don't want every Tom, **** + Harry flying squad three to their deaths at the construction site. There's nothing worse than bleeding to death because your squad ran out of bandages or swimming back to the carrier because squad 1 didn't secure a landing zone for your chopper.
also, if you're new to PR, great practice map !!!SINGLEPLAYER!!! with plenty of toys + tons of garbage to crash your toys into.
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Mile5
- Posts: 68
- Joined: 2007-09-19 14:11
Ok first post for me, just been a big lurker before.
I have been playing PR with my clan for some time now, and only got to play Oman a few times. My teammate and i drove a tank with quite some succes on maps like Kashan and knew there were tanks around here too. Once they spawned we rushed to the armor, only to find a hovering cobra that was destroying every piece of armor and killing all people spawning there. Howcome the usmc can do this? While we cant even get with one of their boats on the sea in front of the beach? (we got an "are you trying to desert?").
Overall i like the map, i did in vanilla, and in PR there are enough toys , indeed, around this map to make anyone happy.
I have been playing PR with my clan for some time now, and only got to play Oman a few times. My teammate and i drove a tank with quite some succes on maps like Kashan and knew there were tanks around here too. Once they spawned we rushed to the armor, only to find a hovering cobra that was destroying every piece of armor and killing all people spawning there. Howcome the usmc can do this? While we cant even get with one of their boats on the sea in front of the beach? (we got an "are you trying to desert?").
Overall i like the map, i did in vanilla, and in PR there are enough toys , indeed, around this map to make anyone happy.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Yes, that's what really sucks about it, the Cobras base raping the armor spawn.
The out of bounds thing is there to prevent MEC assaulting the carrier, since in 0.5 it did occur that a MEC squad got a rally point on the far end of the carrier, then spawn camped it.
Ive heard, that in 0.4 a PR tournament MEC team won Oman by capturing the carrier with HALO drops and humiliated the other team.
Those are things that would never happen IRL.
The out of bounds thing is there to prevent MEC assaulting the carrier, since in 0.5 it did occur that a MEC squad got a rally point on the far end of the carrier, then spawn camped it.
Ive heard, that in 0.4 a PR tournament MEC team won Oman by capturing the carrier with HALO drops and humiliated the other team.
Those are things that would never happen IRL.

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77SiCaRiO77
- Retired PR Developer
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CodeC.Seven
- Posts: 303
- Joined: 2007-11-24 01:57
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Not particularly close. The cobras radius of action is 125 NM, while the sea knight is over 200 NM and the Super Stallion is over 1000 NM. If you manage to get anywhere near a landing ship with a helicopter it has plenty of radar to see you with, and enough AA defenses to make sure that you don't threaten it. So unless we're talking about pretty massive chopper waves taking massive casualties, it's pretty unrealistic. Its just that no one wants to hang out on the ship manning an AA gun all game.77SiCaRiO77 wrote:well, actualy ,in real life the US ship is not a carrier , its a landing ship , it need to be near the coast to deploy the troops , and is a easy target for choppers .
[R-CON]creepin - "because on the internet 0=1"
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Can't edit BF2 maps besides flags and vehicle spawns, if new stuff is added, then you'd had to include the client files, which are 50-70 Mb, while the server are 5 Mb.
Basically the BF2 maps are loaded from BF2, so the mod size is reduced. Else Zatar, Daqing and Oman would make the mod 200 Mb bigger.
Basically the BF2 maps are loaded from BF2, so the mod size is reduced. Else Zatar, Daqing and Oman would make the mod 200 Mb bigger.

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Viper5
- Posts: 3240
- Joined: 2005-11-18 14:18
Fantastic map for balanced teams. The problem happens when the US isnt coordinated and MEC is a good team. If you dont secure a foothold by the time the T90s spawn, I would truly suggesst just suiciding over and over to end the map 
Cant wait to see how it plays in a large, organized setting such as the PRT.
Cant wait to see how it plays in a large, organized setting such as the PRT.




