Maps I miss from 0.5 (And you just might too)
-
CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Maps I miss from 0.5 (And you just might too)
(least to most missed)
4. Muttrah City - Sure it was one sided, and you had about as much personal space as a Tokyo subway, but the adrenaline rush of smashing into a cloud of HE, or slipping through the gauntlet an inch from the ground is probably why there was a 24/7 server dedicated to it (which I could rarely get into). It was a good place for new guys to learn to fly and a challenge for experienced ones. You didn't play this one to "win" it (I sure hope you didn't you poor thing you!) Traumatic, insane, pure unadulterated fun. Looking forward to it in 0.7.
3. Steel Thunder - Definitely the best area where troops related to vehicles. There was lots of grass and trees to use for cover, two bridges offered an alternative to destroying convoys directly, and the control zones themselves were just fun to go CQB in. Looks a lot like Daqing Oilfields, but improved upon in almost every way (in Daqing right now I just find a new server because TV missiles from cobras go across the map into the enemy base. Fun at first but not cool to be on the receiving end on). Some of my best games were on this map.
2. Mao Valley - Maybe it was because of the scenery, or because I just watched
"we were soldiers", but 0.6 just isn't the same without this chaotic meat grinder. It was very nice and straight forward, so you needed a pretty big moron for a squad leader to screw this one up; the valley basically forced you towards the enemy. I liked it because it had a lot to do with individual tactical decisions. Always constantly trying to gain elevation and peer through the trees to spot something.
1. Inishail forest - It just looked good. And the map was nice to you. Thats it. Flags capture order made sense, and it was even for each side. You didn't have to have a vehicle all the time, just moving around, trying to ignore the scenery while looking for that guy about to pick you off. Everything was just nice and accessible. Loved to be on defense on this map. The terrain was really suited to people who liked a less fluid fight; lots of snipers and marksmen. Once you get over the insanely sniper prone positions, its got to be the one map that I would put back into 0.6.
If I had to choose between teamwork and aggressive play, teamwork wins every time. But theres still that part that wants to just go in and start making leaky helmets. I think that there need to be more smaller maps that just let you have a little bit more action. Like a Map like Mao valley was just fun to do. The only real thinking was just rally point placement, but most of it was just you picking the right spot. I mean especially after chess pieces like Albasrah and Kashan, I actually wouldn't mind a few smaller maps that are just sort of plain fun to do. I mean a smaller, faster map doesn't impair team play necessarily does it? And a "fun" map in PR is still pretty detailed. Anyways thats it.
4. Muttrah City - Sure it was one sided, and you had about as much personal space as a Tokyo subway, but the adrenaline rush of smashing into a cloud of HE, or slipping through the gauntlet an inch from the ground is probably why there was a 24/7 server dedicated to it (which I could rarely get into). It was a good place for new guys to learn to fly and a challenge for experienced ones. You didn't play this one to "win" it (I sure hope you didn't you poor thing you!) Traumatic, insane, pure unadulterated fun. Looking forward to it in 0.7.
3. Steel Thunder - Definitely the best area where troops related to vehicles. There was lots of grass and trees to use for cover, two bridges offered an alternative to destroying convoys directly, and the control zones themselves were just fun to go CQB in. Looks a lot like Daqing Oilfields, but improved upon in almost every way (in Daqing right now I just find a new server because TV missiles from cobras go across the map into the enemy base. Fun at first but not cool to be on the receiving end on). Some of my best games were on this map.
2. Mao Valley - Maybe it was because of the scenery, or because I just watched
"we were soldiers", but 0.6 just isn't the same without this chaotic meat grinder. It was very nice and straight forward, so you needed a pretty big moron for a squad leader to screw this one up; the valley basically forced you towards the enemy. I liked it because it had a lot to do with individual tactical decisions. Always constantly trying to gain elevation and peer through the trees to spot something.
1. Inishail forest - It just looked good. And the map was nice to you. Thats it. Flags capture order made sense, and it was even for each side. You didn't have to have a vehicle all the time, just moving around, trying to ignore the scenery while looking for that guy about to pick you off. Everything was just nice and accessible. Loved to be on defense on this map. The terrain was really suited to people who liked a less fluid fight; lots of snipers and marksmen. Once you get over the insanely sniper prone positions, its got to be the one map that I would put back into 0.6.
If I had to choose between teamwork and aggressive play, teamwork wins every time. But theres still that part that wants to just go in and start making leaky helmets. I think that there need to be more smaller maps that just let you have a little bit more action. Like a Map like Mao valley was just fun to do. The only real thinking was just rally point placement, but most of it was just you picking the right spot. I mean especially after chess pieces like Albasrah and Kashan, I actually wouldn't mind a few smaller maps that are just sort of plain fun to do. I mean a smaller, faster map doesn't impair team play necessarily does it? And a "fun" map in PR is still pretty detailed. Anyways thats it.
-
Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
-
Tumppu4321
- Posts: 100
- Joined: 2007-06-17 11:12
-
Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
why dose no one like playing on the PLA I will never know.. on OGT they do in fact have the upper hand in more ways than one too... also you cant use the excuse of sucky weapons any more since they have the QBZ...Outlawz wrote:Got OGT, which kinda sucks lately for me. Somehow, I always end up on PLA and with the worst team ever.
also i call craig by his r/l name as its hard to call some one by there forum name when you have met them in r/l
-
Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
No one likes to defend, thats why.
They cap South Bridge and start a chicken run spree across the map to reach North Bridge, while a GB squad walks past and caps it.
Then they go into ultra super chicken run mode and finally regroup in attempt to recapture Train and Trenches and fail.
EDIT: Proof
Note the squad 3, that went all the way aross the map, then went out of boundary near GB main and died, then respawned back at our main. Meanwhile we desperately needed help recapping South Bunker.
And the SL replied with '
' and 'lol' everytime someone started yelling at them to return. Swear, I'd do something [inserttortureofchoicehere] to that guy.

They cap South Bridge and start a chicken run spree across the map to reach North Bridge, while a GB squad walks past and caps it.
Then they go into ultra super chicken run mode and finally regroup in attempt to recapture Train and Trenches and fail.
EDIT: Proof
Note the squad 3, that went all the way aross the map, then went out of boundary near GB main and died, then respawned back at our main. Meanwhile we desperately needed help recapping South Bunker.
And the SL replied with '


-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
It is possible to loose the map if you have a stupid team yes, or if the other team is just better than you. But from a map layout perspective the PLA have the upper hand, 2 evenly matched teams on this map and you will most of the time get a stalemate at the bridge, till you get a brake though which will depend on the players again. Tested OGT exstencivly and I know its well blanced from everything I've seen on it 
-
El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
-
swiftdraw
- Posts: 173
- Joined: 2007-03-14 14:32
Given the choice, I prefer defending a position vs. assaulting. Easier to get the drop with fewer casualties on the enemy from a well prepared position than being continuously on the move. Unfortunately, my squad mates and most of my team usually do not share my sentiment on the matter and sitting on your arse at the flag isn't always productive.Outlawz wrote:No one likes to defend, thats why.
Personally I miss Mao Valley, probably the best map for support gun use I've played. A highly automatic weapon was all kinds of useful in those CQB conditions. Dis-liked the nade spam at choke points though.
-
Eddiereyes909
- Posts: 3961
- Joined: 2007-06-18 07:17
Operation Compton FTW
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
-
youm0nt
- Posts: 4642
- Joined: 2007-03-16 15:13
A few days ago, on OGT, we had the fastest round ever. I was on British and after capping south side of bridge, everyone was sneaking to the trenches and then some squads went to train and then finally the last flag. As soon as I went into the server, British pretty much had all the flags down. Some people said they didn't even fire a shot, didn't get shot at or even die... It probably lasted for about 10, 15 minutes...
([COLOR="Yellow"]o,o)
|)__)[/COLOR]
-"-"-
O RLY?
|)__)[/COLOR]
-"-"-
O RLY?
-
Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
-
The 13th Raptor
- Posts: 25
- Joined: 2004-10-30 23:14







