[Map] Yibal Oilfields [scrapped]

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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

I'm with Sicario here, the weapon load out isn't complete and the BMP3 needs a lot of handling tweaks and regards of stabilization.

But if the BMP3 is made realistic and probably also meaning overpowered (30 mm , 100 mm HEAT , AT-11 ATGM) then I'd be happy to include it in to make the map asymmetrical and have it as the main MEC armored asset. But right now I consider it as a MEC version of the TOW Humvee for asymmetrical maps, so it's going to stay by the side of the T90s.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

I wasn't saying that it's like a TOW Humvee, it's just equivalent in it's in-game role.

The TOW Humvee in-game can destroy the MBTs in one shot unless front armor and completely annihilates anything below (jeeps, APCs). The BMP3 does the same, destroys the **** out of LAV25s and Warriors, but needs a bit to destroy tanks, then again it's more armored than the Humvee.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Ok then.

How about this

USMC assets

-x4 Humvee, 5 min respawn
-x2 truck, 5 min respawn
-x2 LAV-25, TBD
-x6 M1A1, 2 delayed sapwn, 10 minute respawn
-x1 AH-6 Miniguns, 20 minute respawn

MEC assets


-x4 Vodniks, 5 min
-x2 trucks, 5 min
-x4 T90s, 2 delayed respawn, 10 min
-x4 BMP-3s, 10 min
-x1 Eurocopter, spawn delay, 20 min

FOB flag non-respawnable
-x2 BMP-3
-x1 truck


The idea is, that the MEC gets the armor advantage and US gets recon advantage, hence spawn delay on MECs Eurocopter.
Also, the two BMP3s at FOB are there for initial defense, but I could replace them with a bunch of stationary TOWs.
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77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Re: [Map] Yibal Oilfields

Post by 77SiCaRiO77 »

i like it :)
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Yibal Oilfields

Post by J.F.Leusch69 »

i like it too, but make tanks spawn 20 min, as it is pr like :)
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Map] Yibal Oilfields

Post by hall0 »

Think 10 is ok, maybe add two tanks on one spawn like on kufrah
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Yes 5 is too much IMO Jonny :p
Also, you could have two spawn areas for each team away from the last flag to really avoid spawn camping.
How about if I remove the last flag completely? Keep the base and spawners there, but make the 2nd flag the base. That way it doesn't end up like on Kufrah where you have to keep raping the main base to capture else enemies spawn in your face. :)
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Map] Yibal Oilfields

Post by Tomato-Rifle »

The vidoe on the first post says "The URL contained a malformed video ID."
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Tomato_With_A_Rifle wrote:The vidoe on the first post says "The URL contained a malformed video ID."
Because it's been removed. I'll make a new one soon, after I'm done making the major changes.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Main base CPs removed.
Dome of death around each base added.
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] Yibal Oilfields

Post by =Romagnolo= »

I think the CP are too close to the map's boder, it cancels half of the possible manuvers to atack the CP.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
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(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Update on CPs.

Warehouses

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FOB

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Storage

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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

=Romagnolo= wrote:I think the CP are too close to the map's border, it cancels half of the possible maneuvers to attack the CP.
The map is supposed to be focused on the middle flag with the second ones harder to attack as you are getting closer to the core of the enemy force.
Also I'd like to focus the players to use armor support to overwhelm the defending force.
And of course the CPs aren't 100% enemy proof so if you lose your forces defending the outer area, bunching up on the flag won't help much.

I'm almost done with the map now, it still needs some changes and tweaks such as CP bleed and capture times (need to be adjusted a bit) and cleaning up a bit of course.

The lightmaps are done on Medium settings this time and the map is packed.
I also came up with a description and a crappy map loading screen :p

Download link
http://rapidshare.com/files/140046479/y ... s.zip.html
Last edited by Outlawz7 on 2008-08-25 18:00, edited 1 time in total.
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [Map] Yibal Oilfields

Post by marcoelnk »

what about a tarmactexture for all the industrial areas? i doubt such big warehouses would be build on sand.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

I'll do that when I won't have to repaint the map with TPaint anymore :p

Download link posted.
Last edited by Outlawz7 on 2008-08-25 18:00, edited 1 time in total.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Map] Yibal Oilfields

Post by Outlawz7 »

Newer version, some more small changes.

RapidShare: Easy Filehosting
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