Your ideal map.
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ExisSellos
- Posts: 49
- Joined: 2007-01-04 17:11
Re: Your ideal map.
Qwai
Al Kufrah oilfield nice to drown infidels with oil ( they got enough)
lol jk jk
Al Kufrah oilfield nice to drown infidels with oil ( they got enough)
lol jk jk
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HunterMed
- Posts: 2080
- Joined: 2007-04-08 17:28
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jim1994
- Posts: 191
- Joined: 2008-04-13 17:02
Re: Your ideal map.
full on city war for me with some major roads and some tall buildings
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Michael_Denmark
- Posts: 2196
- Joined: 2006-07-10 09:07
Re: Your ideal map.
I never really understood the Flag concept. To me war is about roads, crossroads, logistics, tickets, communication and also specific map locations like a hill, a river, a bridge, a specific building and so on. But not flags deployed on different locations only.
I would love to play PR on connective maps where it would be possible to encircle the enemy so both attack and defence could be played throughout a single mini campaign with more or less the same public team too. All done within a few hours on a public server.
The ideal map to me, is a map connected to minimum 1 other map, creating a mini campaign together.
Thus on such connective maps, the battle outcome on one map would determine how and where forces are deployed on the next connective map to be played. The next connective map loaded accordingly to the battle result/battle CO decision on the previous map.
This is how it could look like:
Every number above is a map that connects to the border maps through roads. Thus road "flag-zones" placed on the border of a map determines if a team can use the same road from start on the connective map.
Starting spawn-points will in this connective map concept be placed on roads somewhere on the border of a map.
As you see above, map 1 is border-wise connected to map 2, 5 and 4.
And for example map 2 is connected to map 3, 6, 5, 4 and 1.
Now, Depending on the battle outcome of Battle 1, on example Map 1, the winning team captures all necessary road-border-flag-zones in the south part of the map before the loosing team is able to do the same in either the South or in the East.
And now the winning team gets the opportunity to load map 4 on the server which it does.
So when map 4 is loaded the winning team deploys on the road-border-flag-zones in the north part of the map.
The loosing team is by default deployed on the road-border-flag-zones to the south. Maybe even with a spawn time delay embedded so the winning team gets a time-bonus when entering the map?
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I began writing on this huge idea named Tango Island back in December 2006 based on this connective map idea that the DEV team so far has seemed to ignore going for due to reasons unknown to me. Fortunately the tournament is slowly showing signs of going in the connective map concept.
Tango Island also provide the option of having minimum 4 types of maps per map! (We wont make map developers unemployed right)
Anyhow
- 1 map as the clean maps where no fightings has occurred yet.
- 1 map as the scattered and burned map where fightings has occurred.
- 2 maps as defending maps focusing in either N/S or E/W using a huge entrenched system. These maps can be used with both the clean and burned maps.
Made a title in the concept back then in 2006, sounding as follows: Nightmare on Map-street, cause 4 maps per map multiplied with 9 = busy map developers!
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My 2 CATA
I would love to play PR on connective maps where it would be possible to encircle the enemy so both attack and defence could be played throughout a single mini campaign with more or less the same public team too. All done within a few hours on a public server.
The ideal map to me, is a map connected to minimum 1 other map, creating a mini campaign together.
Thus on such connective maps, the battle outcome on one map would determine how and where forces are deployed on the next connective map to be played. The next connective map loaded accordingly to the battle result/battle CO decision on the previous map.
This is how it could look like:
1-2-3
4-5-6
7-8-9
4-5-6
7-8-9
Every number above is a map that connects to the border maps through roads. Thus road "flag-zones" placed on the border of a map determines if a team can use the same road from start on the connective map.
Starting spawn-points will in this connective map concept be placed on roads somewhere on the border of a map.
As you see above, map 1 is border-wise connected to map 2, 5 and 4.
And for example map 2 is connected to map 3, 6, 5, 4 and 1.
Now, Depending on the battle outcome of Battle 1, on example Map 1, the winning team captures all necessary road-border-flag-zones in the south part of the map before the loosing team is able to do the same in either the South or in the East.
And now the winning team gets the opportunity to load map 4 on the server which it does.
So when map 4 is loaded the winning team deploys on the road-border-flag-zones in the north part of the map.
The loosing team is by default deployed on the road-border-flag-zones to the south. Maybe even with a spawn time delay embedded so the winning team gets a time-bonus when entering the map?
---
I began writing on this huge idea named Tango Island back in December 2006 based on this connective map idea that the DEV team so far has seemed to ignore going for due to reasons unknown to me. Fortunately the tournament is slowly showing signs of going in the connective map concept.
Tango Island also provide the option of having minimum 4 types of maps per map! (We wont make map developers unemployed right)
Anyhow
- 1 map as the clean maps where no fightings has occurred yet.
- 1 map as the scattered and burned map where fightings has occurred.
- 2 maps as defending maps focusing in either N/S or E/W using a huge entrenched system. These maps can be used with both the clean and burned maps.
Made a title in the concept back then in 2006, sounding as follows: Nightmare on Map-street, cause 4 maps per map multiplied with 9 = busy map developers!
---
My 2 CATA
Last edited by Michael_Denmark on 2008-08-21 19:17, edited 3 times in total.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.
However, in regard to EA, these guys never took the initiative.


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Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
Re: Your ideal map.
Mao Valley. But bigger.
Close quaters comabt in super dense jungle with supporting light viechles and transport helos/light gunships.
Close quaters comabt in super dense jungle with supporting light viechles and transport helos/light gunships.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: Your ideal map.
I'd like an urban map for militia; one of the random control point maps.

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ReaperMAC
- Posts: 3055
- Joined: 2007-02-11 19:16
Re: Your ideal map.
A pure urban map with just light vehicles; no aircraft, no armor, and lots of enterable buildings.

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Zerapup
- Posts: 232
- Joined: 2008-07-21 23:18
Re: Your ideal map.
I would like to play more Kashan 64 style maps , battles with mixed forces of infantry, armor , air. All working togather. Maybe something more epic than Kashan, like some real life big military operation.
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
Re: Your ideal map.
My mapping dream, well one of them, has always been to make a 4km map based on something like Everon from operation flashpoint. I said it earlier, but yeah, a nice big map like Kashan with a bit more terrain and housing, forests etc to spice things up would be pretty awesome.Zerapup wrote:I would like to play more Kashan 64 style maps , battles with mixed forces of infantry, armor , air. All working togather. Maybe something more epic than Kashan, like some real life big military operation.
Imo, Kashan is a bit too... sandy flat boring
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Your ideal map.
Perfect map? Hmmm...
Biggest size you can get, lots of light vehicles, a couple of scimies (or whatever faction equivilent) and a few APCs to round it out. Two or three transport helis, a couple light transports and a scout helo with minis. Large city with many enterable buildings with the outskirts being hilly/broken terrain, perfect hidey holes for infantry and oh yeah, Civi based Insurgency.
Biggest size you can get, lots of light vehicles, a couple of scimies (or whatever faction equivilent) and a few APCs to round it out. Two or three transport helis, a couple light transports and a scout helo with minis. Large city with many enterable buildings with the outskirts being hilly/broken terrain, perfect hidey holes for infantry and oh yeah, Civi based Insurgency.
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SGT.JOKER
- Posts: 1014
- Joined: 2007-03-18 17:35
Re: Your ideal map.
Al Basrah, only bigger, and with the USMC/USArmy 
and Qwia...only on a slightly bigger scale also
and Qwia...only on a slightly bigger scale also
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game
Riflemen, SAW Gunner, Grenaider.

Just getting back in the game
Riflemen, SAW Gunner, Grenaider.

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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: Your ideal map.
Korengal @ 4KM with A10 support 
Last edited by CodeRedFox on 2008-08-22 03:58, edited 1 time in total.

"apcs, like dogs can't look up" - Dr2B Rudd
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fludblud
- Posts: 1197
- Joined: 2007-10-07 07:35
Re: Your ideal map.
something that resembles grozny in 1995. i mean, theres tonnes of city maps but there are no cities in bf2 that actually look DAMAGED, everything is crisp and clean as if nothing happened.
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Re: Your ideal map.
yeah, new statics would be required. id like something in the lines of frontlines fuel of war cityfludblud wrote:something that resembles grozny in 1995. i mean, theres tonnes of city maps but there are no cities in bf2 that actually look DAMAGED, everything is crisp and clean as if nothing happened.
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AnimalMother.
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: Your ideal map.
I wouldn't mind something like the mestia terrain and woodland feel, the size of kashan, with little villages dotted about and some open green areas amongst the trees.
with a similar vehicle set up to kashan 16p, i.e. transport helis, humvees (/equivilants), command trucks.
with a similar vehicle set up to kashan 16p, i.e. transport helis, humvees (/equivilants), command trucks.
ex |TG-31st|
AnimalMotherUK - YouTube
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Brummy
- Posts: 7479
- Joined: 2007-06-03 18:54
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Skodz
- Posts: 791
- Joined: 2007-05-26 06:31
Re: Your ideal map.
Small very intensive insurgency urban map with 64 players. Full of enterable building, windows, cover, etc.
Canadian Forces (Inf, APCs, Griffin, G-Wagen, 2A6M) vs Insurgent
+1
Canadian Forces (Inf, APCs, Griffin, G-Wagen, 2A6M) vs Insurgent
Oom, underground bunker sounds very goodmetalancer wrote:(Bases typed in Red)
Well... my favorite map would be a balanced map with airstrips on opposite sides of the map in elevated positions (where a bomber [A-10, Eurofighter with bombs, J-10, or Frogfoot etc.], Fighter [Mig-29, J-10, F-16, Eurofighter etc.], 4 Main Battle Tanks, 2 AA Vehicles, 2 APCs and a Transport Chopper would spawn.) and large, intricate, and destructable complexes at the same elevation next to the dropoff into a lush low hilly area with lots of scattered tree formations, scattered rocks, and a small village built on the side of a hill with jeep spawnpoints and destructable/ enterable buildings. There would be a underground bunker dug into a hill at the edge of the valley with an AA gun on the top of the hill. In the bunker, 1 AA, 1 APC, and 1 Jeep/ Truck would spawn. There would be a small hole to crawl through in the rock wall of the bunker that opens up under the hill into a large dome-ish room thing () that is the beginning of a much smaller but still walkable tunnel that has a rope bridge over a underground river and loops around the map and exits in a tight hole on the side of the valley adjacent to the entrance of the bunker but at a noticably higher elevation next to an small outpost overlooking the valley (:camper
. There could even be a winding road that follows the curve of the land and eventually leads to the outpost It is very complex but adds up to a very large, fun, and Balanced firefight!
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Last edited by Skodz on 2008-08-22 12:11, edited 1 time in total.
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metalancer
- Posts: 6
- Joined: 2008-03-19 03:00
Re: Your ideal map.
Lol i was thinking of cool ideas and then i went "GASP, AN UNDERGROUND BUNKER WITH A TUNNEL THAT CROSSES A RIVER WOULD BE AWESOME!!!" Then i typed it in. It could be done...OR!! A big Underground maze of many levels where a river could run through the bottom. It could be like South America terrain if a faction of drug lords was inserted into the game but that is sort of straying into other things so I'll save myself and leave it at that (:shrk
...
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Mora
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: Your ideal map.
Everything what you see here in one big fat map.
If that happens one day i would go like: OMGOMGOMGOMG PR ftw!!!!11!eleven
If that happens one day i would go like: OMGOMGOMGOMG PR ftw!!!!11!eleven







