[Map] Sangin - Update
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Pte.Paynter
- Posts: 150
- Joined: 2009-03-03 23:25
Re: [MAP] Sangin - Update
I think this will be a great map for people who love Vehicles, and will be a realistic map as well I have been to Afghanistan about two month ago and its good that the PR Team is making a map that is big it gives you the sense when you play this map that someone or something is watching you when I was on my first tour we found a video camera on a guy that we captured and when our officers viewed it we got a call for a meeting and it was very erie to see that the enemy has good training and discipline also they video taped our platoon wile we were searching for the enemy that was the most dreadful time i was there seeing our squad on there tape so this map i think would give u that kind of thing and if the creators of the map need some insight and/or ideas feel free to contact me thank you
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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
Re: [MAP] Sangin - Update
wow, thats a mouthful lol
....i know whats coming after this
....i know whats coming after this


[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
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Pte.Paynter
- Posts: 150
- Joined: 2009-03-03 23:25
Re: [MAP] Sangin - Update
Have I done somthing wrong posted to long of a Reply sorry Im new to these forumsG.Drew wrote:wow, thats a mouthful lol
....i know whats coming after this![]()
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
Re: [MAP] Sangin - Update
Pte.Paynter, welcome to the forums
interesting story, yes that would be creepy indeed! got a link for that vid?? hehe
there is many of us looking forward to 4km maps, which is a main direction of PR for the future, larger scale battles that involve more strategy & tactics, and less tard rushing.
there is many of us looking forward to 4km maps, which is a main direction of PR for the future, larger scale battles that involve more strategy & tactics, and less tard rushing.
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Pte.Paynter
- Posts: 150
- Joined: 2009-03-03 23:25
Re: [MAP] Sangin - Update
[R-DEV]fuzzhead wrote:Pte.Paynter, welcome to the forumsinteresting story, yes that would be creepy indeed! got a link for that vid?? hehe
there is many of us looking forward to 4km maps, which is a main direction of PR for the future, larger scale battles that involve more strategy & tactics, and less tard rushing.
this is going to be a great map in my eyes and for people to be complaining about the size just think you don't have to walk/run u can use a heli/plane/Humvee, etc just like in real life I will love to see this map cant wait to jump into it HooAh
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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
Re: [MAP] Sangin - Update
Nah nothing wrong mate, just need a couple of full stops so i can catch my breath while readingPte.Paynter wrote:Have I done somthing wrong posted to long of a Reply sorry Im new to these forums![]()
As for the other thing, well, "That was a mouthful".....
thats what she said


[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
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charliegrs
- Posts: 2027
- Joined: 2007-01-17 02:19
Re: [MAP] Sangin - Update
I remember in the earlier thread for this map they had a picture of an A10 in the sky is that still gonna be in the map? we desperately need a insurgency map with jets so you can get some really awesome CAS support.
And yes i know the british dont use the A10 armchair generals..
And yes i know the british dont use the A10 armchair generals..
known in-game as BOOMSNAPP
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Pte.Paynter
- Posts: 150
- Joined: 2009-03-03 23:25
Re: [MAP] Sangin - Update
LMAO no worries I was assuming you where implying somthing along those lines.G.Drew wrote:Nah nothing wrong mate, just need a couple of full stops so i can catch my breath while reading
As for the other thing, well, "That was a mouthful".....
thats what she said![]()
Sorry I didn't well do good English in xD: Jk thought I would put in some humor
Thanks for your insight i will try and let you breath wile attaining my info.
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Pte.Paynter
- Posts: 150
- Joined: 2009-03-03 23:25
Re: [MAP] Sangin - Update
[R-DEV]fuzzhead wrote:Pte.Paynter, welcome to the forumsinteresting story, yes that would be creepy indeed! got a link for that vid?? hehe
there is many of us looking forward to 4km maps, which is a main direction of PR for the future, larger scale battles that involve more strategy & tactics, and less tard rushing.
I wish I wouldn't even want to see it again lmao there are similar things that have happened to the USA service personnel so there could be a video up on youtube no doubt but with our Military we can only share what they allow us or the media so you might just find a video on youtube best of luck on your youtube adventure
God Bless Canadian Service Personnel HooAh
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crazy11
- Retired PR Developer
- Posts: 3141
- Joined: 2008-02-05 00:20
Re: [MAP] Sangin - Update
EPIC!
Can has beta now
Can has beta now

You miss 100% of the shots you don't take.- Wayne Gretzky
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Pte.Paynter
- Posts: 150
- Joined: 2009-03-03 23:25
Re: [MAP] Sangin - Update
Beta Idk what you are saying which beta are you implying if it has anything to do with Pr i don't believe so ?crazyasian11 wrote:EPIC!
Can has beta now![]()
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Dr Rank
- PR:BF2 Developer
- Posts: 2765
- Joined: 2006-11-11 15:05
Re: [MAP] Sangin - Update
Don't worry. you'll get your CAS, I've got all the gamemodes worked out, they just need seting up and testing for balance issue etc. But CAS is an crucial part of the fighting out there, so it will be included.charliegrs wrote:I remember in the earlier thread for this map they had a picture of an A10 in the sky is that still gonna be in the map? we desperately need a insurgency map with jets so you can get some really awesome CAS support.
And yes i know the british dont use the A10 armchair generals..
The basic plan of attack for the British in the insurgency gamemode will be to move out in WIMIKs to hunt down the Taliban and destroy their weapons caches. They will also be able to manouver around in Chinooks (which will also provide supplies to the front lines), and probably have additional fire support provided by the Scimitars. It is incredibly difficult to spot troops on the ground due to the huge amount of ground cover, especially over any kind of distance. The Taliban will be able to dig in around the compound where the cache is located and put up a strong ground defence, with rally points being very difficult to spot and plenty of RPGs, IEDs etc available, if the Brits just try to stroll up in their WIMIKS they are going to have a very tough time of it. As the WIMIKS get closer to the Taliban position they will become incredibly vulnerable to RPG and small arms fire. The best way to utilise the WIMIKS will be to do what soldiers usually do with them in real life and set them up on some high ground as an FSG (Fire Support Group) to help provide covering/suppressive fire for the troops on the ground. In addition, once the Taliban positions have been IDed, the British can then call in CAS (which will vary depending on the Gameplay Layer) to take them out, a move which can be swiftly followed up by ground troops moving in. All of the caches will be located inside compounds, so they cannot simply be taken out by the air power, they will all require troops to move in and clear out the compounds on foot. Fire support can also be given on a squad level, with squads utilising other nearby compounds to lay down fire, and set up more temporary FOBs (i.e. build a fire base/defences there).
That's only the tip of the iceberg in regards to realism in the gamemodes, but it should give you all some idea where I'm heading with this. Like I've said before, a huge amount of research and planning has gone into this. Hopefully we should see the rewards of this when the map is released
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charliegrs
- Posts: 2027
- Joined: 2007-01-17 02:19
Re: [MAP] Sangin - Update
omg that is exactly what i was hoping you would say'[R-DEV wrote:Dr Rank;952848']Don't worry. you'll get your CAS, I've got all the gamemodes worked out, they just need seting up and testing for balance issue etc. But CAS is an crucial part of the fighting out there, so it will be included.
The basic plan of attack for the British in the insurgency gamemode will be to move out in WIMIKs to hunt down the Taliban and destroy their weapons caches. They will also be able to manouver around in Chinooks (which will also provide supplies to the front lines), and probably have additional fire support provided by the Scimitars. It is incredibly difficult to spot troops on the ground due to the huge amount of ground cover, especially over any kind of distance. The Taliban will be able to dig in around the compound where the cache is located and put up a strong ground defence, with rally points being very difficult to spot and plenty of RPGs, IEDs etc available, if the Brits just try to stroll up in their WIMIKS they are going to have a very tough time of it. As the WIMIKS get closer to the Taliban position they will become incredibly vulnerable to RPG and small arms fire. The best way to utilise the WIMIKS will be to do what soldiers usually do with them in real life and set them up on some high ground as an FSG (Fire Support Group) to help provide covering/suppressive fire for the troops on the ground. In addition, once the Taliban positions have been IDed, the British can then call in CAS (which will vary depending on the Gameplay Layer) to take them out, a move which can be swiftly followed up by ground troops moving in. All of the caches will be located inside compounds, so they cannot simply be taken out by the air power, they will all require troops to move in and clear out the compounds on foot. Fire support can also be given on a squad level, with squads utilising other nearby compounds to lay down fire, and set up more temporary FOBs (i.e. build a fire base/defences there).
That's only the tip of the iceberg in regards to realism in the gamemodes, but it should give you all some idea where I'm heading with this. Like I've said before, a huge amount of research and planning has gone into this. Hopefully we should see the rewards of this when the map is released![]()
and to whoever said this map is going to be "too big".... FAIL
known in-game as BOOMSNAPP
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'
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: [MAP] Sangin - Update
Hehe, Crazyasian can say that cuz he's on the beta testing teamPte.Paynter wrote:Beta Idk what you are saying which beta are you implying if it has anything to do with Pr i don't believe so ?
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
Re: [MAP] Sangin - Update
EPIC.'[R-DEV wrote:Dr Rank;952848']Don't worry. you'll get your CAS, I've got all the gamemodes worked out, they just need seting up and testing for balance issue etc. But CAS is an crucial part of the fighting out there, so it will be included.
The basic plan of attack for the British in the insurgency gamemode will be to move out in WIMIKs to hunt down the Taliban and destroy their weapons caches. They will also be able to manouver around in Chinooks (which will also provide supplies to the front lines), and probably have additional fire support provided by the Scimitars. It is incredibly difficult to spot troops on the ground due to the huge amount of ground cover, especially over any kind of distance. The Taliban will be able to dig in around the compound where the cache is located and put up a strong ground defence, with rally points being very difficult to spot and plenty of RPGs, IEDs etc available, if the Brits just try to stroll up in their WIMIKS they are going to have a very tough time of it. As the WIMIKS get closer to the Taliban position they will become incredibly vulnerable to RPG and small arms fire. The best way to utilise the WIMIKS will be to do what soldiers usually do with them in real life and set them up on some high ground as an FSG (Fire Support Group) to help provide covering/suppressive fire for the troops on the ground. In addition, once the Taliban positions have been IDed, the British can then call in CAS (which will vary depending on the Gameplay Layer) to take them out, a move which can be swiftly followed up by ground troops moving in. All of the caches will be located inside compounds, so they cannot simply be taken out by the air power, they will all require troops to move in and clear out the compounds on foot. Fire support can also be given on a squad level, with squads utilising other nearby compounds to lay down fire, and set up more temporary FOBs (i.e. build a fire base/defences there).
That's only the tip of the iceberg in regards to realism in the gamemodes, but it should give you all some idea where I'm heading with this. Like I've said before, a huge amount of research and planning has gone into this. Hopefully we should see the rewards of this when the map is released![]()
Now I can relive Ross Kemp in Afghanistan all the time

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mp5punk
- Posts: 1219
- Joined: 2008-07-03 22:18
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Robbi
- Posts: 3564
- Joined: 2008-07-05 14:53
Re: [MAP] Sangin - Update
'[R-DEV wrote:fuzzhead;952809']there is many of us looking forward to 4km maps, which is a main direction of PR for the future, larger scale battles that involve more strategy & tactics, and less tard rushing.





