[Map] Sangin - Update

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flickflackingfligger
Posts: 166
Joined: 2008-05-08 20:08

Re: [MAP] Sangin - Update

Post by flickflackingfligger »

wow looks awsome! it reminds me of a WW2 battle ground, i forget which one it was. It took place in a small french village, yall band of brothers watchers might know what im talking about :mrgreen:


looking forward to it!!!

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Scot
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Re: [MAP] Sangin - Update

Post by Scot »

Robbi187 wrote: :( , thats the only way I know how to play :p
Me too :neutral:

But seriously, this looks epic, and I cannot wait for this!! Roll on 0.9!!
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [MAP] Sangin - Update

Post by cyberzomby »

I actually look forward to being commander on that map the way you describe gameplay should go! :o
SuperTimo
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Joined: 2007-07-31 09:25

Re: [MAP] Sangin - Update

Post by SuperTimo »

mmmm green zone :D
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Technoelite
Posts: 632
Joined: 2007-06-19 16:37

Re: [MAP] Sangin - Update

Post by Technoelite »

well this is gonna be fun epic map o mean it will be amazing but i can see the chinhook being a massive target like the COW(mec chopper if you didn't know slang) is for the MEC, so be fun fun fun especally a prt match on this would be amazing, so yeah good luck with this mate
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ice_killer
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Re: [MAP] Sangin - Update

Post by ice_killer »

argh must have chinook
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Pte.Paynter
Posts: 150
Joined: 2009-03-03 23:25

Re: [MAP] Sangin - Update

Post by Pte.Paynter »

Robbi187 wrote: :( , thats the only way I know how to play :p
Lmao for sure xD:
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [MAP] Sangin - Update

Post by gazzthompson »

any elevated ground in open area for FSG ?
Rico
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Re: [MAP] Sangin - Update

Post by Rico »

If this map delivers what it promises (Chinook, CAS, FSG) I wont want to play any other map ever again. Both in the air and on the ground it looks to be amazing.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [MAP] Sangin - Update

Post by Alex6714 »

Harriers + Apaches I assume for cas? :)



May I ask, what will the insurgents main defense be? AAA guns, SA7s or lots of cover?

Will the aircraft be only one spawn?

How close will the insurgents be allowed near Camp Bastion?

Will RPGs be made a little bit more accurate to allow for the realistic wimik tactics/zoom added to the .50s?

Will the insurgents have tunnels etc for cover?

Thanks.

Looks like this could be the best map I have seen in any game, just watching Ross Kemp ... makes me want to play this map already.
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xatu miller
Posts: 431
Joined: 2008-05-01 12:38

Re: [MAP] Sangin - Update

Post by xatu miller »

Alex6714 wrote:Harriers + Apaches I assume for cas? :)

mmm joint force harriers plus ugly call sign apaches :smile:

I hope the insurgents don't get like 10 SA-7s as that would be very unrealistic. Dushkas please?


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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [MAP] Sangin - Update

Post by Redamare »

its like an african savanah :D
Scot
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Re: [MAP] Sangin - Update

Post by Scot »

Redamare wrote:its like an african savanah :D
He might be doing something wrong there....

:razz:
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Zrix
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Re: [MAP] Sangin - Update

Post by Zrix »

Looking good, looking good :)
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Tomato-Rifle
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Re: [MAP] Sangin - Update

Post by Tomato-Rifle »

NICE! ZOMG CHINOOK!
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Jigsaw
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Re: [MAP] Sangin - Update

Post by Jigsaw »

'[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 sounds like my perfect game of PR if it plays like that (and im sure it will) OMFG its gonna be amazing :D

Only thing that could make it better would be more than 64 on the server... :mrgreen:
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Cptkanito
Posts: 384
Joined: 2008-08-31 12:06

Re: [MAP] Sangin - Update

Post by Cptkanito »

Really can't w8 now man :(
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Psyko
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Re: [MAP] Sangin - Update

Post by Psyko »

'[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 :)
i dont drill artists for info. but i do have a question. will there be ZPUs that the brits have to target and destroy? *_*

Anti-air guns might be as important as caches to destroy when the map relies so heavily on air support. (and i had noticed how clear the sky was and the view distance is very far, so air visability might be very high?)

overall the map looks great. :mrgreen: :mrgreen: :mrgreen:
Durandal
Posts: 112
Joined: 2008-09-01 08:49

Re: [MAP] Sangin - Update

Post by Durandal »

I would drop some heads to be able to play on that map with a chinook.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [MAP] Sangin - Update

Post by arjan »

Just a question about the helicopters, will their be only 1 chinook or more?
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