[Map] Sangin - Update

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Viki
Posts: 196
Joined: 2008-08-29 14:35

Re: [Map] Sangin - Update

Post by Viki »

Alright, thanks for the replys. I understand everything now. ;)

Furthermore, I think aswell that those complaints are most ridiculous, I prefer all the tightly forested maps (especially Fools Road) in PR myself.

All the best,
Viki
=(DK)=stoffen_tacticalsup
Posts: 231
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Re: [Map] Sangin - Update

Post by =(DK)=stoffen_tacticalsup »

[R-DEV]Rhino wrote:Like Scot said, its a dev joke, much like the fastropes :p
Fastropes!? 1337! From the chinook or the A-10 !?!?!





*runs from bahn-hammer*
Rhino
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Re: [Map] Sangin - Update

Post by Rhino »

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&

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:p
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Scot
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Re: [Map] Sangin - Update

Post by Scot »

What you talking about? Fastropes are in game already:
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Psyko
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Re: [Map] Sangin - Update

Post by Psyko »

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me in middle :D
Mad-Mike
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Re: [Map] Sangin - Update

Post by Mad-Mike »

'[R-DEV wrote:Dr Rank;997092']Cheers for your reply Mad-Mike, I'm working my socks off to get is as authenic as possible within the constraints of the BF2 engine, constantly working from/refering to ref images/videos.



Don't worry, CAS won't be able to destroy caches. I will make sure none of the compound buildings are penetrable. The compounds out there are generally pretty sturdy anyway, and gameplay wise it would suck if any of the caches were destroyable from the air. The best solution as a BLUFOR player will be to locate the compound where the cache is hidden, set up FSGs using the WIMIKs and the Scimitars, send the troops in on foot, and then before your full on assault of the compound call in some CAS to loosen them up a bit. With the Taliban able to set rally points too it will make it hard to completely clear the area so you'll have to take advantage of the initial strike, use of FSG support, and get in there quick. The are so many places for the Taliban to hide/manuover in concealment that the CAS is actually nicely balanced (that's how it seemed in an early testing session anyway, and how I'm going to work hard to keep it.) As in rl, its very hard to spot the enemy because of the amount of concealment available.



There will be a variety of different CAS options depending on the Gameplay Layer. i.e. each layer will have a different type. In addition the BLUFOR may also have some artillary support available, while the Taliban will almost certainly have access to the Mortars.

Ok mate thanks alot for replying. u have made it sound even better now!
cant wait to play this map.
cheers!
Pvt.LHeureux
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Re: [Map] Sangin - Update

Post by Pvt.LHeureux »

CHINOOK! :p
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
thejollyroger12345
Posts: 54
Joined: 2008-08-20 11:14

Re: [Map] Sangin - Update

Post by thejollyroger12345 »

so looking at the response you gave to mad mike would it be a bit like kashan gameplay layouts? 16 trucks and wmiks, 32 apache and the whole shabang , 64 A10 and the whole shabang?
LeChuckle
Posts: 664
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Re: [Map] Sangin - Update

Post by LeChuckle »

we dont need more trees! we need the trees less dispersed in order to make cozy forests, especially on qinling :)
Dr Rank
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Re: [Map] Sangin - Update

Post by Dr Rank »

Pre-testing gameplay/assets for the British (all of the gamemode plans are subject to change):

Assets (64 layer) Insurgency

1x Apache spawning at Bastion

3x Scimitars at Bastion

4/5x Landrovers at Bastion (possibly have a few more on a delayed spawn)

4/5x Landrovers at the FOB (these ones won't respawn)

3x Chinooks at Bastion (responsible for ALL the supplies in the field i.e. no trucks)

Artillary Command Asset (the Taliban will have mortars)


Gameplay notes:
  • Dome of Death around both Bastion for the Taliban (and probably around the FOB too to focus the action on the caches)
  • One cache at a time (possibly 2, probably 1, needs testing).

For the 32 Insurgency layer replace the Apache with a Harrier


For the 16 Insurgency layer replace the Apache with an A-10


Assets (64 AAS layer) "King of the Hill"

3x Landrover at the FOB (these ones won't respawn)

3x Chinook (again, responsible for all the supplies) at Bastion

1x Harrier with a delayed spawn at the start.

Gameplay notes:
  • Combat Zone for the British around both Bastion and the FOB. Dome of Death around Bastion for the Taliban. The only assets allowed to access the rest of the map are the Chinooks. The Combat Zone for the FOB will be fairly large allowing for some aggressive defense/patrols, but still keep the Brits on defensive duties.
  • The British will only start with expiring RPs at the FOB, with no supply crates and no firebase. The British will be dependent on the Chinooks to re-supply them in order to get their requestable kits, set up extra defenses etc. No AA will be available to the Taliban, but they will have plenty of RPGs.
  • The Taliban will have spawnable caches/RPs all around the perimeter of the FOB and access to technicals, civy cars and bomb cars.
It will be judged on tickets, mainly decided on through kills and destroying vehicle assets. However if the Taliban manage to cap the FOB flag (the perimeter for which will be inside the FOB) then the British will either go on a fairly heavy bleed and hope the chinooks can bring enough troops in to re-establish the FOB, or they will go on a really heavy bleed, basically meaning the Taliban have won.

I really want to capture some of the fierce defensive fighting like 3 Para had defending the Main Town FOB (the one I've based my FOB on) in 2006:

YouTube - 3 para

This gives players the chance to attack as the Taliban, and to put up a realistic defence as the British.

A skirmish layer will also be added for clan battles/infantry scrims etc

For visual reference, here are a couple maps, please excuse the old minimap picture

This one Highlights where Bastion and the FOB are located, the FOB being the one in the centre:

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This one also includes the domes of death for the Taliban in the 64 and 32 player layers:

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This one includes the domes of death for the British (effects all units except for the chinooks and other air assets i.e. the harrier) in the "King of the Hill" layer:

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Any other information is still classified.

NOTE: Please don't start a massive discussion on why this won't work, you should do this instead etc etc. I've put this up to give you some idea of where I'm going with this, the only time we can start debating these is when the decisions are finalised and you guys have played it for a month or so ;)
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$pyker
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Re: [Map] Sangin - Update

Post by $pyker »

so this king of the hill thing is basically brits defending their bases and taliban attacking?
Combined Offensive Mod


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Skodz
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Re: [Map] Sangin - Update

Post by Skodz »

Interesting
G.Drew
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Re: [Map] Sangin - Update

Post by G.Drew »

King of the Hill mode looks like a great feature, thanks for the visual references aswell :wink:
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Mora
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Re: [Map] Sangin - Update

Post by Mora »

Cant wait to fly the apache on this map :D
google
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Re: [Map] Sangin - Update

Post by google »

Any chance we'll be seeing this King of the Hill game mode on other maps? I think Archer would make a great map for varying FOBs each round (kind of like AASv3 but for King of the Hill).
Main Alias |TG-6th|Googol
Rangu
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Re: [Map] Sangin - Update

Post by Rangu »

This will be epic, I can't wait to confirm it!
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
cyberzomby
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Re: [Map] Sangin - Update

Post by cyberzomby »

yea cool news on the king of the hill style of battle!
Cptkanito
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Re: [Map] Sangin - Update

Post by Cptkanito »

sounds like its gonna be an awesome asset to PR...
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Sgt.Trip
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Re: [Map] Sangin - Update

Post by Sgt.Trip »

google wrote:Any chance we'll be seeing this King of the Hill game mode on other maps? I think Archer would make a great map for varying FOBs each round (kind of like AASv3 but for King of the Hill).
Al Basarh!!! FTW




Dr Rank u are a god just like Chuc! :D i cant wait!
Excellent work!
"There is no hunting, like the hunting of man." - Ernest Hemmingway
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