[Map] Yibal Oilfields [scrapped]
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Outlawz7
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Re: [Map] Yibal Oilfields
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.
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
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Re: [Map] Yibal Oilfields
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.
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
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Re: [Map] Yibal Oilfields
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.
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
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Re: [Map] Yibal Oilfields
i like it 
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J.F.Leusch69
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Re: [Map] Yibal Oilfields
i like it too, but make tanks spawn 20 min, as it is pr like 
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hall0
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Re: [Map] Yibal Oilfields
Think 10 is ok, maybe add two tanks on one spawn like on kufrah
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Outlawz7
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Re: [Map] Yibal Oilfields
Yes 5 is too much IMO Jonny 

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.Also, you could have two spawn areas for each team away from the last flag to really avoid spawn camping.

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Tomato-Rifle
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Re: [Map] Yibal Oilfields
The vidoe on the first post says "The URL contained a malformed video ID."

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Outlawz7
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Re: [Map] Yibal Oilfields
Because it's been removed. I'll make a new one soon, after I'm done making the major changes.Tomato_With_A_Rifle wrote:The vidoe on the first post says "The URL contained a malformed video ID."

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Outlawz7
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=Romagnolo=
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- Joined: 2006-12-29 14:52
Re: [Map] Yibal Oilfields
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."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[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."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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Outlawz7
- Retired PR Developer
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: [Map] Yibal Oilfields
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.=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.
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
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
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Re: [Map] Yibal Oilfields
what about a tarmactexture for all the industrial areas? i doubt such big warehouses would be build on sand.

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Outlawz7
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Re: [Map] Yibal Oilfields
I'll do that when I won't have to repaint the map with TPaint anymore 
Download link posted.
Download link posted.
Last edited by Outlawz7 on 2008-08-25 18:00, edited 1 time in total.

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Outlawz7
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- Joined: 2007-02-17 14:59




