[Map] Operation Tempest (4km) [WIP]

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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Q1. Only spawn points will be at the ARF Held beach zones. Inland flags have to have firebases built, there will be plenty of time to do so if I get this gamemode sorted out.


Q2.

Starting layout for Marines:

4 AAPV7A1's. Only asset they start off with. After five minutes 2 Hueys will spawn.

Starting layout for ARF:

2 BTR-60's, Light Transport and Trucks (All spawn at the main base). This will mean the ARF have a long trip to get supplies to the beach, thus cannot further re-enforce without them. Gives the Marines at least an even chance against a well dug in enemy.


Current project: Operation Tempest
shribey22
Posts: 103
Joined: 2009-03-24 23:05

Re: [Map] Operation Tempest (4km)

Post by shribey22 »

I like both answers ;)

Can't wait to try this map!
Indistinct0
Posts: 94
Joined: 2010-07-27 21:27

Re: [Map] Operation Tempest (4km)

Post by Indistinct0 »

If this map doesn't get into PR I while be deeply saddened. I can only imagine the kind of gameplay you will witness in the jungles, something along the lines of *Crack* *Guy next to you falls down* SL: "OPEN FIRE!!!" *Bullets, grenades, 40mms, rockets, etc start flying*. Would be crazy fun.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Sorry for no updates for a little while! I assure you progress is being made, just starting back in second Semester so juggling full time study as well :-( Just getting the general layouts of the 16 possible flag locations.

So far this is the list of flags I have for the map (names are subject to change). Flags move from east to west the higher the tier:

Tier 1 (beach landing) flags:


1 - Seaside Village: Well, basically as explained and in screenshots. Fairly large village with a large beach running along the entire thing. Goes straight from landing > urban combat.

2 - North Cove: A very large cove with a small abandoned fortress overlooking the entire area. Filled with hundreds of large rocks for cover as the marines land. Two large rocky paths lead up to the fortress, where the ARF will be trying to hold.

3 - Island Chain: A small collection of islands with shallow water connecting all of them. Covered in abandoned defenses ranging from pillboxes to small bases.

4 - South Cove: A beach landing location that leads straight from beach into jungle. A small abandoned base + beachside defenses exist within the dense jungle so the marines land on the beach then rush straight into the jungle, should be extremely crazy fighting.


Tier 2 flags:


5 - ARF/A.U. Airfield: A heavily bombarded airfield. Covered in hundreds of craters, combat aircraft wrecks and just general carnage. Thick black, billowing smoke covers the entire flag area.

6 - Abandoned Mountain Fortress: a very large, abandoned mountain fortress. Covered with decaying bunkers and walls, the flag can be attacked from mountain paths coming up from the shore, or from within the jungle. Probably the hardest flag on the map to attack, but also the hardest to re-enforce.

7 - ARF/A.U. Dock: A bombed military dock capable of taking frigate class vessels. Quite a large area added on to the map and it isn't in the minimap yet. Can be attacked by sea and from inland also.

8 - Abandoned Helicopter Airbase: Sort of similar layout to the mountain fortress but much more tucked away. Lies within a valley and can be attacked from the marsh area or the jungle. Also a path leading over the mountains to the ARF dock (as the helicopter base has not been used for a very long time the pathway will be overgrown with jungle.).

Tier 3 Flags:

9 -Cave system: A large, complex cave system tucked away into the jungle. Has been slightly fortified as a command post for local ARF forces but no heavy defenses exist.

10 -Radio Outpost: My most recently changed flag, the outpost is a very large mountain-top complex featuring helicopter pads, radar stations and other military buildings. Can be reached from the marsh, jungle or mountain top pathways.

11 -Abandoned Processing Plant: Linked directly to the Tier 4 Mining facility flag, this is a long abandoned processing facility with lots of factories and buildings that have long since been reclaimed by the jungle.

12 -ARF/A.U. Forward Base: A concealed forward operations base for the ARF hidden in the jungle canopy. Filled with trench systems and camo-netted buildings & bunkers, will lead to very claustrophobic combat, seeing as the Marines will literally be popping out of the jungle at point blank range.


Tier 4 Flags:


13 -Coffee Plantation: One of the only remaining industries in the area, and leading directly to the seaside village, is a large coffee plantation. Has hundreds of rows of coffee plants lined along the hilly areas between connecting valleys, and it surrounded by jungle. Has a small habitation area for workers in the back area and in the middle of the plantation.

14 -Abandoned Nuclear Launch Facility
: Cold War Era base long since taken over by the jungle. Once upon a time (fictional of course) the reason for such extremely heavy coastal defenses. Can be reached from the Jungle and Marsh.

15 -Abandoned Mining Facility
: A large, jungle covered mining facility. Features a deep shaft mine. Lots of above ground buildings to fight over also.

16 -UNKNOWN!!- : haven't figured out what to have as the 16th flag and the last in the fourth tier set. Open to suggestions :-P



I will add pictures to this post as I go, then add it to the OP after it has been filled up.
Last edited by ChiefRyza on 2010-08-03 14:23, edited 1 time in total.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

Oh, you're such a tease!

Pictures ASAP, please!

:D
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Map] Operation Tempest (4km)

Post by Psyrus »

Incidentally I was going to bump the thread wondering about an update this afternoon, but decided to just let you work ;)

It sounds really promising Ryza, I especially love your tier system but hope that not only 4 flags will be present on a given scenario. Understandably 16 flags would be excessive, but say in tier 2 & 3, two could be chosen for a total of 1 + 2 + 2 + 1 =6 flags on the map.

I'm still yearning for a littlebird flyover like what I did on Vapoman's overgrowth test map but obviously yours would last a little longer :D
sharpie
Posts: 1434
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Re: [Map] Operation Tempest (4km)

Post by sharpie »

Suggestion for flag 16: A river checkpoint.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

It sounds really promising Ryza, I especially love your tier system but hope that not only 4 flags will be present on a given scenario. Understandably 16 flags would be excessive, but say in tier 2 & 3, two could be chosen for a total of 1 + 2 + 2 + 1 =6 flags on the map.
Any more than that and I don't think the Marines will have a chance in hell of winning. Also, I don't want to have more than one flag in contest at a time, on a 4km map I think it will heavily dilute both teams and you'll have people doing their own thing too much.

Think about how many Marines you'll have taking a flag, and how many ARF soldiers defending. With the assets I have planned the A.U will have roughly 18 ground infantry and so will the Marines. The rest will be made up of armour, aircraft etc. That's a lot of casualties on both sides, with the Marines needing to keep them as low as possible to have a chance of winning.

We'll see how the testing goes before I decide to add that many contested flags. Or did you mean to have it in the single attack format just having 6 flags in sequence rather than 4?

As for the flyover, I'm a bit of a perfectionist so I hate showing majorly WIP areas :-P . Trying to iron out little performance dropping areas as well.

edit: What I could do is have two different layers, one for a 2 hour roughly version of the map, featuring 4 flags, and a 4 hour version for our overseas nutters with 6+ flags :-P

View of the coast from the Carrier (and before you ask, the ARF can't get up there :-) :
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Last edited by ChiefRyza on 2010-08-04 00:39, edited 2 times in total.


Current project: Operation Tempest
RaSgO
Posts: 55
Joined: 2010-01-29 18:32

Re: [Map] Operation Tempest (4km)

Post by RaSgO »

Can they use a sniper to snipe marines off the deck?
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: [Map] Operation Tempest (4km)

Post by myles »

RaSgO wrote:Can they use a sniper to snipe marines off the deck?
He already said on the post above they cant get on the hills to snipe
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Operation Tempest (4km)

Post by sylent/shooter »

thats so beautiful :D Great job chief

Killing the enemy sylently
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

I have a quick question regarding the AAVP7A1 when it's implemented, will it be able to drop supply crates? I think I read a long time ago it was a possibility, just would allow the Marines to set up beachheads without needing helicopters which seems a bit crazy (would never send helicopters to take a beach).

If not would it be better to have Hueys from the start as well?


Current project: Operation Tempest
Rhino
Retired PR Developer
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Re: [Map] Operation Tempest (4km)

Post by Rhino »

The normal version will be able to drop "ammo crates" like all the other APCs but right now we dont have a logistics variant, might in the future I know there was some talk on it but can't remember the outcome.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

Hmmm....I see...

Well, will have to test the viability of having all Marines taking the flag by force and holding for a few minutes before the beach is taken. I don't want the beaches being taking at the start with the aid of Hueys for the sake of keeping true to a Marine beach landing, but I'm sure if it was 4-5 minutes from the game start, they would be able to bring in supplies after the main ARF resistance has been occupied.

I imagine its possible to have an initial (lets say five minutes in this case) spawn delay on any vehicle but then have the 10-20 minute respawn period as well yes?


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

ChiefRyza wrote: I imagine its possible to have an initial (lets say five minutes in this case) spawn delay on any vehicle but then have the 10-20 minute respawn period as well yes?
Yup, I believe that is perfectly doable. In fact, if I recall correctly, it's already in-game.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Rhino
Retired PR Developer
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Re: [Map] Operation Tempest (4km)

Post by Rhino »

Silly_Savage wrote:Yup, I believe that is perfectly doable. In fact, if I recall correctly, it's already in-game.
Nope its not with the current code. The spawn time is the delayed spawn time as well.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [Map] Operation Tempest (4km)

Post by ChiefRyza »

We're in quite the dilemma then....What would be the solution? Just give the Marines two Hueys and just hope to god they don't fly them straight into a 32-man strong ARF held beach?

I could swear that delayed spawn for a Huey was on Jabal as well though...

The alternative being I have two Hueys that spawn at 5 minutes but are non-replaceable? And then have another 2 on normal 10 minute spawn times at another place on the carrier.


Current project: Operation Tempest
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: [Map] Operation Tempest (4km)

Post by Silly_Savage »

[R-DEV]Rhino wrote:Nope its not with the current code. The spawn time is the delayed spawn time as well.
Ah, you know, I was actually thinking that but figured it was just a coincidence. Bummer.

:-?
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Amok@ndy
Retired PR Developer
Posts: 5144
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Re: [Map] Operation Tempest (4km)

Post by Amok@ndy »

ChiefRyza wrote:The alternative being I have two Hueys that spawn at 5 minutes but are non-replaceable? And then have another 2 on normal 10 minute spawn times at another place on the carrier.

making the chopper not respawning means you give a spawntime of 99999 and adding a spawndelay would prevent spawning also
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Operation Tempest (4km)

Post by Zeno »

i have figured a way to do it :-P

1 - make a flag on the carrier and have a flagzone that is about 500m in diameter
2 - make the flag only cappable for us and captime to whatever the spawntime you want for asset
3 - make the flag not visible on minimap
4 - make the flag unstrategic
5 - add spawner to flag
6 - set the spawntime to 999999
7 - do not delay spawn
8 - ?????
9 - PROFIT!
:p
Last edited by Zeno on 2010-08-06 19:57, edited 1 time in total.
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