Re: [Map] Airborne [WIP]
Posted: 2008-09-24 10:24
Play OPK and you will know.
hall0 wrote:Ok so we have flying Trans. But we dont have a trans yet![]()
Wait wait wait... Are you saying you might work on a Transall C-160 as an air based static? Or there's something I suddenly missed and I got the whole thing wrong?[R-CON]marcoelnk wrote:psssst....
no promises from my side but we'll work on it![]()

I agree in all of this. The German Airborne is not designed for heavy tank battles. They must be fast and efficient. They even have a special training for CQC situations. So there should be something interesting for infantry. Maybe one of the controlpoints could be impenetrable for heavy vehicles.BetterDeadThanRed wrote:Hmm... I had a response to this but it didn't go through, let me try again.
Marcoelnk, you might have a scale issue when looking at the Wiesels since they are actually very small and are known as Tankettes, not APCs. Since your map is designed as an airborne map, these little buggers fit in perfectly as they are easily transported by CH-53G helos and C-160 transports. They are, after all, used to support light infantry in a front line role, not transport them around.
As for the whole layout, I could not agree more on keeping the German loadout on the light side. In fact, this would make for a perfect balance to show off the respective strengths of the Germans and Russians without doing a Kashan-esque mirror balance.
Trust me, you are on to something here. Imagine a light German paratrooper division supported by nothing but light vehicles armed with TOWs engaging a full scale Russian armored division. The Germans would excel in flexibility needing to rely on speed and finesse to defeat the Russians' amazing brute armored force.
That is taking PR to the next level right there. Just the thought of it gives me chills.
The final decision is yours, just be careful about making another Kashan clone.
thats what i planned ...akthough 20 minutes is maybe a bit long .Magic wrote: First the Airborne will secure the Area, as fast as possible. After 20 minutes or something, a tank division could arrive on the border of the map.
so you didnt accept these great ones but you did name the map Airborne..thats retarded tbhS1mmel wrote:Hmh,
a name huh?
Well there might be some cool ones:
(Operation) Airwalk
(Flight of the) Bumble Bee
(Operation) Air(b)rush
or what about
(Operation) Soul Harvest(ing)
(Operation) Corn Poppy
or take an actual war like
Ossetian Battlegrounds
Operation Ossetia
or something out of the military language like
Operation Fubar
Operation Snafu
Operation Fugazi (although this is one is from the Vietnam war)
Operation Panzershrek
or maybe
(Operation) Rocket Sience
(Operation) Oppenheimers Toy(s) (if the rockets are nukes ^^)
(Operation) Freiherr von Braun (should get a kick out of some American players ^^)
(Operation) Mushroom Cloud
or a funny one like
(Operation) Gazprom(just kiddin')
Well,
I can feed you with more input if you like
![]()
thats exactly the mapconceptMagic wrote:Nice to hear that you are already planning this! Would be really realistic, because our Airborne is used for the beginning of Operations(Anfangsoperation, don't know how it's called in english). In this phase, the airborne take important positions and hold 'em, until the main troops indent into the area.(Folgeoperation)[Following Operation]
From that, what I can say until now, this map is goin' to be one of my highlights, maybe because I'm a Paratrooper by myself^^ But it must be amazing, holding the position against a superior force, thinkin' all is over and suddenly the tank-reinforcements arrive and blow the russian asses away![]()













hall0 wrote:
d) The fog. Somebody noticed while we took the news screens, the fog of the map looks different to other maps. Marc told us this fog of war should simulate a real fog which is everywhere and not just in the distance. But on my pc this fog looks a little bit to blue.
BGF had also one map with fog called On the Road to Stalingrad may be this help you to find the right settings.
one HELL of an idea. They are a BSS mod too so that makes it much better.hall0 wrote: c) BGF is dead and this makes me really sad but maybe we can use some of their statics. Because this statics would be great to build villages etc.
Don’t get me wrong but I like the idea with the fallen trees. But I was wondering why the fallen trees are just on the street an nowhere else next to the street.[R-CON]marcoelnk wrote:Thanks for the feedback hall0 .
1. Ill see what i can do about the trees though i actually like them how they are. it may look weird sometimes from above but on ground its nice. Also the reason why i only placed them on the road and around the airfield is that this is the area that people will play on ... the forests around wont be used much and placing trees there will only result in worse performance. But i have some changes in mind for the airfield ( which is a abandoned one thats why the trees are fallen down and its overgrown etc)
Yeah I was think the same when I wrote the post, but this river wouldn’t be like the river and lake we have on quingling. On quingling the river/lake divides the battlefield into two areas, which can just crossed I think in two areas. But with this wide flat river with lots fords there would be still enough places to bypass the enemy. Because I also don’t like the idea of a dividing battlefield.[R-CON]marcoelnk wrote: 2.About the pwerplant : i really hate doing industry areas.I think its not bad although its a bit empty in some places. Iron taxi has done it really well but i cant get my *** up to rework the area...maybe later
Also about the river for the cooling towers... i know that in RL they need lots of water but the river is not 100m away from the powerplant. For the map it would only add something if i placed the river from soutwest corner to northeast corner dividing the map into two parts...
and that would again require way too many changes .
Also don’t know many rocket silos just now Pydna form the Nature One[R-CON]marcoelnk wrote: 3. rocketsilo : i dont know if there is alot of stuff around a rocketsilo in RL... i did this on purpose so as to create a certain atmosphere with all the large areas (silo/airfield/powerplant) appearing out of nowhere in the forest. gives a nice "secret" feeling imo.