[Map] Badghis mountains (2km) [WIP]

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MasterX
Retired PR Developer
Posts: 216
Joined: 2009-04-11 18:57

Re: [Map] Badghis mountains (2km) [WIP]

Post by MasterX »

This looks so nice, I like the atmosphere!! Keep it going mate
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ZodiacZ
Posts: 20
Joined: 2013-06-21 10:36

Re: [Map] Badghis mountains (2km) [WIP]

Post by ZodiacZ »

Reminds me Lashkar, make sure this goes more than WIP!
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

ZodiacZ wrote:Reminds me Lashkar, make sure this goes more than WIP!
The plan is to incorporate the best features from maps like Lashkar, Korengal and Operation Archer into a perfect blend, time will tell if i succed :mrgreen:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

I would like to hear what your opinions on gameplay layout on the map, the testsession showed major flaws in the initial layout, so its been scrapped so i can balance the map better.

what assets would fit for Blufor?
what assets would fit for Opfor?
Im considering making one AAS layer and one INS layer, ideas?
Personaly i would like the map to be focusing on light vehicles for squads (Humvees with 50cal/MK19/Panther(for brits) and a single heavy vehicle like a Bradley, or even a tank for heavy support.
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rabbit »

Zeno wrote: what assets would fit for Blufor?
what assets would fit for Opfor?
Im considering making one AAS layer and one INS layer, ideas?
Personaly i would like the map to be focusing on light vehicles for squads (Humvees with 50cal/MK19/Panther(for brits) and a single heavy vehicle like a Bradley, or even a tank for heavy support.
I like the idea of light stuff.
Blufor
6 Panthers
4 Logistics trucks
4 support trucks
1 Warrior with a very long respawn time. 30 minutes or no respawn at all.

opfor(taliban?)
4 MG technicals
4 Ammo technicals
2 SPG technicals
1 Rocket technical(delay and decent respawn time)
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AfSoccer "I just don't see the natural talent."
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rabbit wrote:I like the idea of light stuff.
Blufor
6 Panthers
4 Logistics trucks
4 support trucks
1 Warrior with a very long respawn time. 30 minutes or no respawn at all.

opfor(taliban?)
4 MG technicals
4 Ammo technicals
2 SPG technicals
1 Rocket technical(delay and decent respawn time)
6 panthers? thats a lot of thermals :lol:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rabbit »

Zeno wrote:6 panthers? thats a lot of thermals :lol:
Only takes 1 SPG shot to kill it though and the MG version can kill it before it overheats. I don't think it would be an issue in insurgency but you could always change a few out for landrovers.
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AfSoccer "I just don't see the natural talent."
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rabbit wrote:Only takes 1 SPG shot to kill it though and the MG version can kill it before it overheats. I don't think it would be an issue in insurgency but you could always change a few out for landrovers.
you are right, but im not sure im going to have brits as placeholders, might as well have Germans or NL, heck, it would be awsome to even have Mec vs taliban (west pakistan border conflict) or even Russians Vs Taliban/or militia to simulate Russian invasion of Afghanistan :mrgreen:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: [Map] Badghis mountains (2km) [WIP]

Post by sweedensniiperr »

NL would be best imo, fennek and boxers. Instead of a 6 panthers.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

Afaik Panthers aren't deployed like that IRL, doubt you'd ever see a group of panthers moving around by themselves, you'd see them amongst mastiffs, jackals etc. Sincde we don't have those vehilcles, the WMIK is the only thing we'd be able to use.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rabbit »

Wish the jeep bushmaster for NL was finished, that would be great.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Post by Amok@ndy »

Isn't in files already? I'm on my mobile so can't check but I remember that there is a Dutch vehicle released that is not placed on any map yet.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rudd »

[R-DEV]Rabbit wrote:Wish the jeep bushmaster for NL was finished, that would be great.
afaik the only reason we haven't featured that vehicle yet is that it has not been deployed to a woodland theatre yet
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Map] Badghis mountains (2km) [WIP]

Post by Rabbit »

[R-DEV]Amok@ndy wrote:Isn't in files already? I'm on my mobile so can't check but I remember that there is a Dutch vehicle released that is not placed on any map yet.
Its missing a gun on top (unless they are leaving their turrets open now with no weapons which would be pretty dumb). Also the interior texture is pretty bad.
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AfSoccer "I just don't see the natural talent."
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

[R-DEV]Rabbit wrote:Its missing a gun on top (unless they are leaving their turrets open now with no weapons which would be pretty dumb). Also the interior texture is pretty bad.
i saw it in the files and this seems to be the case
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Badghis mountains (2km) [WIP]

Post by AfterDune »

[quote=""'[R-DEV"]Rabbit;2052289']Its missing a gun on top (unless they are leaving their turrets open now with no weapons which would be pretty dumb). Also the interior texture is pretty bad.[/quote]
[quote="Zeno""]i saw it in the files and this seems to be the case[/quote]
No, there are two versions of it: armed (nl_jep_bushmaster_crows) and unarmed (nl_jep_bushmaster).

Just pick the crows variant :) .

Here's a crappy screenshot, but this is it:

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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: [Map] Badghis mountains (2km) [WIP]

Post by Arc_Shielder »

That looks good.
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

hmm, i really dont feel like putting NL forces into it thou.. (no offence ofc)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
tatne
Posts: 100
Joined: 2008-12-06 23:37

Re: [Map] Badghis mountains (2km) [WIP]

Post by tatne »

Map looks nice!
It's a shame you aren't willing to put NL in it.
Would be nice to see more maps with newer factions like NL and German Forces.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Map] Badghis mountains (2km) [WIP]

Post by Zeno »

tatne wrote:Map looks nice!
It's a shame you aren't willing to put NL in it.
Would be nice to see more maps with newer factions like NL and German Forces.
im more leaning towards German or British forces. but its not vital to choose faction atm. i just want to have an exciting asset layout with not just your standard INS assets..
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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