Post your map ideas here.
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Leo
- Posts: 2082
- Joined: 2006-11-29 00:40
I'm actually making an open desert map, just a large round with checkpoints along the way (to not just make it a deathmatch) and soft rolling hills for some variation, and I might add 4 or 5 building villages here and there, but I am a very amateur mapper and know very little, so someone else would probably do a better job.
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USBRooks
- Posts: 10
- Joined: 2007-03-25 05:50
Battle of Taiwan
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Map Description: The PLA has started attacking strategic targets in Taiwan in an effort to soften the enemy before a likely invasion. The ROCAF has scrambled to respond to the threat and eliminate the PLA in the skies. Most of the fighting will take place in the skies of Taiwan, with Taiwanese anti-air on the ground and PLA special forces trying to knock them out.
Objectives
-----------
Chinese Objectives: Eliminate several objectives on the ground.
Taiwanese Objectives: Prevent the destruction of ground assets, or destroy the PLA's carrier.
This would make for a bitchin' map, plenty of dog fights and a realistic scenario. I'd imagine it playing a lot like the Battle of Britain, in BF1942, with a BF2 twist.
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Map Description: The PLA has started attacking strategic targets in Taiwan in an effort to soften the enemy before a likely invasion. The ROCAF has scrambled to respond to the threat and eliminate the PLA in the skies. Most of the fighting will take place in the skies of Taiwan, with Taiwanese anti-air on the ground and PLA special forces trying to knock them out.
Objectives
-----------
Chinese Objectives: Eliminate several objectives on the ground.
Taiwanese Objectives: Prevent the destruction of ground assets, or destroy the PLA's carrier.
This would make for a bitchin' map, plenty of dog fights and a realistic scenario. I'd imagine it playing a lot like the Battle of Britain, in BF1942, with a BF2 twist.
Last edited by USBRooks on 2007-03-26 21:15, edited 1 time in total.
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KP
- Posts: 7863
- Joined: 2006-11-04 17:20
Something like this, but for air?USBRooks wrote:Battle of Taiwan
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Map Description: The PLA has started attacking strategic targets in Taiwan in an effort to soften the enemy before a likely invasion. The ROCAF has scrambled to respond to the threat and eliminate the PLA in the skies. Most of the fighting will take place in the skies of Taiwan, with Taiwanese anti-air on the ground and PLA special forces trying to knock them out.
Objectives
-----------
Chinese Objectives: Eliminate several objectives on the ground.
Taiwanese Objectives: Prevent the destruction of ground assets, or destroy the PLA's carrier.
This would make for a bitchin' map, plenty of dog fights and a realistic scenario. I'd imagine it playing a lot like the Battle of Britain, in BF1942, with a BF2 twist.
http://realitymod.com/forum/t9007-wip-taipei.html
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.
-Paul Howe
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77SiCaRiO77
- Retired PR Developer
- Posts: 4982
- Joined: 2006-05-17 17:44
-UNTITLE-(im working on this map)
MEC vs US
a big desert with a medium city in the nortwest corner , MEC start with 3 t90s and 4 t62 , 3 brts (one with a ATGM) ,3 votnicks and 2 havocsm ARTY . US has 3 m1a2 ,2 lavs, 2 linebrakers ,4 hummves(two with tows) and lot of tows in strategic places.
MEC would cross the desert (destroying the reduced armor support of the US) and take the city . this mal *would* contain a lot pickupable SRAWS hiden in the city .
MEC vs US
a big desert with a medium city in the nortwest corner , MEC start with 3 t90s and 4 t62 , 3 brts (one with a ATGM) ,3 votnicks and 2 havocsm ARTY . US has 3 m1a2 ,2 lavs, 2 linebrakers ,4 hummves(two with tows) and lot of tows in strategic places.
MEC would cross the desert (destroying the reduced armor support of the US) and take the city . this mal *would* contain a lot pickupable SRAWS hiden in the city .
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Kirkuk - not sure, I spelled it right :S
The Kurdi peshmerga are stationed at the city of Kirkuk. No terrorist attacks have occured for almost two years now. The city is fully under control of the peshmerga forces and a bold defense line with checkpoints protects the city.
However, this particular city has started to annoy the MEC forces stationed in the mountains, near the Irani border. MEC wants to occupy this city and bring it under their control to use it as a staging area for further attacks on Mosul and possibly Baghdad.
Map would be set Insurgents (peshmerga) versus MEC.
MEC would start in the mountains at a flag, called Irani Border (since they came from there). MEC would have to go down two mountain roads and capture an Insurgent radio station above the city. From there, they would invade Kirkuk, where they would have to capture a Mosque and Suburbs, then Checkpoint 1 and 2.
Insurgent task would be of course, defending the flags, except for the Radio station, which couldnt be recapped, after MEC gained control.
MEC would have strong APC and tank support (maybe a convoy of tanks hidden somewhere in the mountains, like in Gulf of Oman WAC), while peshmerga would only have Vodnik's and emplaced AT weapons on strategic locations.
Some parts of the city wouldnt be accessible by vehicles, craters in streets etc.
Also, some buildings would be destroyable, or partially destroyable (thinking of a shortcut for MEC, where they could destroy a warehouse or apartment block to get in the city quicker
).
The city defense line would of course have a trench, as IRL Kirkuk and guard towers with sandbag walls.
Will do some research on it.
The Kurdi peshmerga are stationed at the city of Kirkuk. No terrorist attacks have occured for almost two years now. The city is fully under control of the peshmerga forces and a bold defense line with checkpoints protects the city.
However, this particular city has started to annoy the MEC forces stationed in the mountains, near the Irani border. MEC wants to occupy this city and bring it under their control to use it as a staging area for further attacks on Mosul and possibly Baghdad.
Map would be set Insurgents (peshmerga) versus MEC.
MEC would start in the mountains at a flag, called Irani Border (since they came from there). MEC would have to go down two mountain roads and capture an Insurgent radio station above the city. From there, they would invade Kirkuk, where they would have to capture a Mosque and Suburbs, then Checkpoint 1 and 2.
Insurgent task would be of course, defending the flags, except for the Radio station, which couldnt be recapped, after MEC gained control.
MEC would have strong APC and tank support (maybe a convoy of tanks hidden somewhere in the mountains, like in Gulf of Oman WAC), while peshmerga would only have Vodnik's and emplaced AT weapons on strategic locations.
Some parts of the city wouldnt be accessible by vehicles, craters in streets etc.
Also, some buildings would be destroyable, or partially destroyable (thinking of a shortcut for MEC, where they could destroy a warehouse or apartment block to get in the city quicker
The city defense line would of course have a trench, as IRL Kirkuk and guard towers with sandbag walls.
Will do some research on it.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
TYPOS. lol, sorry, but seemed so funny with all the spelling mistakes in the names.77SiCaRiO77 wrote:-UNTITLE-(im working on this map)
MEC vs US
a big desert with a medium city in the northwest corner , MEC starts with 3 t90s and 4 t62 , 3 BTRs (one with a ATGM) ,3 Vodnik's and 2 Havocs ARTY <-? . US has 3 m1a2 ,2 lavs, 2 Linebackers ,4 hummves(two with tows) and lot of tows in strategic places.
MEC would cross the desert (destroying the reduced armor support of the US) and take the city . this mal *would* contain a lot pickupable SRAWS hiden in the city .
Not sure, how AT and pickable SRAWs would work, either one or another, both unbalance the gameplay, unless you give USMC no armor, or MEC gets extra dozen T90s from Santa.
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77SiCaRiO77
- Retired PR Developer
- Posts: 4982
- Joined: 2006-05-17 17:44
in my dreams , SRAWs would have only one zoom and only one round.
the sraws are only in the city , same for m1a2s ,and if US want to keep his toys alive , they need to hiden them from the 2 havocs (in my dreams , havos have ATGM , instead of the crapy TV guided,AP rouns in the gun ).
in the city , the combat would be inf vs inf , because the little streets and the tall roof , where AT guys can be hidden .
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*spacecadett*
- Posts: 337
- Joined: 2006-11-23 16:50
operation island hop.
not really sure how this fits in with reality but i was thinking of a map where there is around 3-4 main islands where the USMC get a few choppers and a apc where as maybe the PLA get 2 apc: and one chopper. make it a dubble header where boath teams have to assault well dug in defences .thats all i can come up with so far. could use help developing the idea...
not really sure how this fits in with reality but i was thinking of a map where there is around 3-4 main islands where the USMC get a few choppers and a apc where as maybe the PLA get 2 apc: and one chopper. make it a dubble header where boath teams have to assault well dug in defences .thats all i can come up with so far. could use help developing the idea...
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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Leo
- Posts: 2082
- Joined: 2006-11-29 00:40
Guess we're working on a similair map, instead of a town, mine was a factory and underground industry, t'wasn't that good, I'll trash it for another one I guess.77SiCaRiO77 wrote:-UNTITLE-(im working on this map)
MEC vs US
a big desert with a medium city in the nortwest corner , MEC start with 3 t90s and 4 t62 , 3 brts (one with a ATGM) ,3 votnicks and 2 havocsm ARTY . US has 3 m1a2 ,2 lavs, 2 linebrakers ,4 hummves(two with tows) and lot of tows in strategic places.
MEC would cross the desert (destroying the reduced armor support of the US) and take the city . this mal *would* contain a lot pickupable SRAWS hiden in the city .
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Viper5
- Posts: 3240
- Joined: 2005-11-18 14:18
How bout making INS Leader extract?
Bring back Night vision
US Airpower- 2 Attack LB, 2 LB Slick
6 HMMVW
3 HMMVW TOW
2 HMMVW Support
2 HMMVW + TOW HMMVW+ Support HMMVW spawn at N VCP
4 HMMVW + 2 TOW HMMVW+ Support+ Air spawns at Airfield
INS have 2 spawn cars, 2 Sucide, 3 unarmed technicals, 5 .50 Cal Technicals.
INS Leader kit spawns 1 minute into game in front of Mosque
INS have to extract the leader out from Mosque to 1 of 4 locations
Across NE Bridge to edge of map (The piece of land not used in very NE corner
End of Road on very NE of map
Edge of map west of village
Edge of map SW of Village on the road west of Palace
US gets 1000 tickets, INS 500
Why?
1. Cool event line for Basrah
Needed to XTract Ambassador the day before
during that night, INS leader attempts to flee the city knowing US is coming
Next day US moves in to take back the city
2. Could make a nice teamwork night/scenario
Maybe the 24/7 Basrah Server could run this sequence? Keep the same teams for 3 rounds then switch.
USMC vs. INS
USMC has an embassy with heavily fortified defenses, etc. on the coast. INS have control of city. US Carrier off the coast and must evacuate. Use the Palace static on Basrah for Embassy. or the HUGE one on the SF map with SAS and INS
USMC Spawns-
Carrier (2x AH6, 1x RIB). 1 BHawk and 1 LB spawn 20 minutes into game
Embassy (Multiple RPs throughout the building)
Relief Column- 3x .50 Cal HMMVWs, 1x Support, 1x TOW (Spawns 15 minutes into game)
VIP Kit spawns 20 minutes into game. If INS cap the Embassy Flag they win instantly.
USMC must extract to Carrier. Can try to extract straight from embassy or move with relief column south to desert for Helo/ RIB Extraction
*Note: Could be a good map for the **Censored** to debut in.
thoughts?
Bring back Night vision
US Airpower- 2 Attack LB, 2 LB Slick
6 HMMVW
3 HMMVW TOW
2 HMMVW Support
2 HMMVW + TOW HMMVW+ Support HMMVW spawn at N VCP
4 HMMVW + 2 TOW HMMVW+ Support+ Air spawns at Airfield
INS have 2 spawn cars, 2 Sucide, 3 unarmed technicals, 5 .50 Cal Technicals.
INS Leader kit spawns 1 minute into game in front of Mosque
INS have to extract the leader out from Mosque to 1 of 4 locations
Across NE Bridge to edge of map (The piece of land not used in very NE corner
End of Road on very NE of map
Edge of map west of village
Edge of map SW of Village on the road west of Palace
US gets 1000 tickets, INS 500
Why?
1. Cool event line for Basrah
Needed to XTract Ambassador the day before
during that night, INS leader attempts to flee the city knowing US is coming
Next day US moves in to take back the city
2. Could make a nice teamwork night/scenario
Maybe the 24/7 Basrah Server could run this sequence? Keep the same teams for 3 rounds then switch.
USMC vs. INS
USMC has an embassy with heavily fortified defenses, etc. on the coast. INS have control of city. US Carrier off the coast and must evacuate. Use the Palace static on Basrah for Embassy. or the HUGE one on the SF map with SAS and INS
USMC Spawns-
Carrier (2x AH6, 1x RIB). 1 BHawk and 1 LB spawn 20 minutes into game
Embassy (Multiple RPs throughout the building)
Relief Column- 3x .50 Cal HMMVWs, 1x Support, 1x TOW (Spawns 15 minutes into game)
VIP Kit spawns 20 minutes into game. If INS cap the Embassy Flag they win instantly.
USMC must extract to Carrier. Can try to extract straight from embassy or move with relief column south to desert for Helo/ RIB Extraction
*Note: Could be a good map for the **Censored** to debut in.
thoughts?
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
Good setting
Good setting. May indeed happen one day.USBRooks wrote:Battle of Taiwan
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Map Description: The PLA has started attacking strategic targets in Taiwan in an effort to soften the enemy before a likely invasion. The ROCAF has scrambled to respond to the threat and eliminate the PLA in the skies. Most of the fighting will take place in the skies of Taiwan, with Taiwanese anti-air on the ground and PLA special forces trying to knock them out.
___
Here is a differnt take on Al Basrah that can be a bonus map for us to play on
Map: Al Basrah
Code name: Siege at Al Basrah Airport
64 player map
PR .6
Description: After the set-up for the siege, the second part of the battle will be very close quaters gun battles that take place inside the Airport itself.
Unpolished mission Briefing:
In a daring and brazen raid on a Iraqi Police controlled airport, the insurgents have taken control and have uncharacteristically dug in and are defending their ground. A Company size Marine (or EU) unit is preparing to send a Reaction Force from the city of Al Basrah to regain control of the airport. Due to the fact that civilian personnel are in the Airport, the Reaction Force will lack heavy air and artillery support. The first intelligence reports show civilian collaborators aided the insurgents in this assault. All Civilians must be detained and not targeted. Furthermore, the insurgents are using the civilians as human shields as they move about the compound. Lastly, ever sence the raid, insurgant activity in the streets of Al Basrah have increased.
____
Vehicles:
Tango
Lots of trucks and cars with 50 cals.
Spawn cars that respawn inside the city, but does not inside the airport.
Reason: Due to the fact that there is no arty and air support to take down the tangos spawn points from a far, if the Corp does take them out they did it up close and personnel and honest. The spawn cars that can respawn in the city can be the reinforcements for the them if they lose enough spawn cars in the Airport. Furthermore, the spawn cars in the city will allow the tangos to set-up ambushes for the land vehicles leaving the Corp CPs. Should have assault vehicles for the tangos to use from the city to counter assault.
Weapons:
Mounted machine guns can be set up in numerous locations for the tangos to put down a lot of fire on the approaching siege machine.
Ammo dumps will be in well placed positions for the tangos to have plenty of ammo and set-up a ferocious defense. Particularly in roofed positions.
Pick-up kits in good secure spots.
Corp:
Two lil birds
Two lil birds with the minigun.
Two tanks
Three APCs
One repair truck.
Three heavy jeeps
Three boats
___
UCBs
The Corp has their main UCB at the Palace, and out back is a Chopper pad. There is a large bubble of death that surrounds the base.
Reason: The Palace is the H.Q. for a major Corp battalion. They have plenty of snipers, guards and inner security to protect this base. Also the city itself is relatively secure dispite the increase in activity after the raid, thus why the bubble of death is so large.
The death timer should be fast enough to kill any jihad car before it gets close enough to destroy the two closes bridges.
At this UCB, nearly all of the Corp’s vehicles will spawn.
They also have a UCB at North VCP. The bubble of death is in tact here but much smaller.
Reason, to protect the spawn site of the Corp and the APC. This is the control post of the bad asses who do not get along with the REMFs back at the Palace. Hehe.
The tangos will not have any UCBs.
__
CPs
There are actually 6 different types of CPs that must be taken in order to progress to the “rear base” of the tangos.
It is assumed through intell that the Tangos have set-up their main base at the Airport Terminal itself where a fair amount of civilians are. For this reason, the six and final CPs is this location.
CPs number 1.
There are three locations the Corp must cap before progressing to the next level.
Description: These flags will be all grey.
Basically the reason we have these is to allow the tangos to set-up a defense while the Corp prepares for the siege. Do not worry tangos, you will not lose bleed if the Corp gets these. This is just to keep them honest and not to directly assault your AO before a minute has gone by in the match.
Tangos, you can try to get these flags if you wish, however, most are out in the open and do not provide any tactical advantage, it would be best to try to set-up an ambush for the Corp at these locations.
1. The village
2. Cement bridge north of the north VCP
3. Cement bridge on Grid F3.
CPs number two
Description: The Corp will need to secure the back door and front door before the siege truly begins. These flags start out as Insurgent, but once they go Corp, they cannot be switched back.
1. Area just west of the front and main guard house in grid C-3. Very little cover here for the Corp, but essential.
2. Buildings in D2 grid. These are located in the far east of the compound. Very open area and little cover for the tangos to defend.
3. The large two story building in C1. This is an impressively made building. Classic Assault and room clearing will happen here.
CPs number three
Description: The last flags were skirmishes compared to what is next. Now the action gets really hot and more crucial. The rest of the flags can be switched based upon who is in the flag orb. (Like Facility is now).
1. The buildings west of the guard house. This is very close to the flag east of the guardhouse.
2. The giant airplane in the back of the airport.
CPs number four
Description: Similar toward the last. However, it is clear the Corp is advancing on two fronts and means to surround the Airport terminal and assault the main building. Again, these flags can switch back and forth.
1. Second floor of the Parking garage. (Note parking garage has three levels and two stairwells, should be fun stuff.) Close quarters action indeed.
2. Hanger at B2 or A2. Southwest of the giant Airplane.
CPs number five
Description: Getting closer to the last CP. Again, these flags can switch back and forth.
1. Hanger at western C2. Just north and west of the Parking garage.
2. In-between the buildings in the south of B2. (Near where the Amour spawns for the Corp on the regular map).
Cp number six (tango “rear base”
Description: Once the Corp is able to hit this main Airport terminal, the insurgents will be bleeding. Both of the Corp assaulting elements come together here. They can take a breath while the bleed the tangos for a while. Tangos, set-up your counter assault to take pressure off your main base.
This flag orb will be small. Also, the Corp needs to work to get this.
1. Small flag orb somewhere on the second floor.
Notes:
Tangos will have numerous spawn cars in the City and throughout the map in order to ambush the Corp as they leave the Palace and head to the Airport.
There will not be any flags inside the city itself that can be captured.
The tangos strength is using the civilians as human shields. If the Corp is too gung-hoo they should lose every time. Only APC/ Tank/ lil birds rounds show up as collateral damage.
Also, the Corp must be mechanized to have their assault element into two teams. Not doing so will allow the tangos to hold on to the separated flags in the given CPs bleeding the Corp more and more. Furthmore, this seperates the Corp and prevents their team from being too consentrated.
As stated, the action is going to be close quaters, and suppresive fire will need to be established from builing to building.
The tangos will need to keep good care of their spawn cars in the compound, when they die, they are done fore.
Even though there are two large assaulting forces, the Corp should set-up various positions to keep tango reinforcements honest, the spawn cars coming form the city.
The Corps biggest ace in the hole is the APCs and Tanks. They can punish the blank out of the tangos with suppressive and harassing fire and not get any penalties for killing civis. Clearly the tangos will need to destroy them before they get to the Airport. A good Armored team should take the long way in and not a B line.
The lil bird transports will be crucial to the Corp when assaulting the initial set of CPs and later the Parking Garage and Main terminal. However, the tangos should have plenty of heavy guns to keep the pilots honest and daring.
I believe things are balanced, however, it most likely is not. I took away the air from the Corp, but have the tangos fight in conditions the Corp feels pretty good about. The deciding factor will be how well each side handles the civilians. Just like how it is in real life.
This map is really for a Special teams outfit because these are pretty hardcore tangos if they assault an Airport defended with Iraqi police forces AND stay there instead of leaving quickly when a Jarhead base is just down the round a little ways.
I would not have a problem with Delta Force or SEAL team having jurisdiction over the situation. Can very well have them wear Marine uniforms to be somewhat clandestine. Hehe.
The biggest flaw in this plot is, the tangos would want to negogiate and assaulting the Airport out right would be dangerous because of all the Hostages.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
With regards to, Siege at Al Basrah Airport, we could really make this a great hostage take over map, with a Special Forces feel, like the Navy SEALs. Wait, I have a call, brb.
50 seconds later.
I just got of the phone with the Chief of Naval Operations. We have 29 hours to prepare a raid on a formerly Iraqi Police controlled airport, now controlled by Terrorist with many civilians and hostages in the compound. The package we must find is an Coalition diplomat. Lastly, all civilians need to be detained for questioning inside the compound. Location, Al Basrah, Iraq.
How this will work:
Game mode: Extraction.
Not to sure how extraction works. I think a player from the Corp needs to go to the Airport, and put the kit on and then become a hostage.
A SEAL team will disguises themselves as Marines and raid the compound. Not realistic, but we can’t exactly make a new wardrobe and weapons now can we?
No CPs. That’s right, this is not about controlling positions, this is about blasting tangos, securing civilians and rescuing the package.
I know the tangos are crapping their pants right now, right. Wait, get this. The SEAL team will not have any armored vehicles. This way, each kill the SEAL team makes will need to be with infantry rounds. So keep those civilian kits on and keep the SEALs honest.
O.k. Rick, the biggest advantage the Spec Forces have in Real life is the element of surprise. How are you going to set this up? You can’t make the map at night. When the round starts, the tangos know they are about to be assaulted, so two of the SEALs biggest advantages, darkness, and surprise are gone.
Here is the answer.
We will have spawn points just inside Compound and all around it. I am talking like 40 spawn points total. Each one allows a special kit to be picked up. Also, they will have a UCB at the Palace with a large bubble of death where the hostage will need to be taken. This will set things up so during the night the SEALs somehow got in real close and are about to start the raid. Due to diplomatic garbage, the raid was delayed, and now it is day time. This will allow the tangos virtually no time to set-up a defense, thus making things chaotic for them.
Wait, wait, a second. What about the hostage? They will need to get the kit, this can take time. Tangos can get ready then, right?
Good question. Each game depends on how each team handles the hostage. On a random pub server the guy would get killed before he gets to the special kit. The 10 year old kid eating his happy meal would think it would be funny or the right thing to do.
Right, so the game starts, the person who is going to play the role of hostage, spawns in, runs over to where the kit is (someplace in the middle of the compound mind you). When the SEALs see that his kit has changed by pressing the tab button, thinks can start up.
Whoa, whoa, whoa, Rick, you expect 64 players to wait until the person who is going to play the hostage runs over and gets his kit and then the game starts? Please, the guys playing the SEALs will spawn in and just go in with him, let him get the kit then escort him out. Also, the hostage can just type to his team or be in a squad and ruin everything.
Also, the hostage could just run away from the tangos and not listen to them. Your asking a lot out of the players, many of which have ADD. Maybe you should just retire again and play Armed Assault.
Granted, this concept will not work on 90% of the server, but extraction is dicey anyway.
Good point about the communications. This would be considered bad form, and good players will teal them to stop. Also, the hostage should go where the tangos tell him to go. If the tango who is assigned to the hostage uses the commo rose and says, “follow me” they had best follow.
Scrim tip: On a scrim, have a teamspeak channel for the hostage and the person/s guarding him/her will be able to communicate better.
O.k. the game starts, all the tangos spawn in, the hostage, and the SEAL CO. It would be bad form for the SEALs to just follow in behind the hostage, hopefully PR has mature enough player base not to do this. The faster the hostage gets his kit, the faster the SEALs can get to work and the less the tangos will be ready for them.
What the Commander of the SEAL team should do is take a look at the zoom function while the hostage is getting his/her kit. This will allow the SEALs to spawn bomb on a location the tangos are not in and begin the raid.
O.k. will the SEALs have any vehicles at all?
Be nice if they could have a good four or five of those motorcycles. Also, be cool if they had a few of those fast light jeeps. I know the devs do not like these light jeeps, but it fits the mold of the Spec Ops and the mission. These should spawn at various spots outside the compound.
Oh, and for good measure, the SEALs will have a lil bird and a Blackhawk spawn in 30 minutes after the battle starts, back at the Palace. No worries, the bubble of death will kill any tango who is playing for keeps and does not understand that they would get no where close to a such expensive equipment in a Collation controlled base.
Question? Will the tangos have spawn cars inside the City?
Sure, the fight may continue into the city if the package somehow gets on foot there. This will also allow the tangos to ambush the SEALs package in one of the four bridges leading to the palace.
Last question? Could the tangos just kill the hostage over and over again and actually not get punished at all and aide their team?
….
Yeah, I guess they could. I guess this mission is really asking a lot out of the players to check their fire and do a little role-playing.
Lastly, Rick. The hostage will show up as blue dot, the SEALs will know where they are at all the time. So the tangos really can't hid them now can they?
....
You got me there man.
Ric: scratches head.
50 seconds later.
I just got of the phone with the Chief of Naval Operations. We have 29 hours to prepare a raid on a formerly Iraqi Police controlled airport, now controlled by Terrorist with many civilians and hostages in the compound. The package we must find is an Coalition diplomat. Lastly, all civilians need to be detained for questioning inside the compound. Location, Al Basrah, Iraq.
How this will work:
Game mode: Extraction.
Not to sure how extraction works. I think a player from the Corp needs to go to the Airport, and put the kit on and then become a hostage.
A SEAL team will disguises themselves as Marines and raid the compound. Not realistic, but we can’t exactly make a new wardrobe and weapons now can we?
No CPs. That’s right, this is not about controlling positions, this is about blasting tangos, securing civilians and rescuing the package.
I know the tangos are crapping their pants right now, right. Wait, get this. The SEAL team will not have any armored vehicles. This way, each kill the SEAL team makes will need to be with infantry rounds. So keep those civilian kits on and keep the SEALs honest.
O.k. Rick, the biggest advantage the Spec Forces have in Real life is the element of surprise. How are you going to set this up? You can’t make the map at night. When the round starts, the tangos know they are about to be assaulted, so two of the SEALs biggest advantages, darkness, and surprise are gone.
Here is the answer.
We will have spawn points just inside Compound and all around it. I am talking like 40 spawn points total. Each one allows a special kit to be picked up. Also, they will have a UCB at the Palace with a large bubble of death where the hostage will need to be taken. This will set things up so during the night the SEALs somehow got in real close and are about to start the raid. Due to diplomatic garbage, the raid was delayed, and now it is day time. This will allow the tangos virtually no time to set-up a defense, thus making things chaotic for them.
Wait, wait, a second. What about the hostage? They will need to get the kit, this can take time. Tangos can get ready then, right?
Good question. Each game depends on how each team handles the hostage. On a random pub server the guy would get killed before he gets to the special kit. The 10 year old kid eating his happy meal would think it would be funny or the right thing to do.
Right, so the game starts, the person who is going to play the role of hostage, spawns in, runs over to where the kit is (someplace in the middle of the compound mind you). When the SEALs see that his kit has changed by pressing the tab button, thinks can start up.
Whoa, whoa, whoa, Rick, you expect 64 players to wait until the person who is going to play the hostage runs over and gets his kit and then the game starts? Please, the guys playing the SEALs will spawn in and just go in with him, let him get the kit then escort him out. Also, the hostage can just type to his team or be in a squad and ruin everything.
Also, the hostage could just run away from the tangos and not listen to them. Your asking a lot out of the players, many of which have ADD. Maybe you should just retire again and play Armed Assault.
Granted, this concept will not work on 90% of the server, but extraction is dicey anyway.
Good point about the communications. This would be considered bad form, and good players will teal them to stop. Also, the hostage should go where the tangos tell him to go. If the tango who is assigned to the hostage uses the commo rose and says, “follow me” they had best follow.
Scrim tip: On a scrim, have a teamspeak channel for the hostage and the person/s guarding him/her will be able to communicate better.
O.k. the game starts, all the tangos spawn in, the hostage, and the SEAL CO. It would be bad form for the SEALs to just follow in behind the hostage, hopefully PR has mature enough player base not to do this. The faster the hostage gets his kit, the faster the SEALs can get to work and the less the tangos will be ready for them.
What the Commander of the SEAL team should do is take a look at the zoom function while the hostage is getting his/her kit. This will allow the SEALs to spawn bomb on a location the tangos are not in and begin the raid.
O.k. will the SEALs have any vehicles at all?
Be nice if they could have a good four or five of those motorcycles. Also, be cool if they had a few of those fast light jeeps. I know the devs do not like these light jeeps, but it fits the mold of the Spec Ops and the mission. These should spawn at various spots outside the compound.
Oh, and for good measure, the SEALs will have a lil bird and a Blackhawk spawn in 30 minutes after the battle starts, back at the Palace. No worries, the bubble of death will kill any tango who is playing for keeps and does not understand that they would get no where close to a such expensive equipment in a Collation controlled base.
Question? Will the tangos have spawn cars inside the City?
Sure, the fight may continue into the city if the package somehow gets on foot there. This will also allow the tangos to ambush the SEALs package in one of the four bridges leading to the palace.
Last question? Could the tangos just kill the hostage over and over again and actually not get punished at all and aide their team?
….
Yeah, I guess they could. I guess this mission is really asking a lot out of the players to check their fire and do a little role-playing.
Lastly, Rick. The hostage will show up as blue dot, the SEALs will know where they are at all the time. So the tangos really can't hid them now can they?
....
You got me there man.
Ric: scratches head.
Last edited by Rick_the_new_guy on 2007-03-27 00:48, edited 1 time in total.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
Map: Al Basrah
Code name: Reaction Force at Al Basrah (Bravo)
64 player map
PR .6
Description:
It is sort of a Blackhawk down deal. This is an assault map for the tangos, and a Reaction Force/Defense map for the Corp.
The setting for Bravo is that the Corp has set up a base (UCB) at the Palace. Here all the land vehicles will spawn. The Airport (UCB) is seen as well over a Kilometer way and the location of where the air support will come from, not ground vehicles. As in the current set-up all tangos will die well before getting close to the air vehicles.
Here is the catch; there is one Corp flag (CP) in the middle of the city. This is a rally point of an ambushed platoon caravan (or maybe a chopper went down, dunno; anything realistic will do). There are no fixed weapons. Jeeps are not mobile, some still have .50 cals working but they are not going anywhere.
The orders of the Corp is not to evacuate, but to stay and fight and await an Reaction Force. LB are heavy on Bravo, and so are gunship’s.
If the Corp losses the central city flag, a heavy bleed will start on them. So heavy, that in no time the battle would be lost. This will assure the Corp stays with the plan and does not assault the tangos but rather defends their ground.
The tangos start with having spawn cars on the outskirts of the city and except near Palace and of course Airport.
There will be a buffer of grey flags (four or five) they tangos will need to capture first before assaulting the venerable Corp. This will allow the Corp to dig in and defend their ground.
Unlike the Airport with a short death countdown timer, the UCB at the Palace will have a 15-30 second timer. This will allow some good saboteur work by the tangos before getting put down by REMFs (Nonplayable characters). This countdown timer will start once they get within 30 meters of the base. So they will have plenty of time to have some fun.
O.k. , what’s going down at Airport. This is hardcore REMF Central. Again, only air vehicles can spawn and deploy from here. Don’t really care about the air assets there, just remember, the Jarheads at the single CP flag are going to need a lot of support because they will be attacked from all angles.
O.k. what’s going down at the Palace. Good place for the C.O. to spawn, unless he/she wants to earn their combat infantry badge with the jarheads at the CP, hehe.
Some A.P.C., Tanks and heavy jeeps.
The Reaction Force itself will need to come from the Palace. This could be a nightmare for a piss weak commander because there are three choke points coming out of the Palace.
O.k. How do we know who won, and what about bleed?
Not too sure about the bleed, but the Corp will bleed heavily if they lose that single CP. They will need to get that back quickly or face defeat.
So the tangos have a good chance of winning if they assault the Corp and drive them from the rally point or Blackhawk crash site. Of course they will need to punish the Reaction Force coming from the Palace to do that, AND get the buffer flags first.
The Corp is focusing on body count. They should be cool if they keep that crash site flag up and defended and do a little fighting to meet the Reaction Force half-way. This single CP should be in a spot where the Corp can defend themselves well and use the roof tops.
The tangos will not have tanks.
Special Note: This would be a great design for the civilian kits. The civis can try to lore the G.I.s out and away from their CP, and throw rocks at them and stuff.
Code name: Reaction Force at Al Basrah (Bravo)
64 player map
PR .6
Description:
It is sort of a Blackhawk down deal. This is an assault map for the tangos, and a Reaction Force/Defense map for the Corp.
The setting for Bravo is that the Corp has set up a base (UCB) at the Palace. Here all the land vehicles will spawn. The Airport (UCB) is seen as well over a Kilometer way and the location of where the air support will come from, not ground vehicles. As in the current set-up all tangos will die well before getting close to the air vehicles.
Here is the catch; there is one Corp flag (CP) in the middle of the city. This is a rally point of an ambushed platoon caravan (or maybe a chopper went down, dunno; anything realistic will do). There are no fixed weapons. Jeeps are not mobile, some still have .50 cals working but they are not going anywhere.
The orders of the Corp is not to evacuate, but to stay and fight and await an Reaction Force. LB are heavy on Bravo, and so are gunship’s.
If the Corp losses the central city flag, a heavy bleed will start on them. So heavy, that in no time the battle would be lost. This will assure the Corp stays with the plan and does not assault the tangos but rather defends their ground.
The tangos start with having spawn cars on the outskirts of the city and except near Palace and of course Airport.
There will be a buffer of grey flags (four or five) they tangos will need to capture first before assaulting the venerable Corp. This will allow the Corp to dig in and defend their ground.
Unlike the Airport with a short death countdown timer, the UCB at the Palace will have a 15-30 second timer. This will allow some good saboteur work by the tangos before getting put down by REMFs (Nonplayable characters). This countdown timer will start once they get within 30 meters of the base. So they will have plenty of time to have some fun.
O.k. , what’s going down at Airport. This is hardcore REMF Central. Again, only air vehicles can spawn and deploy from here. Don’t really care about the air assets there, just remember, the Jarheads at the single CP flag are going to need a lot of support because they will be attacked from all angles.
O.k. what’s going down at the Palace. Good place for the C.O. to spawn, unless he/she wants to earn their combat infantry badge with the jarheads at the CP, hehe.
Some A.P.C., Tanks and heavy jeeps.
The Reaction Force itself will need to come from the Palace. This could be a nightmare for a piss weak commander because there are three choke points coming out of the Palace.
O.k. How do we know who won, and what about bleed?
Not too sure about the bleed, but the Corp will bleed heavily if they lose that single CP. They will need to get that back quickly or face defeat.
So the tangos have a good chance of winning if they assault the Corp and drive them from the rally point or Blackhawk crash site. Of course they will need to punish the Reaction Force coming from the Palace to do that, AND get the buffer flags first.
The Corp is focusing on body count. They should be cool if they keep that crash site flag up and defended and do a little fighting to meet the Reaction Force half-way. This single CP should be in a spot where the Corp can defend themselves well and use the roof tops.
The tangos will not have tanks.
Special Note: This would be a great design for the civilian kits. The civis can try to lore the G.I.s out and away from their CP, and throw rocks at them and stuff.
Last edited by Rick_the_new_guy on 2007-03-27 02:11, edited 1 time in total.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
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(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
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PlayPR!
- Posts: 1295
- Joined: 2006-08-22 05:04
I got a simple map idea for when the Militia comes to PR.
Siberian Summer
China moves in to make an assault on a small Siberian town that they are going to use as a forward operation post for a later assault. China has seen this time of war to advance its territory towards a newly discovered oil field in Southern Siberia. This military action, if it succeeds, could increase the Chinese economy and aid it in its military operations against the USA and Britain.
In this map the Chinese forces get Two tanks to assault the town with. The map will be fairly small, consisting of a forest surround a small town with many buildings to enter.
The Fields
After the easily achieved victory against the Siberian militia, Chinese armored forces rocket towards the Oil Fields they so desire. With the fields in sight they are aware that hey should prepare for ambushes from the local populous.
This map will have about four tanks and one APC for the Chinese, to represent there large mechanized force. They will have to advance through a long winding canyon throughout which there will be plenty of bunkers in the hills, much like the ones in Hill of Hamyong, and also there will be plenty of Kornet turrets set up on the hills to ambush the Chinese on the way to their ultimate goal... The Siberian Oil fields.
If any of you have read the Bear and the Dragon, you could prolly tell I'm taking reference from it...
Siberian Summer
China moves in to make an assault on a small Siberian town that they are going to use as a forward operation post for a later assault. China has seen this time of war to advance its territory towards a newly discovered oil field in Southern Siberia. This military action, if it succeeds, could increase the Chinese economy and aid it in its military operations against the USA and Britain.
In this map the Chinese forces get Two tanks to assault the town with. The map will be fairly small, consisting of a forest surround a small town with many buildings to enter.
The Fields
After the easily achieved victory against the Siberian militia, Chinese armored forces rocket towards the Oil Fields they so desire. With the fields in sight they are aware that hey should prepare for ambushes from the local populous.
This map will have about four tanks and one APC for the Chinese, to represent there large mechanized force. They will have to advance through a long winding canyon throughout which there will be plenty of bunkers in the hills, much like the ones in Hill of Hamyong, and also there will be plenty of Kornet turrets set up on the hills to ambush the Chinese on the way to their ultimate goal... The Siberian Oil fields.
If any of you have read the Bear and the Dragon, you could prolly tell I'm taking reference from it...


