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Posted: 2005-11-28 21:33
by DAWG
The BF42 engine was head and shoulders above the shit in BF2. It was far easier to mod and had considerably more content than we see in BF2. All we got in BF2 was better graphics and an engine that can't do diddly. As for player controlled artillery, why do you think this is a bad idea? If it could be implemented like it was in BF:V, wjich sadly I don't think it can because of this chicken shit engine, then it would be a superb addition. I have seen many expert artillerists in game, PR's very own Hickman was something of an artillery whore in BF:V, his skill and ability to command and alter the course of a battle was far superior to the nonsense we have in vanilla BF2. Point click. point click, that takes no skill whatsoever and is as far from reality as any game can get.
Cerberus wrote:Now, let's talk about my map
Agreed - I also agree with all your other points. As for the map, I would like to see something like Karkand, only on a larger scale with some smaller out lying villages. Cerberus, what exactly is the difference in map sizes, I would like to do some mapping, though my skill in this is limited. Can you tell me, what the typical size of the current maps is and what size a 1024 map would be in relation to this.

Posted: 2005-11-28 21:39
by Cerberus
Let's get some things straight

Commander controlled mortar strikes is brilliant

My Rangers vs. Terrorists map is brilliant, to say the least

Let's discuss THE MAP in this topic

Posted: 2005-11-28 21:41
by Happy
About time this got back on topic. I think the map could use a littlebird.

Posted: 2005-11-28 21:44
by Cerberus
An MH-6 might spice things up, but seems kind of risky due to the hiding spots available to the opfor as well as their RPG-7s and SA-7s.

And the Rangers are looking to do a full-out assault, where rapid insertions would not necessarily be needed

Posted: 2005-11-28 21:47
by DAWG
Arty is an opinion.

I suggested that I like your idea, but would like to see a few more villages or outposts along the way that the Rangers can fall back to if it gets to hot, or that can beused by the insurgents to launch ambushes against the Rangers while on route to the objective.

I also asked for your opinion on maps and sizes relative to current maps, my experience with the BF2 map system is limited and I thought you might be willing to share that knowledge. Guess I was wrong. Without truly understanding what is possible in a map, it may be difficult for some people to make suggestions. I suggest you post a simple 2d artists render of what you have in mind, so people can better understand the concept.

Posted: 2005-11-28 21:50
by Cerberus
DAWG, , I have no experience with mapmaking so I'd better make a picture in paint or something and upload it. Be back in a few minutes

Posted: 2005-11-28 22:09
by Cerberus

Posted: 2005-11-28 22:09
by Heydude235
Im back i got my flu shot :) On to topic i love this map idea. Maybe add a hill to the north overlooking the hole town :) Nice drawing.

Posted: 2005-11-28 22:11
by Cerberus
No Abrams! The Rangers need no armor!

Posted: 2005-11-28 22:19
by Heydude235
Awwww I think it needs one for the new tank system.

Posted: 2005-11-28 22:25
by Cerberus
M1A2 Abrams tank don't support infantry in urban combat (a majority of the time), and the Army Rangers are light infantry.

This map will be much more intense with no tanks. Just imagine terrorists firing RPG-7s at your Humvee while you're blazing past at 40 mph shooting ... 7.62 mm rounds ricocheting off the body of the HMMWV... a sniper with an SVD pinning down your squad behind a berm...

Posted: 2005-11-28 22:33
by Heydude235
Well maybe just hmmvees with 50 cals if there no tanks

Posted: 2005-11-28 23:26
by Cerberus
http://img126.imageshack.us/my.php?image=map7521wp.jpg

There's the new map I made with a suggestion from =BONG=Happy

There is now a small river by the entrance of the city.

There are two weapons caches, one at the southern part of the city and one at the northern part.

There's a mosque near the central point in the city for OpFor to use to spot U.S. forces

Those thick dark lines near the U.S. spawn are berms which will be used for cover as the Rangers advance into the city

Posted: 2005-11-28 23:33
by BrokenArrow
i like the layout but to be honest it looks like a larger version of karkand, which is a good thing seen as karaknd is the best map bf2 has to offer.

assuming this map will be for PR, what would the difference be between a realistic mortar barrage and a bf2 like artillery strike? IRL the shrapnel from the artillery currently in game could shred anything within a much larger radius, if mortars are implemented the same way (but being realistic) their kill zone would be larger as well. also you would probably have to do some coding and modeling for these mortars, assuming you physically put them in the map. i guess the real question is what makes these more 'brilliant' than bf2 arty?

I like the no armor idea, makes for a more intense fight. heydude has a good idea with the hill. throw an OP on top of it and it should see some pretty nasty battles.

well done with the berms, i see (by your sig quote) you must have read generation kill where these are mentioned more than a few times.

as i said before, add in a few more original ideas (things seperating this map from karkand) and you should have a really great map, the size already improves it, throw in a hill and perhaps a canal dividing those fields with the berms (with a destructable bridge) and ill be hooked.

as you've pointed out many times though, this is your map :)

Posted: 2005-11-28 23:43
by Cerberus
Haha, I'm all for suggestions (regarding my map) if they're good.

I've been reading Generation Kill since September on and off, and I only have about thirty pages left... I love that book.

Due to BF2's lack of visibility for the sake of performance, I was thinking that the terrorists could use the Mosque as an outpost for scouting enemy movements and sniping.


I'd also like to throw in some random objects (washing machines, old Trabants, some Volkswagens, etc) in the streets for cover and obstructing vehicles and making them more vulnerable.



Regarding Mortars

They would be significantly less accurate than the artillery strikes that are currently found in Battlefield 2. They would probably land within a 50-60 meter radius of the point the commander selects and they would be weaker.

The time between strikes would probably be 4-5 minutes, so they couldn't be used too often.

Posted: 2005-11-28 23:48
by BrokenArrow
hmm, i guess 'weaker' is relative. They'll still shred up infantry. i suppose im just a little to biased against the commander position to really agree with commander anything (besides directing troops).

I guess as far as arty goes this is because IRL artillery can fire indefinitely if properly supplied, in FH it can really make the difference in an infantry advance and IMO, player opperated is the way to go. it is however your call. since i tried the editor and decided it was taking too long :grin:

Posted: 2005-11-28 23:52
by Cerberus
I suck at the editor.

How do I begin to make a map?

Like when it says what I wanna start with, it has these listed:

BF2
PRMM
PRMM 0.2
Make your own mod

Which one do I choose and then what do I do to make a map

Posted: 2005-11-29 00:02
by BrokenArrow
haha oh jesus. try the tutorial videos bf2 has, they got me to the point where i only quit because of time consumption.

Posted: 2005-11-29 00:06
by Heydude235
Also the buildings should have insides with mg in the windows defending the town. Also i would love that hill to the north. Maybe gose 200 meters up.

Posted: 2005-11-29 00:11
by Cerberus
I wish all the buildings could have interiors, but that = mass lag

Perhaps I should make the buildings smaller so the OpFor have more opportunities to ambush

Haha, you can't even see 200 meters in Battlefield 2!

I'm gonna go look for those videos