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Posted: 2007-03-27 01:49
by [T]Terranova7
Some other ideas
Egyptian Ruins
Old Egyptian Ruins have been used as a hideout by Insurgent Forces. U.S forces are tasked with driving them out. This map would sport some temples, with some other old Egyptian structures with open interiors (Think the good ole Mummy movies or something).
The Riot!
This is a special map that would probably require alot of work. But like those ideas calling for some sort of U.S v.s Brit training map, this would be a riot map. Chinese police will deal with violent anti-war protesters in one of their major cities or some sort of village with mad farmers. Mainly inspired by some recent episodes I've seen on CourtTV.
Paratroopers
Large map with one team representing their respective paratrooper force. If possible, several large transport planes will make a flyby across a certain area of the map. All players on that team will choose to spawn inside one of the planes, and then paradrop onto a nearby LZ or something, which will become a new CP for that team.
Firestorm
A U.S/U.K plane ends up crashing the middle of a... Fire! I mean a raging forest/jungle fire. And China somehow has the nerve to go in and try to kill them all! Well actually they're trying to retrieve any valueable intel from the crashed plane. Lots of burnt trees, fire and smoke.
Or, it can work with the MEC too. Think "Jarhead" with a bunch of oil rigs on fire. Oil rains in the desert, no visibility whatsoever. Lots of fire and smoke (very black smoke).

Posted: 2007-03-27 03:01
by Master Shake
The Gaultlet -lrbil Iraq (Or Operation Bullseye)
Recent military history-
http://www.globalsecurity.org/military/ ... /irbil.htm
lrbil has changed hands many times in the last 10 years, in 2005 the retreating MEC forces overan the Kurdish resistance and held the city and insurgents now consider it a second home.
This ancient city is now the central base camp for insurgents in the north, intel reports this is the most likely place for many insurgent leaders crossing the border to meet and recieve there orders.
Aside from the new road way that circles the city the other dominant feature is the 30ft high mound in the center of the city, this perch has been conquered hundreds of time over the last 8,000 years. Will it fall again?
The US/Brit forces ralley at the abandoned korean base outside the city the troops will have to find there way into town approaching from the freeway on foot and with heavy armor.
They will have some air support (little bird and attack chopper) but when the buildings get tight approaching the cities summit the troops will be forced to attack the central mound on foot.
The Insurgents have heavy armor and AA hidden in the city, there is a heavy civilian population still in the city so it will be a tough house to house fight to the center of the summit to erradicate the insurgetn threat.
Link to map:
http://maps.google.com/maps?f=q&hl=en&q ... 5&t=k&om=1
Posted: 2007-03-27 03:42
by Aetius
Map: Azerbaijan Strike
US vs MEC
In order to eliminate key American oil pipelines and refineries on the Caspian sea (
http://en.wikipedia.org/wiki/Baku-Tbili ... n_pipeline ), MEC has dispatched an army to push North from Iran into Azerbaijan and cut off the oil supply. A force is quickly scrambled to defend these key assets from the MEC forces.
Some images from Azerbaijan:
http://www.galenfrysinger.com/azerbaija ... dustry.htm
Malta:
GB vs. MEC
In retaliation for British attacks on MEC targets an elite force has been launched to attack Malta. Having already landed in Valletta harbor the MEC forces are now pushing the Garrison there into the old fort from days gone past.
http://en.wikipedia.org/wiki/Image:Aeri ... lletta.jpg
I'd also love to see a map set in dubai
Posted: 2007-03-27 04:00
by Lothrian
PlayPR! wrote:
If any of you have read the Bear and the Dragon, you could prolly tell I'm taking reference from it...
Currently at Chapter 17 or 18 ... that sounds like a fun map ... I now must go read the last 800 pages to see what the hell your talking about!

Posted: 2007-03-27 10:21
by Outlawz7
Gibraltar
A terrorist group has just got support from MEC to raid the GB forces, stationed in Gibraltar. Basically, Insurgents with kits versus GB.
AA guns would be also scattered around the map, since GB has a carrier in Atlantic, near the shore. Only Merlin and maybe two Littlebirds on it, plus 2 RIBs.
North side of the map would be dense forest with a small town nearby and mountains rising to the north. Also, some fields, dirt roads etc., while the south would be a desert city and small docks.
There would be a carrier positioned northwest, which should be capped last, and a small land base would give INS a Havoc and a transport copter to attack the carrier, plus 2 xtra RIbs on a fishing pier to the west.
Posted: 2007-03-27 11:52
by manligheten
A flying training map with all helicopters and an air field with aircrafts and buildings to land on. I am compiling the lightmaps in the time being.
Posted: 2007-03-27 13:54
by Chubben
This is not a specific map idea but is more a general thought on how I think the the map system should work.
Today in PR we have the usual bf2 map rotations, we have a lot of great maps that the servers load in a given order dictated by the server administrator. This is not all bad since the maps in PR are great.
But i believe that we are missing out on some great opportunities in the way that it works.
The way i see it, and the direction PR are moving i think we need some more cohesion in the way the maps play out. Let me explain, instead of the usual map rotation PR will introduce a hole new way of playing the maps, sort of a AAS 2 map system which in a sense will streamline the map rotation.
So lets get down to it, instead of the usual rotation the maps loading in the next round will depend on witch team won the last round, lets say we have 1 starter map for the round and 2 in each end.
Example: lets take al bashra as a starter map USMC is sent in to clear out that part of town (could become even more interesting if you could destroy objectives that will hamper the opposition next round doubt its possible dough).
USMC take a victory and next map loads, the next map will take us even further into town with new objective to obtain and so on and so forth.
Now if the insurgents (MEC or whatever) wins the next we move back to al bashra.
This system can be made as complicated as you want, there could be 2 way (maps) to get to end map.
This picture shows a simple version of it:
Now there are some obvious disadvantaged People might get tired of going back and forth between two maps if one team cant seem to make it to the end.
But as I see it, I could be terribly wrong of course, this way will force the teams to work together to move on, it will also boost the feeling of a win when you get to the end.
This all sounds good but i suspect that i will get the hated message bf2 engine dosen't support this will come along.

Posted: 2007-03-27 14:17
by Master Shake
Chubben wrote:This is not a specific map idea but is more a general thought on how I think the the map system should work.
Today in PR we have the usual bf2 map rotations, we have a lot of great maps that the servers load in a given order dictated by the server administrator. This is not all bad since the maps in PR are great.
But i believe that we are missing out on some great opportunities in the way that it works.
The way i see it, and the direction PR are moving i think we need some more cohesion in the way the maps play out. Let me explain, instead of the usual map rotation PR will introduce a hole new way of playing the maps, sort of a AAS 2 map system which in a sense will streamline the map rotation.
So lets get down to it, instead of the usual rotation the maps loading in the next round will depend on witch team won the last round, lets say we have 1 starter map for the round and 2 in each end.
Example: lets take al bashra as a starter map USMC is sent in to clear out that part of town (could become even more interesting if you could destroy objectives that will hamper the opposition next round doubt its possible dough).
USMC take a victory and next map loads, the next map will take us even further into town with new objective to obtain and so on and so forth.
Now if the insurgents (MEC or whatever) wins the next we move back to al bashra.
This system can be made as complicated as you want, there could be 2 way (maps) to get to end map.
This picture shows a simple version of it:
Now there are some obvious disadvantaged People might get tired of going back and forth between two maps if one team cant seem to make it to the end.
But as I see it, I could be terribly wrong of course, this way will force the teams to work together to move on, it will also boost the feeling of a win when you get to the end.
This all sounds good but i suspect that i will get the hated message bf2 engine dosen't support this will come along.
If I recall this was a system that was talked about very briefly when BF2 was in developement. I remeber seeing an early map/video where all the BF2 maps were connected by a land mass.
I definitly rember an early video with Mastuur being connected to Kubra Dam.
I think in the furture for this to work and keep things fresh full maps with destructable enviroments will have to be realized.
EXAMPLE: You fight on map 1 blow the **** out of half of it......fight map 2 and lose. Go back to a half destroyed map 1.
Maybe someday we will enjoy it, and maybe it could work another way, but Im sure server owners would have allot to say about it.
Posted: 2007-03-27 14:41
by DivS-konti
An indoor only map would be great!
There was once some kind of japanese minimod for bf2. There was one map included, that was just playing in the sewers! That was fun! But sadly only few people played it. (Dunno if it's this CQB thingy) I know this sounds like a map for cs or something. But I suppose that such map would be a great addition to PR!
Map is called "underdrain". Something like that would be fantastic!
http://www.battlefield-1942.net/index.php?action=download_details&new=1&downloadid=1239
Greetz
konti
Posted: 2007-03-27 15:17
by PlayPR!
Lothrian wrote:Currently at Chapter 17 or 18 ... that sounds like a fun map ... I now must go read the last 800 pages to see what the hell your talking about!
Haha you'll know when it comes!

Posted: 2007-03-27 15:40
by IronTaxi
this dynamic campaign idea comes back in the dev boards time and again...we have yet to figure out a good way to do it but trust me its still a very possible feature at some point down the road...would really pull alot of elements togehter story wise...now all we need is like 3 more top notch mappers and we would be rockin...
the biggest thing is we would want all the maps to be continuos in some way...preferably all made by the same mapper....!!! (poor bugger whoever he is)
Posted: 2007-03-27 16:01
by Rick_the_new_guy
Bonus Map: Qwai River.
PLA vs USMC
Type: Extraction
64 player map.
Note: this can work for any new map anyone is making that involves a lot of tress and cover from above.
Description: I would like to set things up so that there can be 6 pilots that need to be extracted. If only one can be extracted, that is cool. Would like 6 downed pilots.
Setting: Qwai River at this point in the war is far from the Frontlines, and considered the boonies. Currently there is a Marine Recon Platoon in the Area doing… well Recon stuff. The outfit is in stealth mode so they have no vehicles.
During the night the Platoon witnessed a plane or chopper or what ever get shot down or crashed (either or) about two klicks away. The CO called it in. During this Situational Report (Sit Rep) the officer found that the survivors where located near the banks of the Qwai River (Pilots had radios). The Platoon leader’s mission is to act as a Reactionary Force and secure the down pilots (if only one pilot kit can be coded instead of six that is cool) and get them out of there. Due to the fact they are in Indian Country, and a major Battle involving transport choppers is being fought some where’s, a chopper will not be available until sometime in the morning. Minutes after the set-rep and having his team get organized to move during the night, the CO hears enemy heavy jeeps moving into the area to conduct their own search operation.
How it works:
1. The setting is the most important thing about this. The Marine Recon Platoon must not have any ground vehicles. They are deep behind enemy lines. They can’t be out driving around. Giving the Corp ground vehicles is silly.
2. In order for best replay value and to really create cat and mouse game, I would like to have numerous “Crash Site” spawn points for the 1-6 pilots. Particularly one in each of the following grids: D-1 through D-8; and E-1 through E-8. If you check out the map, you will see that everyone of these grids are on the banks (East and West) of the Qwai River. This will prevent the PLA from knowing exactly where the pilots are when the game starts. These are 16 grids in all, so I am asking for 16 “crash site” spawn points, each with 1-6 pilot kits to be picked up (that is a lot). I do not care where the crashed air vehicle is, it does not even have to be on the map as far as I care. If 16 is asking too much, 8 will do. This gives the PLA a 1 in 8 chance to pick the right spot where the downed pilots are when everyone spawns in. These odds are still good for the pilots.
SPECIAL NOTE: I would like the PLA to be able to go to the spawn points of the pilots during their search. In the current Xtract map SOP, they will die in a matter of seconds. Sure, the PLA could camp these positions, but with numerous spawn points on initial deployment, if the PLA traveled to the spawn points to camp, they would need to camp a lot of spots. This would be folly seeing how the pilots will have a Rear Base CO looking over the satellite and letting them now where the enemy is.
3. And what about the PLA? During the night and early morning they have begun to search the area and have two teams working their way to the River banks. One team is on the east side of the river, and the other is on the west side of the river. So, I am asking for the PLA to have numerous spawn points in grid C-1 through C-8 (west side) and F-1 through F-8 (east side). Again, these are 16 spots.
4. What about vehicles for the PLA? This is their turf; they should have rides, right?
Agreed. They will have heavy jeeps and some light jeeps all over the place in these spawn points. I would like at least one tank and one APC on each side of the river also. Let’s make things challenging for the Corp shall we? Hehe.
SPECIAL NOTE: The vehicles the PLA get will not respawn if destroyed. These guys are out I the bonnies. They are not self supporting.
5. Ok. Where will the Recon team spawn in at?
Excellent question. The entire setting revolves around the PLA not knowing where the enemy is located. Sure they have the big ground vehicles, but they know not where anyone is. I would like it set-up so the Reaction force has the option to spawn in on either side of the river BEHIND the PLA team. The grids are: A-1 through A-8, and H-1 through H-8. Again, these are 16 spawn points. Four each side will do just fine. Each one of these spawn points should not be able to be destroyed by the PLA. Sure they can spawn camp them, but a good Platoon Leader will have a Rally Point somewhere for his crew to spawn in on so let the PLA camp them, should do little good. Each of these four- sixteen spots will allow special kit request.
6. Ok. What about the extraction site?
The X site will actually be in two places. Remember, the extract will be via chopper, and the US team is far behind enemy lines and out in the boonies. Such a mission requires two extraction sites Landing zones incase one is hotter than the other. Grid A-4 and H-5 will have the Extraction spot labeled on the map. Like your typical Xtract map, there will be a right large bubble of death surrounding these locations to prevent camping.
7. What about the choppers?
Another great question. The Corp will have two Seahawks spawn 30-50 mins into the match. One will be on the A-4 extract point and the other on H-5 extract point. Again, these choppers were not ready because they were already in use. Just make believe, that the choppers are coming from many many Klicks away.
8. Good Lord, why that long for the Chopper to spawn in? The pilots can just walk over there.
In such conditions, the PLA would want to get into a formation where they are spread out and over watching a lot of ground on each side of the River. If the PLA stay bunched up, then yes, pilots can make it to safety with ease. So be it. The PLA should have some safties watching their rear and somewhat camping the Xtract location. This should keep the pilots honest.
Like wise, the Recon force will clearly need to be well managed. Two teams, one on each side. A squad watching over the X tract points on each side. A couple of heavy squads who have the option to fight to the pilots, etc.
9. The Corp seems a little out matched, they will be on foot. Got anything to make things more balanced?
Indeed. Any Recon force going into Indian Country without arty support would not be realistic at all. So we will give the Corp at least two arty spots, located in one of the Xtract locations. Again, make believe it is many many Klicks away.
Also, PLA will not have arty. Make believe the Corp destroyed their fire-base some time ago.
Notes:
I hope this is an epic extraction map. One that has good pick-up and play and has excellent replay value.
The best way to play this if you a pilot is to spawn in one of the 16 locations and move to a place and hid. Milk the clock for the chopper, and communicate with the Reaction team for best safety and to alert them of PLA around you. Be careful with spotting the enemy, they can hear you if you’re too close.
The cool thing about the Recon Platoon is that they can spawn in at four different locations on the map. The PLA will need to worry about them and try to set up ambushes for them as well. Again, the replay value should be pretty high on this map.
The PLA must spread out and use their heavy vehicles to their advantage. Being bunched up is garbage. The Marines will need to be on the move so, wait for them and ambush them. Hell, if you wanted to be nasty, you could set-up the chopper by not going after the pilot (if found) and using them as bait. Just like IRL.
The major problem we are going to have is the spawn in points for the pilots. The more the better. Also, the more pilots the better. However, the problem with that is there would be a ton of kits laying around. With the current set-up a heavy bleed will take place during the times a VIP kit is not picked up.
Posted: 2007-03-27 16:34
by Outlawz7
Master Shake wrote:
I definitly rember an early video with Mastuur being connected to Kubra Dam.
Yea, and whats with those highway signs "Karkand Airport" in Mashtuur....
I remember another video of the beta, they had different skins and a spec op designated a T90 with some sort of thing, then a F15 came and the guided missile went straight for that lil marker on the tank and destroyed it.
Man, this whole gaming capitalism sucks...whenever I see a beta of a game, and compare it to the released version, the beta always seems better...they just want the money and release half done games, instead of giving the devs more time to put all the stuff in, then release it...sure, they did booster packs...but besides a few new vehicles, maps and an EU army in EF there wasnt much added.
Posted: 2007-03-27 20:13
by SethLive!
how bout a scenario mode map where the objective is for the insurgents to blow up the us embassy, which is destructable like the helmland province buildings?
Posted: 2007-03-27 20:33
by Leo
How about this:
A deserted little town (8-10 buildings, surrounded by a brick wall) in a deserted spot somewhere near a river, around the town, there are several small outposts that need to be secured, across the river (which there is only one bridge over) there is a large abandoned MEC Military Outpost, biological warfare/arms factory/any other type of factory doable with BF2 statics) that needs to be recaptured from the insurgents, its US against Insurgents, the Insurgents get 3 spawn cars and 4 Technicals. The US would start in a small outpost guarding the entrance to this valley type area that they modified to their own needs. Due to the mountainous terrain, armor wasn't available. The US gets 2 or 3, it'll be a fairly large map, I think 1024*2 and it'll have lots of little outposts dotting the desert. I was going to make this as practice at mapping anyways.
Posted: 2007-03-28 00:08
by Aetius
Some other ideas I had
Map Location: Sudan
US or GB vs China
Intervening in the Darfur situation an international force has secured Darfur and is now moving on the Sudanese capital. Keen to protect their investments such as the Khartoum Oil refinery, the oil fields, and the oil pipeline leading to the Red Sea China readies its troops to defend these assets from Western seizure. (I believe China actually already has 4,000 troops defending the pipeline right now)
_________
Map Location: Xinjang province/ China|Pakistan Border
MEC vs. China:
Traveling south to engage American and British forces in Afghanistan a small Chinese forces accidentally enters Pakistan where it is confronted by MEC forces. Tensions escalate and a small battle erupts on the border.
Posted: 2007-03-28 00:42
by Rick_the_new_guy
This could be a new type of game mode. However, it can easily be put in the category of extraction.
Setting
Picture a large map with the surface area of say a Qwai River or bigger. Now picture this map as being 2/3rds the size of a huge rear base that has streets, concrete surfaces, buildings. Meaning there are jet hangers and Radar dishes, and U.A.V. trailers, tanks, armored vehicles, transport choppers and acid pads, and other rear support items found in various concentrated areas of the base.
Note: The vast majority of these tanks/jets/choppers can not be used. They are being repaired in hangers and such.
However, there will need to be a good separation from the base and where the other team will have the extraction location.
Note: Airport has potential to be this map if there was way more hangers and area to play on. But, this is the closes thing we have now.
The type of extraction map is one where players need to get into a vehicle and drive to the extraction point. There will be no need to have a check point, this is going to be tuff enough as is.
Description: The British SAS (This could very well be the Russian Militia faction coming out in .6) have sneaked inside the compound and are about to initiate a two fold mission.
Mission 1. Destroy as much of the enemies assets as possible. More below.
Mission 2. Steal a truck loaded with plutonium or some other super secret/important material needed for a kick *** bomb.
As you see, the unit will be broken into two details, they will need to work together to achieve success. Each team will need to have someone doing the dirty work (destroying stuff/ or stealing the VIP ride; the other will need to watch their back and support them.
The team at the base are the defenders. Their job is simple. “Get them!”
Once the fire works go off, the Defenders (PLA or MEC) will need to find the VIP ride and destroy it, protect their assets, and destroy the SAS/Militia.
If the devs can make the following happen, the game will have a nice feel to it.
Certain items that are destroyed on the base will have a certain ticket tag to it.
Destroyed Bridge= five tickets
Destroyed Rador dish= five tickets
Destroyed tank= 8 tickets
Destroyed Acid Pad= 3 tickets
Destroyed heavy jeep= five
Destroyed jet= 12 tickets.
Various artillery pieces that are not set up to fire= 6 tickets.
U.A.V trailers laying around
Boats that are stocked in a hanger
I really do not care what the ticket count is as long as the bigger and badder the thing to go bomb, the more tickets lost by the bad guys.
Be nice if other things were:
Really big pieces of arty to blow up.
Buildings to blow up.
Other
O.k. Rick, we get the idea. Give us the skinny on what happens when the game begins.
1. The SAS will have sneaked into the compound at night and would have started the fire works during the night, but either due to diplomatic dip-dunks or the Choppers being delayed they needed to wait until the morning.
The SAS will have two major spawn options.
1. In the hanger where the truck spawns. I guess they took out all the guards before everyone spawned in, sorry you missed it. Of course, there will be some kind of bubble of doom set-up to prevent spawn campers later in the game. How I loath them.
2. Somewhere far from the VIP truck, and in various locations that they can start blowing stuff up. Remember, they snuck in and are in various locations. However, sticking with true Xtract on PR, the enemy needs to be between them and the VIP truck.
So there is plenty to do for the SAS. Steal a truck and blow stuff up, good times.
As mentioned earlier, the unit can have two teams in order to maximize on ticket lose for the enemy.
What about CPs?
None. This is extraction baby. Both teams will have various spawn in places that can not be destroyed. The SAS will need to get their special kits from these, so allow this on all please.
The SAS got in there on foot right? How will they all get the blank out of there?
Great question. You know how the bikes are indifferent to who gets on them? But once someone from a certain team gets in, it sticks with the team until it explodes? Just like that. I would like to have civilian looking cars, Big rigs, and motorcycles around the compound for the SAS to “borrow” while they escort the truck out.
Ok. How do we know who won?
If the SAS get’s the truck out, they when (I think the game ends right?). This should be hard to do even without a check point.
However, if the SAS are struggling with the truck they may still do ok if they destroy enough of the enemies’ assets.
Rick, how are going to get anyone to play MEC or PLA? All the fun will be on the SAS side.
Good question. Dunno.
Posted: 2007-03-28 12:06
by Master Shake
Dong-Dang,Vietnam
Operation Teeter-totter
The US has sent it's troops over land through Vietnam to cross over into China. The Chinese do not want a fight on there soil and have sent there own forces to meet the US head on before they get to the border. It wold even be cool if you could make a barbwire no mans land along the border with random anti-personel mines that and engeneer would have to disarme.
The map would have the border between China and Vietnam right down the center running east to west with 3-4 roads running north and south with a few east to west, with border crossing check point facilities. From East to West the landscape would go from low lying rice patties to hilly/mountainous terrain. There are few civilains here it's mostly farmers.
China would have fighters to scramble from a near by air base and the US would be using an old N vietnamese base in the far south. All flags except the uncapable homebase/airfields start out white.
This is a massive battle with allot of armor and vehicles as well as light helos and transport choppers and high altitude air support with percision bombing capability.
The Chinese are trying to push the US back and force them to retreat to the south and the US is pushing China hard to the north. The border war has begun.
Posted: 2007-03-28 16:17
by Dyer |3-5|
I think it would be nice if there was one or two all air maps, with 32 planes on each side. This, although it may not be realistic, may help to get rid of all the tards that get into the maps like Al Basera and sit at the airfield for the entire map. If they had a map to go to where they could dogfight and bomb the enemy airfield all day long this may not happen as much.
Posted: 2007-03-28 16:42
by Guerra
Extraction! We need more extraction maps.
I suggest:
Flight of the Despot.
Extremely dense city streets, a la EJOD or Al Basrah but denser and slightly more linear. Much more bridge and make them destroyable. The Despot is in an SUV, or a limo if possible, protected by MEC guards. The US starts at an air carrier, and must fly to intercept and stop the dictator from escaping from the ship port.
VIP vehicle starts at a palace, where only one vehicle spawns. They must move to the Mosque where there are many more vehicles available. APCs, Vodniks and the like. Then to a gas station to refuel, then finally to the port to be taken away by boat.
The US forces start in two locations, air support on a carrier, and a few boats on a small island. The map can be set in a peninsula with archipelago. Lots of small islands with bridges between them.
I think there should be one VIP car and one decoy car. Would be interesting.
No planes or attack choppers. Just little birds. The transport variation.
Anyways, if anyone likes the idea, PM me and I'll sketch it out.
I really love extraction.