Oil Grounds [4k] [wip]

Maps created by PR community members.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Oil Grounds [4k] [wip]

Post by Rabbit »

Something something I hate 4km maps in pr due to their island point of interest concept causing fewer and smaller engagements with inf than you would get in a 2km. To fix this I focused all the POI into an area similar to a 2km while putting it on a 4km map to allow for manuvior warfare and aircraft.

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Inf can still go into the mountains, but there really isnt a point, and no I will not be addeding POIs because it would only make it that island POI with nothingness inbetween which is retarded.

RU V MEC

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Last edited by Rabbit on 2018-03-16 17:08, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Oil Grounds [4k] [wip]

Post by PatrickLA_CA »

That is an interesting concept. Unlike most other 4km maps, we'll actually get a decently sized city. The western side is probably going to be the place where armor fights each other out or a mortar fob but without flags near the sand dunes/mountains I think there will be no incentive to go there for anything else.

Regardless, even if no one fights in that part, it will give some more space to the aircraft. Also, just an idea, if you rotate the airport to North-South direction it might encourage people to build fobs in the western part of the map in order to take down the jets and the other team will have to search and destroy them. Anyways, it's just an idea.
In-game: Cobra-PR
lespyd
Posts: 172
Joined: 2016-11-13 18:49

Re: Oil Grounds [4k] [wip]

Post by lespyd »

Cool, reminds me of Beirut/Sbeneh expanded a bit. Ideally I'd love to see a map that forces assets to work alongside infantry instead of bumming off to fight the other teams assets on their own (i.e. Muttrah, which statistically speaking, is one of the more balanced maps). Realistically, I understand that's not how the community plays hence your map layout.

The way I imagine the gameplay will be is that the team with the last remaining assets will head west toward the city to feed on infantry from the mountains. I wonder if it would be more balanced to have "valleys" instead of "mountains" thereby giving infantry a height advantage versus heavy assets. Would force heavy assets, once they win their engagements, to reposition into the city versus camp on a mountain top. Or perhaps a 80-20 mix between valleys and mountains, respectively, on the east side of the map.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Oil Grounds [4k] [wip]

Post by HughJass »

First of all it is interesting to see the way you slash reality with gameplay when setting course with this. But I guess I'm not getting your use of point of interest in the desc. Do you mean you want to have an all out asset war to bleed the tokens or something? Plus, as a side note why go with the carrier at all? I'm charging that statement with a concern of a bottlenecking for the rus armor spreading over the coast.. unless you have some sort of balance there you may plan around. Overall I'm thinking the look of the map is going to be great with maximum viewdistance, which is always missing in pr.
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Rusty_42
PR:BF2 Developer
Posts: 293
Joined: 2012-04-23 06:38

Re: Oil Grounds [4k] [wip]

Post by Rusty_42 »

How do you turn right on that intersection?
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Oil Grounds [4k] [wip]

Post by HughJass »

it's very simple you just lift one foot, and step one foot over....

Hey come on now :p
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Oil Grounds [4k] [wip]

Post by Outlawz7 »

Three times left I guess.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Oil Grounds [4k] [wip]

Post by Rabbit »

[R-DEV]Rusty_42 wrote:How do you turn right on that intersection?
Same as burning sands, avoid it completely.
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AfSoccer "I just don't see the natural talent."
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Filamu
Posts: 318
Joined: 2006-12-15 14:20

Re: Oil Grounds [4k] [wip]

Post by Filamu »

Always nice to see your maps rabbit. Looking forward to it.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Oil Grounds [4k] [wip]

Post by Rabbit »

Updated first post
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AfSoccer "I just don't see the natural talent."
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qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: Oil Grounds [4k] [wip]

Post by qs-racer »

To rabbit, be careful to don't say online when the map will be released : "the creator of this map is an idiot".

You will get banned :)
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Oil Grounds [4k] [wip]

Post by Rabbit »

qs-racer wrote:To rabbit, be careful to don't say online when the map will be released : "the creator of this map is an idiot".

You will get banned :)
But its fun!
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AfSoccer "I just don't see the natural talent."
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

Stop dissing Tibbar, he's a pretty decent mapper. Ask him for some suggestions, you might learn something :p .
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Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Oil Grounds [4k] [wip]

Post by Arab »

Looks fun!
Would be better if there's a surrounding area around the mountain for vehicles and infantry.
Or even better, roads that connect around. Not sure how it looks ingame though
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Oil Grounds [4k] [wip]

Post by Rabbit »

Finally ingame.

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AfSoccer "I just don't see the natural talent."
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FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Oil Grounds [4k] [wip]

Post by FlyingR »

Can't wait to lone-wolf snipe in this map!
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Oil Grounds [4k] [wip]

Post by solidfire93 »

looks nice, hope it get's into the game at some point.

looking forward to it's layout and Assets.
qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: Oil Grounds [4k] [wip]

Post by qs-racer »

We can't see on minimap due to resolution, but perhaps add some rocks (all size) on the desert east side and on some place around city to allow to hide some infantry (spotter, sniper, HAT or other ambush, fobs....). Even armor can place behind to cover their flank
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Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Oil Grounds [4k] [wip]

Post by Frontliner »

Rabbit wrote:RU V MEC
You had my curiosity, now you have my attention.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Oil Grounds [4k] [wip]

Post by Rabbit »

qs-racer wrote:We can't see on minimap due to resolution, but perhaps add some rocks (all size) on the desert east side and on some place around city to allow to hide some infantry (spotter, sniper, HAT or other ambush, fobs....). Even armor can place behind to cover their flank
I placed a few clusters around, more like burning sands than black gold in amount though. The size and amount of draws and spurs should provide ample routes to move though.

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AfSoccer "I just don't see the natural talent."
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