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General Map Suggestions

Posted: 2008-03-09 20:13
by [T]Terranova7
Some generic ideas for existing maps.

General Suggestions

1. For counter-attack maps, would it be possible for the game to display how much time is left before the defending team receives reinforcements? Or more importantly, has the ability to retake the flags they lost.

2. For Insurgency maps, could the amount of intel points gained on caches be displayed for the brits?

3. During the initial spawn at the beginning of a round, there's this general confusion as to where everyone in your squad is etc. How about creating multiple temporary rally points around the main bases for the players to spawn in on, as to have a little more control as to where you and your squad spawn in. Would help with the organization a bit.

Kashan Desert


Like the FOB Control Points on Qinling, I think having mapper set bunkers at the outpost flags would be useful. The majority of players on this map will usually spawn back at the airbase. Some usually waiting for aircraft, some unaware of the outpost flag, others think for some reason that the armor spawns back at main).

Al Kufrah Oilfield


Remove tanks completely. Sounds a little radical, but I just don't think Al Kufrah makes a good combined arms map. The environment leans heavily in the tanker's favor, as the lack of concealment on this map allows a tank to snipe any passing infantryman, jeep, APC etc. The Control Points are also major death traps, as most of them are surrounded by hills where tanks can see just about anything.

I think without tanks, and keeping it strictly "light" with just infantry, jeeps and maybe, maybe APCs it would play out a lot better. The tanks are just simply overkill on this map.

Al Basrah

Like the Qinling FOB flags, can a mapper placed bunker be already present at the VCP flag. Would allow a spawning british squad to set up a quick defense. Also like the airfield, can anything less than a suicide attack result in an Insurgent death via desertion?. Seeing as how they can't even cap the flag, might help keep the Insurgents doing what they're supposed to do.

Also, for the Insurgents can their be an alternative method for them to get their vehicles out from the palace. Right now, a common british tactic is the blow the three bridges leading from the palace area, simply to deny the Insurgents use of most of their vehicles. I think doing so should only delay the Insurgent's ability to get into the city. So a long, back road back road would be welcome.

Another small thing, could a temporary, mapper placed RP spawn out in the NE by the river for the brits. With a small boat they can utilize? I just thought it would be a nice strategic alternative for the brits to use a boat to travel down the river and possibly enter the suburbs, industry or palace areas.

This last one really applies to the Insurgency game mode more than it does to this particular map. The idea basically being that caches should be focused into groupings rather than have them scattered across all at once. Basically, the initial british attack would focus around destroying caches in the west village area. The caches that spawn there would still spawn in random locations throughout however. So within this area, the brits could be looking for up to 3 to 5 caches, before finally having to move up to the west city, then looking for another 3-5 caches. After that it's the East City area, looking for another 3-5 caches and having it all finish at the Suburbs with the objective of another 3-5 caches. The concept basically looks to focus & intensify the battles on the map.

Zatar Wetlands

I don't think counter-attack plays too well on this map. What I'd like to see is less flags to make it easier for the MEC forces to defend in the initial wave. After the two beach flags, I think only the NW village, hilltop and east village flags should be the only ones the MEC should have to worry about. The facility flags should simply be removed.

At those three flags also, a mapper placed rally point should exist. Once destroyed though they shouldn't return however. It would help the MEC establish defenses at these flags quickly than it currently is.

Posted: 2008-03-10 01:15
by fuzzhead
kashan desert - yea that might be a good idea, but i would say also remove the village spawns

al kufrah - agree

al basrah - next insurgency mode will have 3 cache in world at any time (but still 10 need to be destroyed) new one is placed when one gets destroyed

zatar - dont like it at all imo

Posted: 2008-03-10 21:06
by Masaq
I hated Zatar until about two days ago - when on Tactics & Teamwork we got a squad of top-notch pilots together. We worked our fingers to the bone to get squads moving around the map quickly, and we ended up capturing the final flag - the Farm - about 2-3 minutes after the counter-attack started.

We were then able to sit back and watch as the troops swarmed into the MEC outpost, and we won the round very very comfortably.

The next night we tried to do the same again, and came very close - just the Gas Station and Farm were left by the time the CA started. Unfortunately the ground pounders didn't get their foot in the the door quick enough and the MEC quicked it back open; we ended up winning but the round dragged out for a long long time.

To my mind a better approach for Counter Attack on large maps would be as follows:

All flags held by the defenders.
Attackers get a period of time in which to take flags. As currently, flags taken during this period cannot be retaken by the defenders.
When the attack period ends, counter attack mode starts.
During the counter attack, the defenders can retake flags they have lost. Once retaken, flags cannot be re-re-taken by the attackers.
Counter attack time lasts for the same length as the attacking time.

In short, if you gave both sides a fairly large number of tickets, the way it would pan out would be as follows:

Attackers can win by taking ALL the contestable flags during the attack period.
Defenders can win by retaking ALL the contestable flags during the counter attack period.
Either side can win by being the side with the most tickets remaining at the end of the counter-attack.


This would stop the rounds dragging out into massively drawn out 'nilla style endless to-and-fro-ing across the map. Both sides would have a chance to focus on attack, both sides would have a chance to defend.

Posted: 2008-03-10 21:24
by HughJass
well, i think zatar is fine. I think that you should start out with the beaches capped.