Adapting old maps to AAS3 more

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Farks
Posts: 2069
Joined: 2007-01-20 00:08

Adapting old maps to AAS3 more

Post by Farks »

AAS3 was introduced to some old maps in 0.85, with mixed results. While the idea was good, it sometimes end up making CPs that doesn't make much sense because there's not much to fight over (like random grassy hills on Qinling). But it can of course be solved if somebody (with permission) opens the editor and changes the maps a bit. And I was just thinking about sharing some design ideas for a couple of maps, to make the objectives feel a bit more substantiated. :p

Qinling:
http://img30.imageshack.us/img30/6219/qinlingaas3.jpg
The farm, PLA outpost, fishing village and coal mine can remain the way they are. "River crossing" can remain almost the same, just add a bridge and some other small stuff maybe. "Forest village" is another village that can be added (duh). "Radio antenna" is a big antenna on top on one of the hills (maybe the hill can be made bigger) toghter with some maintenance buildings and stuff, surrounded by a fence and a small dirt road leading up to it.

Fools Road:
http://img526.imageshack.us/img526/7457 ... adaas3.jpg
Dylum village, fortress, warehouse, train depot, hilltop estate and helicopter base can remain the same. "Old AA position" is on top of the hill NE of warehouse, it's an entrenched position with some old (unoperatable) AA guns. "Bunkers" is what it sounds like; some bunkers overwatching the road (there are already a few bunkers there too).


But, if something like this is done, it doesn't have to be according to my design plan of course, just giving the concept. :D
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Adapting old maps to AAS3 more

Post by arjan »

things like fools road, it would be quite fun to fight over the AT cannons too, just my 2 cents
Punkbuster
Posts: 879
Joined: 2008-10-24 23:12

Re: Adapting old maps to AAS3 more

Post by Punkbuster »

I agree!
Maps like those are dead!
For example, qinling Is so boring to play as infantry, I only go there to play as a typhoon pilot
In-game name: =[BF]= Rudy_PR
google
Posts: 335
Joined: 2008-02-18 21:40

Re: Adapting old maps to AAS3 more

Post by google »

I'd like to say something about people who think that fighting over random hills is stupid. On a map like Fool's Road, it used to be that you had to always cap a flag surround by hillsides from which an enemy could easily shoot you, put a lot of pressure on the position, and easily outflank you (Hilltop Estate Being the exception). It was the same with Qinling and is the same with Al kufrah and Kashan. The great thing about AAS3 is that the hilltop flags are actually defensible because they do actually provide some strategic value.

That being said, I really like your two new flag ideas for Fools Road.
Main Alias |TG-6th|Googol
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Adapting old maps to AAS3 more

Post by arjan »

agree with google too.
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