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| PR Community Modding : Discussion on PR community mod projects. |
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#1 | |||
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 6,923
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[Map] Yibal Oilfields
Updates
May 16- http://www.realitymod.com/forum/676497-post41.html May 18 - http://www.realitymod.com/forum/677743-post43.html References: Yibal - Wikipedia, the free encyclopedia http://graphics8.nytimes.com/images/...iness/oman.gif Settings: MEC vs. USMC, For each side (subject to change) x6 MBTs, no respawn x4 MBTs, 15 minute delay/respawn x2 jeeps, 5 minute respawn x2 trucks, 5 minute respawn x2 APCs, 10 minute delay/respawn x1 Scout helicopter, 15 minute delay/spawn Description: I missed the old Kufrah and Zatar 0.6 game play with tons of armor battles and mech infantry and without heavy air assets and also missing the Ejod armor a lot Armor plays the main role, infantry is secondary. However I am trying to make the CPs tank unfriendly, so infantry could be an important factor at defending them. I decided to put in at the moment a scout heli which could be utilized for spotting enemy armor and transporting snipers/spec ops around the map. I also decided to put in non-respawnable 6 tanks to reward any who manage to hold most of them long enough before the respawnable ones spawn. Map so far: ![]() 7 flags, the middle one is still a subject to be changed as I haven't decided if I want to put in a small city/outpost or an industrial facility. The terrain still needs a lot of work but the main layout is done. Proposed AAS versions: 1-2-1-2-1 or 1-1-1-1-1-1-1 or if middle is removed 1-1-2-1-1 or if middle becomes two 1-1-1-2-1-1-1 also 1-2-2-2-1, but this one wouldn't play out right due having 2 CPs to defend and attack at the same time. Also a short video of how the map looks so far
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Last edited by Outlawz; 05-18-2008 at 02:43 PM.
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#2 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 1,459
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Re: [Map]Yibal Oilfields
very good man. I like the layout of 1-2-1-2-1. Basic, but will work.
Make a good city so infantry can have their oragies. Make sure to add hills in places trough out the map. |
![]() Now a reading from the MODcast "WHEN IS .9 COMING OUT?" -Hughjass "Who said that?- You know, fuck you hughjassy" -Fuzzhead |
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#3 |
![]() Join Date: Feb 2008
Posts: 82
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Re: [Map]Yibal Oilfields
I agree the 1-2-1-2-1 is proabably the best. Though I would make the outside two cps tank friendly... Anyway, keep up the good work!
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#4 |
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Re: [Map]Yibal Oilfields
Bigger = better, and with tanks !
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#5 |
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Re: [Map]Yibal Oilfields
Old Kufrah in big I like it
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#6 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 1,459
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Re: [Map]Yibal Oilfields
one more thing, try and not make it oil fields. I know it is tempting but we see too much oil fields these days, if you can try vary your map from the others and it will be a killer. other then that good luck.
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![]() Now a reading from the MODcast "WHEN IS .9 COMING OUT?" -Hughjass "Who said that?- You know, fuck you hughjassy" -Fuzzhead |
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#7 |
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Re: [Map]Yibal Oilfields
We really need DPV's and AFV's for the official PR map
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![]() Wars will never end, for that Yami Samurai shall bring peace ... |
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#8 |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
Posts: 621
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Re: [Map]Yibal Oilfields
Wow that looks great! I'm a tank and Gunship lover and this map is what PR (or me and my clan) needs!
I'm sure we can do the testing for you if you have a good download link. What other things are implimenting into the map? |
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Last edited by Psykogundam; 05-11-2008 at 09:21 PM.
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#9 |
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PR Coder Team
![]() Join Date: Mar 2007
Location: Edmonton AB Canada
Posts: 804
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Re: [Map]Yibal Oilfields
Lol, loved the CNC music. :P
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![]() Georgian classroom 2034: "Teacher was there a really a lost city of NATO?" "No one knows Ilyich, no one knows." Proud Supporter of 2008 Olympics |
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#10 |
![]() Join Date: Jun 2005
Posts: 1,081
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Re: [Map]Yibal Oilfields
Good to see an armored map in the works.
I'd say change a few things so that 6 tanks are on a spawn timer, while another four tanks only exist once. I say this because having only 4 tanks respawn could potentially place a team at a severe numerical disadvantage. In the worse case scenario, one team loses all their tanks without fully destroying a single opposing tank. This means they have only 4 tanks to deal with the opposing 10 tanks. In terms of making the CPs defendable. Make sure to avoid fish bowling them. If anything build the control points on higher elevations, so that approaching tanks are at a disadvantage. Add plenty of cover inside the CPs, such as open warehouses and shacks (If we're going mainly for the industrial look). Create chokepoints and narrow paths that vehicles would be restricted too. A good example is the hilltop estate on fool's road, where any vehicle coming up is pretty much limited to following the road itself. |
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