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| PR Community Modding : Discussion on PR community mod projects. |
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#31 |
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Re: [Map] Dragons Mouth [WIP]
Looks good, but is it just me or do i see chinese apcs under the carrier 0.0
I think the U.S should get 2 hueys and 1 little bird, then mabey a 1 cobra? |
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#32 |
![]() ![]() Join Date: Mar 2007
United KingdomLocation: Near Leeds
Posts: 1,564
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Re: [Map] Dragons Mouth [WIP]
Yeah I thought I saw that too.
No Hueys though, what with it being a USMC map (Army uses Hueys, Marines use Littlebirds as far as I know) |
![]() I'm a PC! And I use a badly written Microsoft operating system like the vast majority of PC users thus discrediting your individuality based retaliation to Apple marketing. |
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#33 | |
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PR Developer
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Re: [WIP-MAP] Dragons Mouth
Quote:
So far it looks cool, could very well be a replacement for the aging oman... Just remember to make sure the carrier is as far off shore as possible... to avoid all the problems that oman and jabal have... the carrier should be tucked away in the furthest possible corner imo. Remember shoulder AA can target out to 800 meters and its very easy to lock onto the carrier with AA on both of those maps. Also, moving the chinese main base as far from the carrier is a good idea. the further away the 2 main bases are to each other, the better. the closer the bases, the more spammy the map will get, especially mid-to-late game. | |
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#34 |
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PR Operations Lead
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Re: [WIP-MAP] Dragons Mouth
ehhh not really. You should always have a very good idea about what you are planning on doing to get the best out of your map. The final tweaks on the amounts of vehicles you want etc, but flag areas, cap orders, types of vehicle combat, choke points etc is essential for getting the most out of your terrain and static layout.
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#35 | |
![]() Join Date: Jun 2005
Posts: 1,081
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Re: [Map] Dragons Mouth [WIP]
Quote:
__________ If anything, I'd go 4 APCs and 2 RIBs. Then have 2 Hueys and possibly a Cobra on 10 to 20 minute delayed spawn. The Cobra attack chopper would be a welcome addition considering the overall demand to see more attack choppers around. Definitely have the rivers flow from the ocean itself into the landmass, it would make a nice alternative route for the APCs and RIBs. Overall though, I like the concept of having to fight through a beach, through a woodland area and the small town itself. What's the flag layout going to look like? | |
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#36 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Dragons Mouth [WIP]
I would avoid the delayed spawn on this map. It could well end with players waiting for the choppers before they attack.
If you want to actually FORCE a beach assault then attach the spawner to the beach flags. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#37 |
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Re: [Map] Dragons Mouth [WIP]
There are a lot of cover on the beach, some big enough for setting a rallypoint.
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#38 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Dragons Mouth [WIP]
But it could still prove to be a better option for the team if they waited the 20 minutes for the chopper to spawn and then took that to get behind the beach and surround it.
If you do not want this to EVER happen then you must tie the spawner to the beach flag. You WILL find, during testing, that the beach assault is hard, as it should be, but if you want to force players to pull it off you must have quick respawning APCs and RIBs and no choppers until it is taken. Kind of like send in the ground troops to secure it so that they can then be resupplied safely by air. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#39 |
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Re: [Map] Dragons Mouth [WIP]
That's the exactly idea.
And dont worry about the fight can only happen on the beach, a smart player will not front the fight. |
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#40 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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Re: [Map] Dragons Mouth [WIP]
What, you want the beach to be surrounded?
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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