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| View Poll Results: Which two maps are you most interested in? | |||
| 1. Urban |
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29 | 34.12% |
| 2. Karst |
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16 | 18.82% |
| 3. Hon |
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8 | 9.41% |
| 4. Meeting |
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21 | 24.71% |
| 5. Afgan |
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44 | 51.76% |
| Multiple Choice Poll. Voters: 85. You may not vote on this poll | |||
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#1 |
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Retired PR Developer
![]() Join Date: Oct 2005
Posts: 1,629
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Hello guys. Its me again.
With Hamgyong wrapping up I need a new project, and was wondering what the community would like. I have several ideas. 1. An urban, MEC map (gasp! Nikov mapping urban!) with a very defensible US base. The US force must venture out into the city to secure objectives. 16p would use AAS order to create a "patrol" route for small-team play. Larger player counts would become a siege of the US base by the MEC troops. 2. A wilderness map in Southern China, depicting an attack across tremendously steep karst terrain. http://daac.gsfc.nasa.gov/geomorphol.../FigKL-1.3.gif The valleys will provide more concealment from enemy observation, but the peaks will have dominating fields of fire. Littlebird and light attack helos and light jeeps will be the only vehicles in the map. Bridges connect peaks. 3. Another Korea map, "Crossing the Hon". US and Chinese forces clash over the critical Hon river. A bridge on the west and an island reachable by fords on the east provide the contested terrain as troops fight from small towns on the bridgeheads and earthworks on the north and south ends of the ford. Conquest- Head On type battle. 4. Meeting Engagement: Asian forest/field fighting in rolling hills. Capture points are few and far between, often not yielding spawn areas, as troops engage across forests and farms. Battle flow is unstructured and teamwork with a commander's battle plan a must. 5. Afgan: MEC map depicting a "Taliban" mountain warlord attempting to sieze control of a more westernized village in a valley. USMC forces must rush to defend the village (which, if captured, causes ticket bleed) but cannot respawn inside of it. MEC troops have several caves to respawn in which surround the valley in mountainous regions, allowing them to ambush the US reinforcements as they navigate snaking mountain roads. So which interest you most? |
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Mapper of Road to Kyongan'Ni and Hills of Hamgyong; Genius behind many Really Stupid Ideas, and some Decent Ones. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#2 |
![]() Join Date: Feb 2006
Location: "destruction of WEYBRIDGE and Shepperton" - WaroftheWorlds
Posts: 3,217
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Loving the sound of meeting Becuase of the requirements for whoel team tactics - something almost all present maps lack (except mabey the odd more open one).
Open engaements are so fun in PR, 2 squads shootign at each other from 100 + is always brilliant fun - your youtube vid shows that sort of stuff aswell! - INFANTRY Vs INFANTRY only on an open playing field is so so badly needed!! p.s i am fed up of urban maps been playing urban style since 1999 *shudders at thought of more*, ! |
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#4 |
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PR Mapper Team
![]() Join Date: Mar 2005
Location: Lahti
Posts: 1,495
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Those all sound really good ideas, i personally like the 5th, MEC, villages and mountains <3
I have been thinking of old C&C, the original first one, one video between missions in that game. Helos are flying in very tight valley/canyon, flying really fast and dodging loads of AA turrets and then when passed those, destroying some secret weapon building. That kind of map could maybe be nice single objective map, you would need to destroy enemy radar and UAV with helo missiles. Defenders would have only 1 spawn point which spawns you randomly somewhere in the map (technically 1 flag with 50 spawn points(which are placed around the map) linked it. Lots of machine guns and some stinger launchers. A lot of helos for attackers. The map would be very long canyon and very tight, like river between mountains. Maybe there could be big dam too, should fit perfectly. However gotta figure out how to stop helos flying very very high and passing all the AA turrets, forcing them flying low. (in RL i think reason could be weather, thundering or something like that) |
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Last edited by [R-DEV]Deer; 09-22-2006 at 06:37 PM..
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#5 |
![]() Join Date: Mar 2006
Posts: 1,202
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I personally like the Afghan idea, kyongan was genius and the afghan one sounds equally as good.
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Quote:
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#6 |
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Retired PR Developer
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i'd love to see something in the same vein as Jabal, ie. start off with realworld terrain data (edited, smoothed), 2048m sq., 500m view distance, use splines to carve roads into it, level out areas for buildings etc.
maybe do something like #4 with an urban core like on jabal? |
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#7 | |
![]() Join Date: Mar 2006
Posts: 1,202
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Quote:
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Quote:
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#8 |
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Voted 4. and 5.
Leaning more towards #4 but #5 is a great idea. |
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#9 |
![]() Join Date: Feb 2006
Location: Twickenham
Posts: 155
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Voted #4 Something like that might work well on our server
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Smoke going down! |
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#10 |
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PR Developer
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would love to see exactly what mattb and animal are saying!!
"2048m sq., 500m view distance, use splines to carve roads into it" Kyongan meets Jabal, on a massive scale!!! yes yes!! |
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| map, nikov |
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