project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding > Community Maps
22 Mar 2018, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Community Maps Maps created by PR community members.

Closed Thread
Thread Tools Display Modes
Old 05-11-2008, 11:40 AM   #1
PR:BF2 Developer

[R-DEV]Outlawz7's Avatar
Default [Map] Yibal Oilfields [scrapped]

May 16-
May 18 -

Yibal - Wikipedia, the free encyclopedia


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

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 , so I decided to make this.

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:

or if middle is removed
or if middle becomes two
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

[R-DEV]Outlawz7 is online now
Last edited by [R-DEV]Outlawz7; 05-18-2008 at 02:43 PM..
Old 05-11-2008, 12:02 PM   #2

HughJass's Avatar
Default 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.

HughJass is offline
Old 05-11-2008, 01:28 PM   #3
Default 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!
google is offline
Old 05-11-2008, 03:21 PM   #4

=Romagnolo='s Avatar
Send a message via MSN to =Romagnolo=
Default Re: [Map]Yibal Oilfields

Bigger = better, and with tanks !

[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
=Romagnolo= is offline
Old 05-11-2008, 03:28 PM   #5

hall0's Avatar
Send a message via ICQ to hall0 Send a message via MSN to hall0
Default Re: [Map]Yibal Oilfields

Old Kufrah in big I like it
hall0 is offline
Old 05-11-2008, 03:32 PM   #6

HughJass's Avatar
Default 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.

HughJass is offline
Old 05-11-2008, 03:52 PM   #7
General Dragosh

General Dragosh's Avatar
Send a message via MSN to General Dragosh
Default Re: [Map]Yibal Oilfields

We really need DPV's and AFV's for the official PR map

Newly ordered sig !
General Dragosh is offline
Old 05-11-2008, 09:15 PM   #8

Psyko's Avatar
Default 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?
Psyko is offline
Last edited by Psyko; 05-11-2008 at 09:21 PM..
Old 05-11-2008, 09:27 PM   #9
Registered User

CAS_117's Avatar
Default Re: [Map]Yibal Oilfields

Lol, loved the CNC music. :P
CAS_117 is offline
Old 05-11-2008, 09:35 PM   #10

[T]Terranova7's Avatar
Default 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.

[T]Terranova7 is offline
Closed Thread

map, oilfields, scrapped, wip, yibal
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

All times are GMT -4. The time now is 07:36 PM.

Powered by: vBulletin. ©vBulletin Solutions, Inc.
All Content Copyright ©2004 - 2015, Project Reality.