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Community Maps Maps created by PR community members. |
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#1 |
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Something something I hate 4km maps in pr due to their island point of interest concept causing fewer and smaller engagements with inf than you would get in a 2km. To fix this I focused all the POI into an area similar to a 2km while putting it on a 4km map to allow for manuvior warfare and aircraft.
![]() Inf can still go into the mountains, but there really isnt a point, and no I will not be addeding POIs because it would only make it that island POI with nothingness inbetween which is retarded. RU V MEC ![]() ![]() ![]() ![]() ![]() |
![]() AfSoccer "I just don't see the natural talent." ![]() |
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Last edited by Rabbit; 2018-03-16 at 17:08..
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#2 |
![]() Join Date: Jul 2009
Posts: 2,176
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Location: Macedonia
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That is an interesting concept. Unlike most other 4km maps, we'll actually get a decently sized city. The western side is probably going to be the place where armor fights each other out or a mortar fob but without flags near the sand dunes/mountains I think there will be no incentive to go there for anything else.
Regardless, even if no one fights in that part, it will give some more space to the aircraft. Also, just an idea, if you rotate the airport to North-South direction it might encourage people to build fobs in the western part of the map in order to take down the jets and the other team will have to search and destroy them. Anyways, it's just an idea. |
In-game: Cobra-PR
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#3 |
![]() Join Date: Nov 2016
Posts: 97
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Cool, reminds me of Beirut/Sbeneh expanded a bit. Ideally I'd love to see a map that forces assets to work alongside infantry instead of bumming off to fight the other teams assets on their own (i.e. Muttrah, which statistically speaking, is one of the more balanced maps). Realistically, I understand that's not how the community plays hence your map layout.
The way I imagine the gameplay will be is that the team with the last remaining assets will head west toward the city to feed on infantry from the mountains. I wonder if it would be more balanced to have "valleys" instead of "mountains" thereby giving infantry a height advantage versus heavy assets. Would force heavy assets, once they win their engagements, to reposition into the city versus camp on a mountain top. Or perhaps a 80-20 mix between valleys and mountains, respectively, on the east side of the map. |
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#4 |
Join Date: Oct 2007
Posts: 2,554
Location: Under my desk
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First of all it is interesting to see the way you slash reality with gameplay when setting course with this. But I guess I'm not getting your use of point of interest in the desc. Do you mean you want to have an all out asset war to bleed the tokens or something? Plus, as a side note why go with the carrier at all? I'm charging that statement with a concern of a bottlenecking for the rus armor spreading over the coast.. unless you have some sort of balance there you may plan around. Overall I'm thinking the look of the map is going to be great with maximum viewdistance, which is always missing in pr.
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#6 |
Join Date: Oct 2007
Posts: 2,554
Location: Under my desk
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it's very simple you just lift one foot, and step one foot over....
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#8 |
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![]() AfSoccer "I just don't see the natural talent." ![]() |
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#9 |
![]() Join Date: Dec 2006
Posts: 301
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Always nice to see your maps rabbit. Looking forward to it.
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grounds, oil, wip |
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