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| Battlefield 2 - Ranked Vanilla General discussion for Battlefield 2 Ranked. |
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#1 (permalink) |
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Join Date: Jun 2005
Posts: 1,146
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Your favorite TacMod areas/CPs to fight over.
I'm at a bit of a loss as far building my 2 last CPs for my TacMod map. I know what I like to play in but I'm not exactly the biggest TacMod player.
So I would ask that you guys tell me which flags or areas in any map played in TacMod do you most like to fight over? Please be specific so I can try and get an idea of how to build some of my CPs cause I'm pretty much out of ideas that haven't already been used in other maps. I always try to do areas that haven't really been done in other maps to provide a new experience but I can only do so much new stuff with the existing assets and no modeling skills . Most importantly include why you like that areaOr if you have any wild ideas of a type of flag area you'd like to fight over but that wasn't done before, using existing BF2 assets/features, please let me know . (Keep in mind any suggestions need to fit in a middle-eastern urban map setting)Thanks. Last edited by Kilrogg; 07-10-2006 at 08:56 PM. |
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#2 (permalink) |
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Join Date: Jul 2005
Location: The Netherlands
Age: 20
Posts: 870
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Re: Your favorite TacMod areas/CPs to fight over.
A flag like the Karkand Square is great, if it can provide a little more cover (especially from grenades).
These flags have great spots for defensive action and a good escape route, but also that sneaky backdoor that can make all the difference. Flags inside a building like with Special Forces, you have to be very careful in these, a good spec ops can kill your whole squad if he planted his C4 properly, while still giving good cover for the assaulting squad.
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#3 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,509
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Re: Your favorite TacMod areas/CPs to fight over.
I've always thought a vineyard would be cool... with lots of rows to duck in and out of and chase eachother around in... not sure if that's tactical enough for tacmod, but it'd be fun
![]() (especially if, unlike the 'walled orchard' on oman, you HAD to go through the vineyard in order to get to a flag or something else) |
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#4 (permalink) |
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Join Date: Jul 2005
Location: NJ/NYC
Age: 22
Posts: 1,106
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Re: Your favorite TacMod areas/CPs to fight over.
Besides every single flag on Steel Thunder???
I enjoy fighting over flags with multiple attack/ambush points. -Suburb on Karkand is great because it allows for you to hide on top of some buildings and use that street with buildings on the side for a great ambush after your enemy passes. -Another good one is the square?(east most flag with mosque) on Karkand 2. The multiple streets and climbable buildings allows for you to pick and chose which way you want to attack or defend a flag. -Fighting over construction sites (Shaqri for example) is always fun if you setup a proper attack/defense. On defense if you set guys on the top 2 floors on all buildings you can easily call out what floor the enemy is on and it makes it 100x times easier for your teammates. Attacking requires some strategy if the flag is somewhat defended as you cannot just rush up the stairs/ladders. It helps to send half the squad up one way and syncronize the other half to hit another staircase/ladder at the same time.
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#5 (permalink) |
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Join Date: May 2006
Location: NY, USA
Posts: 1,119
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Re: Your favorite TacMod areas/CPs to fight over.
Crazy thoughts.
Create a flag that is out of bound with a small cap radius (call it toxic dump) and that no vehicle can access. Teams will have to send sm in to cap it but they can only get near the flag for a very short period of time before they have to get out and get patched up or die. Similar to the scenario when people are sent to clean up Chernobyl, but each worker can only go in the facility for a very short time before they get kill by the radiation.
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Last edited by RocketPunch; 07-10-2006 at 05:52 PM. |
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#6 (permalink) |
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Join Date: Aug 2005
Posts: 3,913
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Re: Your favorite TacMod areas/CPs to fight over.
I love the central flag on Zatar. Also enjoy the flags nearest both sides UCBs on that map.
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#7 (permalink) |
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Join Date: Jul 2005
Posts: 1,355
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Re: Your favorite TacMod areas/CPs to fight over.
Generally, I think I prefer CPs that are well defined (like the CP designs of Zatar or Daqing) to those that have very little boundary definition (like Karkand market or Sharqi alleyway). I think it's because the former lends itself to organized and disciplined battles while the latter often sees chaotic, "deathmatch"-like fighting, which is not my preference (nor my calling
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#8 (permalink) |
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Join Date: Jul 2005
Posts: 4,494
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Re: Your favorite TacMod areas/CPs to fight over.
Northwest and airfield flags on Wake.
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#9 (permalink) |
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Join Date: Jun 2005
Location: Austin, TX
Age: 33
Posts: 4,337
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Re: Your favorite TacMod areas/CPs to fight over.
I really like CPs with at least one high area (e.g. a smokestack) for a SL to get a view of what's going on. CPs like the refinery (PLA main) on Dragon Valley, or the soutwest CP on Fushe, for example.
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#10 (permalink) |
![]() Join Date: Apr 2006
Location: Houston, Texas
Posts: 789
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Re: Your favorite TacMod areas/CPs to fight over.
I like the cp at the mosque on Mashtuur. It's good for infantry battles since it's a central location on the map, and you can roll armor in there as well because there's alot of space. In addition, the building adjacent to the mosque is a hot spot for troops to stand and watch guard. You can't just roll up onto the flag if there are people on that roof. ATs can spawn there and wipe out the armor if you don't cap the flag fast enough. There's cover from arty as well.
I also like the cp at either mine entrance on Fushe Pass. Lot's of space for infantry to move, and you can sneak in as a squad. A sniper on the smoke stacks is pretty deadly as well, attacking or defending. Also armor can roll in, but there's AT turrets around, so the risk is high. There are a lot of buildings to take cover/hide in at the West one though, which makes it hard to eliminate squads if a sl hides in one.
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#11 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,398
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Re: Your favorite TacMod areas/CPs to fight over.
I like fighting over the farm on zatar. It has a bit of everything: High ground, buildings for cover, roof top access and not too many approaches but enough the attackers to have a chance. The Farm is also in a strategic spot. Its obviously not as important as the center flag but if the USMC can hold it they can harass any reinforcements from the MEC UCB. For the MEC it not only gives them armor but gives them access to the northern part of the map.
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#12 (permalink) | |
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Join Date: Jul 2005
Location: Moron Valley, Southern California
Age: 22
Posts: 501
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Re: Your favorite TacMod areas/CPs to fight over.
If you look at the map Siege2 ( I believe it's that one, the one with the large scale Blackhawk assault) that is on the TacMod mappack 1, and look more in depth at the very far east side of that map, on the edge of the out of bounds. There is some incredibly tall grass, or "cornfield" type of area, where the grass is actually taller then a person in the game.
I think if it is possible to use something like that to create a sort of "farm" kind of CP, with a somewhat large, slightly raised, central building (maybe only an enterable 2 story building that you can see throughout the MEC maps), with a large field of this "grass" surrounding it. Possibly with a bit of a clearing around the house, in which the actual flag radius is defined, but still maintains a large enough area to allow lots of free movement. (For refrence, my mental image of this, is probably best shown in the movie "Signs" by M. Night Shyamalan, by the house they live in) Although, I understand that this might not exactly fit completely with the mid-eastern kind of setting that your working on right now, maybe it's an idea that can be used on another map. Quote:
Definitely something that I'd like to see implmented at some point. |
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#13 (permalink) |
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Join Date: Jun 2005
Posts: 1,146
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Re: Your favorite TacMod areas/CPs to fight over.
The problem with grass is it has a draw distance unlike overgrowth (trees/bushes) who are displayed at any distance. Someone with graphics on low will see grass "fade" earlier and from far away the grass just isn't displayed at all unless you put the grass view distance really high which then makes the map lag. Basically the only way to make what you're talking about is to have the field/grass area be some sort of plateau so that you cannot get an overhead view of it from a hill nearby or something while out of grass draw distance range.
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#14 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,509
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Re: Your favorite TacMod areas/CPs to fight over.
I was thinking more of a labyrinth type thing... bushes over head-high in rows with breaks in them to run through... so you could shoot up and down the rows but move between rows as well... like a really tightly planted orchard maybe... the idea being firefights would be more drawn out and intense (and suppressive fire would actually work since a support guy could just hose down a row, preventing crossing there)
hehe.. kinda like in the movies, where the cop and villain are gun-fighting in a house - each with their back to a different wall. the villain yells something, spins, pops off two shots, and hides again.. then the cop pops a few off and dives into the other room... back and forth.... |
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#15 (permalink) |
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Join Date: Oct 2005
Location: Ithaca, NY
Posts: 132
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Re: Your favorite TacMod areas/CPs to fight over.
I can't think of a specific map CP now that I like but I like flags that:
-Don't have a small flag radius. If the flag radius is too small then if all the SMs get, they could be easily blown up with just one grenade or one well-placed C4. The way you designed the flag radius in Inishail was great so I guess you knew about this already ![]() -Has multiple elevations such as hills overlooking it or buildings around the flag that you can climb to the roof. Then attackers and defenders alike would have to learn to not only look around, but to look up too when attacking/defending. Also would be nice to have tall smoke stacks or hills for snipers to be comfortable in. -Has multiple routes to approach to the CP so that they are not too predictable as well and 'secret, sneaky' ways to get in, like unmarked, pathways that are not obvious if you don't look around carefully. -If the situation seems bad, it would be nice for a squad to have a route they can retreat safely from, i.e. such as into the grassy/tree-ly hills (i.e. also not through the same entrance/exit that the attackers are coming from ). A retreat means that the SL can spawn back the SMs for a re-group then a quick counter-attack. They can also report the situation (no. of attackers etc... to the CO) before they all die.That's all I can think of for now, hope this helps!
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