-
07-25-2006, 10:42 AM #1
Tacmod scrim 8/19 7pm EST (discuss)
http://www.tacticalgamer.com/battlef...h-7pm-est.html
The maps are still TBD, but if you would like to give your top 3 suggestions, please do so. I'm looking for the best balanced maps that will provide us with the best possible game we can have.
Also, in house SL's, you have 2 days to get me your rosters
Please discuss in your group forums.
-
07-25-2006, 11:13 AM #2
Re: Tacmod scrim 8/19 7pm EST (discuss)
I won't get to play in it but I would suggest at least 2 custom maps.


-
07-25-2006, 11:15 AM #3
Re: Tacmod scrim 8/19 7pm EST (discuss)
I was thinking 3 custom maps myself.
Originally Posted by Faultline

Yes, I am serious.
-
07-25-2006, 11:40 AM #4
Re: Tacmod scrim 8/19 7pm EST (discuss)
Steel Thunder please
Originally Posted by JMJ

DB
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















-
07-25-2006, 11:54 AM #5
- Join Date
- Jul 2005
- Posts
- 1,355
Re: Tacmod scrim 8/19 7pm EST (discuss)
I suggest Steel Thunder (forest armor), Port Fear (urban infantry), and Operation Greasy Mullet (rural armor and air), in that order. The latter two maps will be included in Tactical Mod Map Pack 2, which should be released by the scrim date (hopefully at least a week before). The 64 player version of all three of these maps are Head-on maps (both teams have UCBs), which I think are generally preferred for scrims.
-
07-25-2006, 12:01 PM #6
Re: Tacmod scrim 8/19 7pm EST (discuss)
Duke and asch's suggestions will carry a lot more weight than anyone else's
Originally Posted by SgtDuke
-
07-25-2006, 12:05 PM #7
Re: Tacmod scrim 8/19 7pm EST (discuss)
Originally Posted by SgtDuke
brilliant!

|TG-12th|WhiskeySix
-
07-25-2006, 01:38 PM #8
-
07-25-2006, 01:55 PM #9
Re: Tacmod scrim 8/19 7pm EST (discuss)
If you drank during the day and then went gaming at night, would that be any different than any other "33rd" day?
Originally Posted by experiment626
-
07-25-2006, 03:15 PM #10
Re: Tacmod scrim 8/19 7pm EST (discuss)
I'm down for new maps as long as we have a chance to play them on a couple tac mod nights before the scrim. I don't want to be 'learning' a map in a scrim environment. That just sounds...painful.

Steel Thunder would definitely rock. I hate to go old school but I'll suggest Mashtuur also. That's still my favorite Tac Mod map - it's kind of like Oman was for Vanilla: it was my first ever Tac Mod map and I get all misty when I play it.
Ok, I've shared too much.Beatnik

-
07-25-2006, 03:17 PM #11
-
07-25-2006, 04:38 PM #12
Re: Tacmod scrim 8/19 7pm EST (discuss)
As long as steel thunder is in, im game. Greasy mullet is an interesting name for a map. Im sure duke was looking through all the custom map names and that just jumped out at him before any other name.
-
07-25-2006, 04:54 PM #13
Re: Tacmod scrim 8/19 7pm EST (discuss)
Be sure you tell newcomers during tacmod nights that there's a scrim in 3 weeks, point them to the bf2 general discussion forums. I've been told that there's been quite a few new faces showing up for tacmod nights.
-
07-25-2006, 05:14 PM #14
- Join Date
- Jan 2006
- Location
- United states, TN
- Age
- 39
- Posts
- 3,072
Re: Tacmod scrim 8/19 7pm EST (discuss)
Sunday night we had a guy in our squad that was new to the server. We pointed him to the SOP's and such but I should have asked him where he heard about tac-mod. Nice guy and a real team player.
Originally Posted by JMJ
Retired 6th DB
-
07-25-2006, 07:19 PM #15
- Join Date
- Jul 2005
- Posts
- 1,355
Re: Tacmod scrim 8/19 7pm EST (discuss)
Heh, I've actually known about this map for quite a long time but didn't think it looked that interesting from the screenshots. Then I tried the 64 player version during a recent PRMM community map test day and was in awe. It's a massive map that has a ton of room between the CPs with interesting terrain to maneuver around. And because there's only 5 CPs (only need 3 for bleed) you can send multiple squads to attack a single CP and have them take different routes and approach the CP from different directions and terrain. There's also a large trench system throughout parts of the map that allow infantry to move long distances through hostile territory without being easily detected. I think the COs are going to have a great time designing and coordinating assaults on this map.
Originally Posted by Santa
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote










Bookmarks