Discussion: Battlefield 2 Tactical Mod / Battlefield 2 Tactical Mod - Feedback & Suggestions - Latest PRMM Maps - July 2 LoyalGuard, Duke and I ran through the PRMM map test. There were 10
July 2 LoyalGuard, Duke and I ran through the PRMM map test. There were 10 maps on rotation. Some were outstanding with little to zero work needed others needed some work and then there were a couple that needed an overhaul. Here are some comments I jotted down in order we played them in.
Dusk Storm: Huge MEC city protected from USMC with a river. USMC have 3-4 places to cross. City has multiple levels of terrain with lots of climbable buildings.
Pro:
Very urban
Different routes
A lot of potential
No single building dominates the map.
Con:
Too many extra objects slow the game down
Too many CPs (had to have been at least 15)
3/5
Operation Compton: Fortified EU position with pillboxes and trenches including barbed wire. Chinese have UCB on a hill behind a decent forest. Trench system can be bypassed to the far right or left. About 7 capturable CPs. EU need to hold rear most to prevent two fronts.
Pro:
Original
Assault type map
Con:
EU weapons
4.25/5
Greasy Mullet: Huge map with a ton of open space with almost zero out of bounds. Lots of armor, helos and jets. It has some varied terrain.
Pro:
Lots of room to move around
Con:
Might have to balance out the air
Not too much cover/concealment for infantry.
4/5
Qwai River: USMC hold two positions on the map but are isolated from one another. Another huge map but this has a river (the Qwai) dividing the area. Each CP is placed in a different setting so there is a good amount of varying battlefieds. There is a good sized village/town/city in the middle for CQC. There are a number of wooded areas to conceal approaches.
Pro:
Absolutely stunning
Alot of variation to the fighting areas
Plenty of room to maneuver
Con:
Demands a lot of resources to run smoothly
4/5
An Jahlal: Big map with MEC city that controls a crossroads with 3-4 CPs in the city itself. 4 outer lying CPs (North, South, East and West) with the USMC starting at the Southern one. MEC hold all other CPs at the start. A lot of armor is available to use for both sides.
Pro:
Realistic setting for a battle
Infantry rule the city. Armor rules the fields.
Con:
None
5/5
Ejod Desert: ApparentlyCreator was trying to make a supply lines type of scenario as the map is extremely narrow with a city dominating the center. All of the CPs are in a line running North to South and each side starting at opposite ends.
Pro:
Some nice styling with Tank Redoubts protecting approaches at outlying CPs.
Con:
Too linear. Even inside the city you are forced towards the middle of the map.
2.5/5
Emirate Isle: The map is a single Island City. The city is packed with buildings and movement on ground is essentially thru alleyways. The map is still unfinished as it does not have any lightmaps.
Pro:
Loyal says its a pretty accurate depiction of a Middle Eastern city.
Con:
Unfinished
Almost too cramped
A lot of rooftop fighting
2.25/5
Mao Valley: USMC have a base camp to the far east of this pretty big map. The Chinese hold a number of CPs in the Valley Jungle with 3-4 sizable hills breaking up the low terrain. Vegetation is similar to Steel Thunder but without the Steel as there are zero vehicles.
Pro:
Tons of Vegetation and cover for assaulting squads.
Varied terrain
Multiple approaches
Defenseless CPs force defenders away from sitting on flags
Ambushes gallore
Con:
Defenseless CPs give attackers maybe too much advantage
A bit of a resource hog
Some CPs are almost off the map
4.5/5
Raid on Moskiye: River Delta in the Middle East dividing the USMC and MEC forces. Small villages dot the map are seperated by varied terrain with high grass.
Pro:
Very well put together
Lots of open space to maneuver
Con:
none
5/5
I will try to add some overhead shots to help with the visuals
I loved some of the maps in the pack. Especially the ones with Middle Eastern theme and the one with the huge forest (Mao Valley). These are as good as, if not better than, official booster maps.
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