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03-08-2009, 07:35 PM #1
What should a "TG" map look like?
Let's say that we hypothetically design a TG map.
What kind of thing should be on it? What key ideas should be present? What major fight do you want to see? To stop bleed? To hold more flags? To work uphill?
1. What type of weather would you like to see? Snowy winter/Scorching summer/rainy fall?
2. What type of terrain height would you like to see? The uphill fight a la Cerbere, or even ground as Belgrade?
3. What mode would you want? Conquest Assault (PAC needs to stop bleed, a la Gibraltar/Berlin) or Conquest Head-On (a la Tunis/Belgrade)?
4. How many players would you ideally like to play this map? Any number lower than 64 is acceptable. State only one number, for the sake of simplicity, as multiple map versions are a pain.
4. How prevalent should man-made structures be? Dense urban fighting as in Gibraltar or far off armor combat as in Verdun?
5. What kind of gimmick would you like to see on it? Large stretch of flat ground with enough cover for one infantry strewn about? Dense forest throughout the entire map? Dry, rolling hills punctuated by an odd tree like between Oil and Trash on Suez?
6. How much armor should there be on the map? What kind of it? How long should it take to spawn? Should the flags spawn any armor? What type?
Those questions are just to get your creative juices flowing.
Let's not get map modification answers here as in "Suez but without the gunships" or "Camp G but without the outter walls" or something silly like that. You have a blank slate, and you want to incite mature teamwork and interesting tactics.Fight!
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03-08-2009, 07:54 PM #2
Re: What should a "TG" map look like?
o l l
l l l
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03-08-2009, 08:18 PM #3
Re: What should a "TG" map look like?
I would like to see two Carebears-like cities seperated by the bridge in Suez Canal. It should also be in a huge Thunderstorm at night, and every 30 seconds, a huge flash of lightening brightens up both cities.
Or just a plain open field with the words "Rocket range 60m" at the end of each side.








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03-08-2009, 08:31 PM #4
Re: What should a "TG" map look like?
*Cracks knuckles*
A rainy evening map, a deserted urban landscape, with signs of recently abandoned life, something a little similar to Belgrade I guess, but with the upper and lower levels out of Shingle or Camp G. Cars should be available as destroyable cover, strewn in the middle of long, winding roads as if everyone suddenly disappeared. The level should have main roads between huge buildings, but between these roads and buildings are a maze of back-alleys, barely large enough for 2 soldiers to run down side-by-side at once. Ladders and stairs around this maze lead to upper levels where the EU defence have hastily laid makeshift metal grates (think Central Camp on Camp G) with which to walk on, right above the alleys below. Although there are also levels above which are solid bridges which can not be accessed below, and which are instead solid-floored areas as opposed to just metal grates(think The part around the metal grates in Central Camp).
This would be a fairly tightly packed map, although the map as whole would be large, but with fairly empty gaps (Just large main roads with a some cars) gaps between chunks of these dense cityscapes to act as the main chokepoints of the map. The only armour would be a battle walker on each side, since it could step over all the cars.
I would imagine this being a map for any number of players. A small number of players would probably have to fight in amongst all the mazes, while large numbers would battle in the more open areas.
Would not be Conquest assault, since the idea is that it's easy to move and take flags, but hard to defend them (for once) since they could come from almost anywhere. This leads to a whole new array of different tactical choices (I'm guessing)
Edit: Also like the whole 2 UCBs, with all other flags neutral at the beginning of the game.Last edited by SharinganTH1422; 03-08-2009 at 10:05 PM.
Anger is a gift - Malcolm X

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03-08-2009, 09:17 PM #5
Re: What should a "TG" map look like?
5 fortified hills. Two on opposite sides hold the UCBs of each team. Two are less fortified and can only fit infantry. The last one has a large road in its center and is the only way for vehicles to enter the other 2 hills, but has many bunkers, trenches, and guard towers around it.
He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.


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03-08-2009, 09:39 PM #6
Re: What should a "TG" map look like?
I see maps as shapes with obstacles (or not) for movement
my favorite map is tunis and is a triangle, I think a triangle makes the best
a square second best
and a line eg camp g. the third best
ps
ramps for buggy jumps are also awesome, put them in Z.
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03-08-2009, 09:45 PM #7
Re: What should a "TG" map look like?
I think maps were both sides start with just one base and the rest are neutral are the best. I also prefer city maps but i think a smaller forest type map with no vehicles would be really fun. Belgrade is the perfect map my opinion.
|TG-Irr|Sgt. Vinck

"Lead, Follow, or get out of the way!" - General George S. Patton
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03-08-2009, 09:52 PM #8
Re: What should a "TG" map look like?
I think a change in the atmosphere of a map is as important to what is on the map itself. A night map for example, would completely change the rules. If not a night map, then terrain such as that of the custom map that the 3rd hosted, with high-grass and trees covering all approaches, gives that "alone in the dark" feeling.
Incidentally, how often do the 2142 IHS's run custom maps on their private servers?Last edited by LogicalHarm; 03-08-2009 at 10:07 PM.
In Order to Dance



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03-09-2009, 02:59 PM #9
Re: What should a "TG" map look like?
Say a BlackHawk down scenario, only it's a wrecked titan but instead of a regular city, it's a massive fortress with resemblance to a city. A medium sized town is nearby, maybe it's the only way in to the fortress.
UCBs are at somewhat opposing ends of the map with forward bases near the town. The ticket bleed starts once the titan inside the fortress is captured. I'm thinking 2 flags in the town and 1-2 in the fortress not including the titan.
Mostly an open map with some forrested/rocky area for good measure and, just to add to the desolation, some abandonned military outposts with a tank or apc and FAV (no flag).
Try this experiment, no forward outposts, instead a couple minor outposts dotted around the map 3-4 and they can be "captured" by whichever team has a spawn beacon there.
Armor can enter town from several directions, but only one way in the fortress (and an alternate infantry only method if BF2 editor allows underground tunneling).
I experimented with a map like this in PoE for BFV, it got postive feedback but never reached fruition. That was before beacons could solve the flag limitation problem.
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03-09-2009, 08:54 PM #10
Re: What should a "TG" map look like?
Storm. Heavy rain, grim weather, thunder if that's even possible.
Favor even ground that puts both teams in balance, and has them given a number of flags to establish a frontline before the game begins.2. What type of terrain height would you like to see? The uphill fight a la Cerbere, or even ground as Belgrade?
Conquest and Assault Lines. Both teams have an uncap (or unlockable base as appropriate)3. What mode would you want? Conquest Assault (PAC needs to stop bleed, a la Gibraltar/Berlin) or Conquest Head-On (a la Tunis/Belgrade)?
32.4. How many players would you ideally like to play this map? Any number lower than 64 is acceptable. State only one number, for the sake of simplicity, as multiple map versions are a pain.
Favor heavy urban setting with mostly intact buildings but also some noticeable ruins, suitable for ambushing. Some rooftops should be accessible by foot (via ladder leading to a monorail a la Belgrade/Berlin or via the usual two-story buildings to allow sniping and counter-sniping.4. How prevalent should man-made structures be? Dense urban fighting as in Gibraltar or far off armor combat as in Verdun?
The map is essentially flat and quite easy to navigate for the most part, but some mild hazards are meant to slow down infantry movement and make them vulnerable for a short amount of time as they reach a more advantageous position. The map plays on making decisions that heavily rely on the balance between performing a quick and risky maneuver versus a slower and safer one, all in a medium-quarters urban setting where intel counts.5. What kind of gimmick would you like to see on it? Large stretch of flat ground with enough cover for one infantry strewn about? Dense forest throughout the entire map? Dry, rolling hills punctuated by an odd tree like between Oil and Trash on Suez?
Each team has one walker and three Jeeps. Each uncap has two railgun positions but none of the other flags do.6. How much armor should there be on the map? What kind of it? How long should it take to spawn? Should the flags spawn any armor? What type?
LISBON INDUSTRIAL PARK
History: As EU attempts a retreat towards Africa, the PAC seizes control of the local power plant in a daring blitz and shuts down the loaders to the European boats, forcing the EU to make a standoff as their men prepare whatever they can by hand to escape.

The map is a rather straightforward mirror in basic design, where neither position is favored and where both teams start with two flags and one uncap. On both sides, decision-making is quite similar although the sauce varies in some details here and there.
The red bullseyes are intended rooftop sniper spots, which allow view both north and south. The wall on each side of the channel is high enough to disallow sniping directly into the enemy's uncap, and all three buildings have a "back wall" of sorts, thus restricting sniper operations across the channel to nothing but the enemy's own rooftops, while at the same time preventing an enemy who's snuck up there to shoot down into the uncap. Since the uncap ground is not visible from this position in any way, and both bases are out of nade range, those rooftops are considered as not part of the uncap. For the most part, those positions are meant for sniping and recon about the north and south bridges, and to counter snipers on the other side.
The grey squares are intact buildings. The grey circles are oil cylinders.
The black charred squares are ruins, into which soldiers can seek cover. As much of the area is in pieces, it's a central theme to the map and thus it's expected that one will find traps within these ruins quite often.
The north bridges are narrow and can only be traversed by infantry. A ladder is located on each side between the bridges.
The south bridge can be traversed by all vehicles.
The blue diamonds are craters filled with water. Soldiers who seek cover in these nearby ruins will temporarily slow down and/or expose themselves to enemy fire while they run to their hiding spot. Those pools pose a risk of visibility.
The blue crossmarks are railgun emplacements.
Now for the flags:
SHORELINE is a fairly open area, with few obstacles and suitable to capping by armor. It's quite a visible spot, with some rubble here and there and several blind spots.
REFINERY is the EU's uncap, and is accessible by north or south via vehicle. A hole in the walls on the west side also allows infantry to sneak through. As it is on the shoreline, that method of entry is risky and exposed to fire from both the north and south flags there.
RUINS is composed of a tight square of destroyed buildings around a small playground filled with small craters. Attackers will need to keep an eye on the surrounding are as a well-placed grenade can easily bounce right next to the flag. Vehicles cannot approach it.
CITY GATE shows an impassable gate on the far east coupled with auxiliary, two-story buildings suitable for early warning and anti-vehicle. An alley among the buildings allows vehicles to pass northwards to the center-east edge of the map. Can be capped by vehicles.
POWER PLANT is the PAC's uncap and accessible by vehicles from the north and south. Two holes in the wall to the east allow insertion by infantry, with the holes separated by a deep channel of water. However, a shallow a bit further to the east allows passage to Jeeps and even a skillful battlewalker, forcing infantry to choose between smilling or taking the shallows to get into both holes at once.
POOLS is composed of ruins that face the flag with a wide entry point on the west and southwest sides, allowing defenders to peek out and forcing attackers to seek alternate, sneakier routes.
Points of interest:
-Passing the southern bridge requires clearance of enemy motion mines, as it is the only way vehicles can get to the other side.
-A little bit north of this bridge is a hole in the wall on each side, allowing infantry to swim through.
-Vehicles are meant to circle around the enemy uncap to reach the peripheral flags safely, and the railguns are in such a position that they can easily punish whoever attempts to get too close to the uncap. The northern railguns are also useful to help pick away enemies on the far side of the river without the use of a sniper kit. NOTE: A small error snuck into my sketch. The railguns should be located OUTSIDE the uncap's walls to make it clear that they are not part of it per rules (although tied to the flag for spawning).
-The northern bridges are long enough to prevent one team from using an IDS to guess the enemy's position on the other side. Contact has to be made visually, and support fire will be needed if either team wants to make it through.
-Since the battle will happen on two fronts at once, balance will be needed to keep both situations under control. However, a gambit is available to each team in which they both trade away their east-west situation in favor of a north-south one. The gambit has to be attractive enough to let both teams seriously consider it, rather than settle for the initial statlemate. The latter situation should be open enough to development to make it a rather unstable position for the teams that will incite doubt in the respective COs.
-Some additional buildings are present for the urban feel and to wall-off areas that are out of limits, but they have been omitted for the sake of clarity and because they do not contribute to the map's overall strategy.
-The presence of the walker allows the team to set up a defensive and fire-support position, with the walker being a psychological tool that can help buy its teammates enough time to pass a chokepoint. Staying around too long in such a tight space, however, is asking for Pilums.
-The map is meant for Jeeps to be mobile and to reach other flags quickly. A well-executed Jeep plan will allow the team an escape route and an opportunity to shuffle the field of battle anew in an attempt to regain the advantage.
TL;DR
Two fronts, two different sorts of battles, tough decisions to make. Soldiers will make quick and solid calls of judgement, and live through their consequences.GOD IS DEAD. THE N00BS TEAMKILLED HIM.
Titan specialist!
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03-10-2009, 07:47 PM #11
Re: What should a "TG" map look like?
Urban sprawl at night where all flags are neutral except UCBs. Only vehicles are two buggies at each uncap. Neutral flags (3 neutral flags for map) nearest UCBs have pod shooters which put infantry close to middle flag. Middle flag has a series of multi-level buildings that allow for vertical and horizontal combat. The map size would be for 32 players.
Grimmfist26





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03-10-2009, 08:55 PM #12
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03-11-2009, 12:17 AM #13
Re: What should a "TG" map look like?
Would anyone in TG play a Vietnam-style jungle map?
Heavy foliage covering the distances between firebases that (serve as flags) during a rainy, dark night.
Every few hundred meters, there are clearings for air transports and sometimes creeks or hills to fight over.
Air vehicles only.He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.


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03-11-2009, 02:17 PM #14
Re: What should a "TG" map look like?
Something I think that would be useful, not so much on the map though, is that if when on the squad screen the squad leader could put markers (ie. arrows, points of interest etc) on the map for his squad to see. You could then go into more clear depth as to what the plan is.
If the style was Vietnam based I think it would be quite cool if there were a few Vietnamese wooden huts around, just to add a bit of variety.
|TG-Irr| EmperorMustard
Contrary to popular belief, I am not actually an Emperor, or a Condiment.
Men should either be treated generously or destroyed, because they take revenge for slight injures - for heavy ones they cannot. - Niccolo Machiavelli
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03-11-2009, 02:20 PM #15
Re: What should a "TG" map look like?
I´d kinda like an armor/city combo map. A bit similar to belgrade just tighter and more narrow.
The map would have tanks and walkers, but they would all have to pass thru very narrow passages so thes would need Squadprotection. Similar how to the walkero n cebrere has a very hard time
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