Yes, that's right. Soon we'll be adding new custom maps into our Tactical Gamer Call of Duty 2 server rotation. Right now we're working out the details of where they'll be hosted for download. Ideally, we'll be able to use http-redirect so you won't even need to download them and set them up beforehand; everything would be done quickly and automatically when you connect to the server. We'll post more information on this once we work out the details.
The maps include:
mp_vith: A medium-sized map based on a small town in Belgium. One team must defend two mortar sites while the other team attempts to destroy them.
mp_hill24: A medium- to large-sized map that involves an assault by one team on a fortified hill held by the other team. Two artillery pieces sit atop the hill, awaiting either destruction or salvation.
mp_flakbatterie: A large-sized map somewhat similar to Brecourt in feel. This map takes place in the open countryside, with plenty of small hills, depressions, bushes, trees, and small buildings for cover. One team must defend two FlaK batteries while the other team attempts to destroy them.
mp_borisovka: A medium-sized winter map based on a small town in Russia. Lots of CQB, with tight alleyways and plenty of rooms. One team must defend a fuel cache and FlaK gun while the other team attempts to destroy them.
These maps offer a nice variety of environments, ranging from a tight CQB-based map to a wide open map in the countryside. We plan to run these maps in rotation with the best of the stock CoD2 multiplayer maps, which should give us a nice mix of the best of the new and the old. Keep an eye out here for further details!
mp_secretairfield: Secret Airfield is a large map that takes place in a wooded valley. One team must first call in an airstrike to breach the airfield entrance, and then penetrate the airfield to destroy supplies in one of two hangers. The other team must defend the supplies.
mp_vok: Valley of the Kings is a large, sprawling map set in the desert at night. One team defends two artillery pieces while the other team attempts to destroy them.
mp_v2: This is a medium-sized map that involves a LOT of CQB. The action takes place in a V2 rocket facility, with one team defending a V2 rocket and a radio while the other team attempts to destroy them. There are many doors that can be opened and closed manually, so the potential for SWAT-like room clearings is significant.
waterfall: This is a large-sized map that takes place in a French village. A mined river splits the village in half, with bridges and tunnels connecting the two sides. There are plenty of spots for snipers to roost, and there are plenty of houses and buildings for use as cover. One team must defend a bridge and a cache of supplies while the other team attempts to destroy them.
durdon_cross: This is a small- to medium-sized map that takes place in a French village. A heavy downpour makes for difficult fighting; one team must defend a tank and a nebelwerfer while the other team attacks them. Houses and barns provide cover for both teams, so clearing buildings is likely an important aspect of this map.
mp_omaha: This is a large-sized map that provides a rough recreation of Omaha Beach on D-Day. One team starts near the water on the beach and must attack uphill to gain the cliffs and the two artillery pieces beyond. The other team starts emplaced on the high cliffs and must defend the two artillery pieces. There is a system of tunnels connecting several bunkers, so there are multiple routes available to each team.
They're not on the server yet. I'm going to try something tonight that, if successful, will eliminate the one huge map pack file that clients must download and replace it with smaller map packs that clients can download "on demand" (only when the map is actually being played). I'll add durdon_cross and mp_omaha into the mix tonight when I make these changes.
An update on durdon_cross and mp_omaha -- I don't think these maps are gonna work. Mallory and I tested these for a while tonight, and we found that mp_omaha has only ONE way from the beach up to the top of the cliffs. That makes for EASY pickings for the defenders.
durdon_cross is a nice map, but it's WAY too small for our style of play. Also, the spawns are placed badly for Search & Destroy.
I'm gonna leave these out of the rotation for now.
I thought it showed a lot of potential because it was so big but I'm not sure if anyone else tested it.
It seemed fairly buggy to me, and I thought the author might release a cleaned up version. I haven't seen any updates for it yet, though.
In anticipation of mp_omaha and durdon_cross not working very well for our style of play, I'm gonna try to get another map pack together for tonight. The four maps that show the most promise (three of which would be used, if any) are mp_anzio, mp_draguignan, mp_troyville, and mp_depot. mp_depot has some script problems, but if I can get them worked out it might be a nice map to play.
Yeah, Omaha is just a little bland if nothing else.
(Do you say 'bland' in the US?)
It is, and we do.
I'm still waiting for St. Gatien; I thought it had actually been released, but not yet. Anzio will, I think, make a nice addition for our style of play. Another map, called The Hunt, should also make the cut for our next (final?) map pack. The Hunt is a large, open map similar to Pursuit 5, but it isn't dark and rainy like Pursuit 5. The Hunt involves an assault on a small fort, which should be fun.
Under strong consideration for the next map pack is Murmansk. This map should be ready for release soon (according to the mapper), with only a few remaining bugs holding up the show. I'm really looking forward to this one, as the beta showed a LOT of potential for solid tactical team play. This is a large, extremely well done map.