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| Joint Operations - Tactics, Strategy and Missions Discussion Discussion about tactics, strategy and mission planning for Joint Operations in this forum. |
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#1 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Ideas for maps
If anyone has any ideas for game types then please post them up here or send a PM. If you don't want to make the map we'll do it
Perhaps we can then get a few maps with interesting game types and have dedicated nights to play them all.If you do have an idea, please take the time to make it easy to understand, explaining all the ideas you want in it. If you're not sure something can be done, just ask. Thanks, |
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#2 (permalink) |
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Join Date: Oct 2004
Posts: 109
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Ok, so I've looked at the editor, and the likelihood of me bothering to wade through it is pretty slim. But I have had a couple of ideas for maps, so I'll throw them out there for anyone that thinks they are worth pursuing.
1) The Mixmaster If you live in a major metropolitan city, you've probably seen one of these, where 3-6 major highways come together in a big knot. Or, if you've seen that Bugs Bunny cartoon where they build a highway right where he lives. I'm thinking you put about 4-6 ground level onramps(PSPs and default spawns) with a couple/few PSPs high up at the top of a rather tall mixmaster-style gordian knot of roads. I think it could be fun, and you might even be able to put a few little birds in but keep them balanced if you make it nearly impossible to actually land them at the high-up PSPs. It's really cool in my head. 2) The 'Burbs If you live in a suburb, next time you're walking around the neighborhood, imagine how tough it would be to take control of a neighborhood with 1/2-3/4 acre lots - you've got a lot of hiding space between buildings, if you put in alleys(not in my 'hood) then you could have a lot of escape and approach routes. Vehicles would likely rule the streets, if you can keep them intact. Throw in some common parks/playgrounds and I can't imagine a much more stressful environment to try to rout an entrenched enemy. 3) Fill in the blank. I'm sure plenty of us have ideas. If you've thought it out, put it here and maybe we can be inspiration for someone with the time, skill, and dedication to actually make a map. (Edit: Thanks for the thread merge. Sorry 'bout that.) Last edited by duckilama; 10-08-2004 at 08:36 AM. |
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#4 (permalink) |
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Join Date: Dec 2003
Location: Wainwright Alberta
Age: 37
Posts: 233
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Re: Ideas for maps
I would like to see a map with lots of tunnels. Kinda like in the Vietnam era. Go in in with just a pistol, avoiding booby traps, and clear out the enemy. Too bad they didn't have some sort of tear gas grenade that does moderate damage. Sort of like a smoke grenade only it does damage if you are in the smoke. It would be great to clear out enemy troops in hard to reach places.
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#5 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Ideas for maps
Unfortunately I don't think booby traps can be set, but I have played a tunnel map recently (TDM) but it was a pretty cruddy map as it goes. With some careful planning though, I reckon a good tunnel map could be made with AA points in them lol. Add a few GL emplacements - arrgghh noooooo, ok maybe the odd .50
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#6 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Ideas for maps
There is a booby trap object that is the same used on some of the maps where we mysteriously blow up. I don't know if they can be used underground. Last I heard, there were some problems setting up tunnels (they snapped to the surface).
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#7 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Ideas for maps
But can the booby traps be spotted and disarmed? If not it seems pointless putting them in - I suspect they're just trigger areas and once you move into it - BOOM!
How about making the tunnels on the surface? If no-one can get out, no one will know if they are above ground or below ground lol. Saying all this though the map I played had a trap door you went down and into the tunnel system. You spawned either up top or down below. |
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#8 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 36
Posts: 8,974
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Re: Ideas for maps
I started working on a map this past weekend comprised of a ton of tunnels. They seem to be very hard to align properly so it's going to take some time, but it certainly is possible to create CQB maps inside of an underground tunnel system complete with PSPs. The radius for the PSP will need to be relatively small as they act as "bubbles" and could theoretically extend above the mountain under which the tunnels are placed. But it looks like it could be fun!
The other map i've begun playing with is a traditional city-style CQB map. I would imagine that shotguns will end up being the weapons of choice. :-)
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Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#9 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 36
Posts: 8,974
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Re: Ideas for maps
Quote:
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Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#10 (permalink) |
![]() ![]() Join Date: May 2003
Location: Rhode Island
Age: 30
Posts: 4,136
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Re: Ideas for maps
RACETRACKS! I want to see a handful of racetracks, to use for dunebuggy racing. They don't need to be oval- they can curve, go over mountains, across bridges, etc.
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Resurgent's New Motivational Motto: "Now train harder! Live inside your character! If it dies, YOU DIE! Focus!" Jesus had a soulstone. |
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#11 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,073
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Re: Ideas for maps
Quote:
The tunnels sound pretty cool, but I'm up for dunebuggy racing too! If someone can actually create a mission that counts the number of times members of a team get their dune buggies across a set point, that would be great. Don't eliminate the combat or anything. You'd have to decide if it's better to have your whole team in buggies, or if you'd do better to set up an ambush to take out enemy buggies as they go around the track. You'd have to put a huge lake in the middle of the map to make the track and you'd have to rig a way that the "finish line" is only triggered if it's crossed from one direction. Perhaps put it in mid air and have the end of the track elevated so that you drive through it going the correct direction, but can't reach it if you try to go backwards. Use terrain/obstacles/trees to establish a really tight chokepoint at the "finish line".
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#12 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 36
Posts: 8,974
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Re: Ideas for maps
I've just finished a CQB map called Basrah Streets.. I am putting it on the server now and it will be live for testing in about 5 minutes...
Come play!
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Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#13 (permalink) | |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Ideas for maps
Quote:
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#15 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 36
Posts: 8,974
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Re: Ideas for maps
Quote:
__________________
Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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