BF2:Custom Maps:Port Fear
From Tactical Wiki
[edit] Port Fear (nee Port Terror)
Author: |TG-7th|Shiner
Current Version: Final Version is part of the Tactical Mod Map Pack #2 Updated: 12/22/2006
Changelog:
v03
Significantly overhauled the two attack chopper spawns Heliport and Outpost per suggestions by DrukenSoul *THANKS*. Various Minor tweaks. Some known bugs exist for surrounding terrain, mini-map is outdated again, Rocks at the heliport are floating. Overgrowth and undergrowth, and terrain around new developments at heliport need work.
v02
Added two new contested points to the 64p map. The map now features a "Resort" just east of the city on an elevated ground. Just west of the city is a newly added "Park" featuring a temple and some outdoor scapes. The city center flag is now a no spawn flag. It will count as a bleed flag if held, but holding it will require a well protected squad leader or reinforcements from surrounding flags.
Note that this is an ALPHA release and is not intended to be a final version. Please see the "User Feedback" section below to leave me any notes you might have on the map.
MAP STATUS: In development: balancing, performance tracking, object tweaking, exploit bugs and mesh problem detecting
About This Map:
This map features the USMC and China vying to gain control of a small urban city that controls a valuable shipping port. Commanders should rapidly move to take the city's vital resources. The capture of the distant village while risky and slow will reward the commander with valuable artillery not available elsewhere on the map.
Setting - October 30, 2003. Jiloy, Azerbajan. Twilight. The sun is setting and the shadows are lengthening as the battle is joined by the soldiers from the United States and China.
USMC Backstory - Troops from the USMC recond team attempted to secure the city of Jiloy at 08:25 yesterday via an airborne assault. The lead chopper was shot down by enemy fire 5 klicks from the city. At 13:00 hours addtional units of the Marin Recon including light and heavy transports were airdropped to secure the crash site and resume the mission to control the city and eleminate any hostile threat. The uSMC has established a base camp Southeast of the city in a fishing village.
China Backstory - Units of the 24th infantry division currently occupying the port at Jiloy were able to fend of a US assault, but sustained significant casualties and have been forced to withdraw. Reinformcements are quickly being dispatched from a nearby island to re-establish control of the city and turn back any further aggression by the US military.
Features:
Urban combat with 2 CP's that are destined to be the focus of every major engagement. These CP's are positioned in the "heart of the triangle" and will be a hotzone for either side. The city itself is fairly well circled by hills providing some offensive and defenseive overwatch options.
One remote CP the village, with limited foot only access and a special commander resource [single arty if can get working], the commander must gamble on the risk rewards of diverting vital units from the heated infantry city fighting to secure this CP and its military hardware.
Bridges The USMC is somewhat at risk in its initial position throug seperation via a set of destroyable bridges. Fortunately there is an alternative route at less risk of destruction.
Ladders added to nearly every building! - The ladders are one of my favorite additions simulating the vertical nature of urban combat. Yet in bf2's urban maps, we all get to know which buildings people can get on and which they can't... not so on my map as nearly all the buildings are potentially hostile :)
Screenshots:
Removed outdated screenshots... new SS coming soon
TO DO:
Bug Fix, Play with object/vehicle spawns, Play with cover, Balance, Balance, Balance. I have some concerns on 64 player being too much for this map. I left myself plenty of space in the NW corner for further development if needed. I just can't predict how this will play with that many people. Right now the map seems very well suited for 48 players.
Known Issues:
Surrounding terrain has not been added yet. Currently there are some surround terrain texture issues.
User Feedback:
Please leave any feedback in this thread: Feedback
I'm specifically studying the how the placement of cover, chokepoints, roads, and CP's affect combat. I would like any feedback added in this forum post. I plan on adding some additional objects for cover as needed especially on the smaller player versions.
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